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-rw-r--r--src/common/settings.h406
1 files changed, 287 insertions, 119 deletions
diff --git a/src/common/settings.h b/src/common/settings.h
index dd2d8d4d8..13896debf 100644
--- a/src/common/settings.h
+++ b/src/common/settings.h
@@ -10,10 +10,12 @@
#include <map>
#include <optional>
#include <string>
+#include <utility>
#include <vector>
#include "common/common_types.h"
#include "common/settings_input.h"
+#include "input_common/udp/client.h"
namespace Settings {
@@ -34,73 +36,236 @@ enum class CPUAccuracy : u32 {
DebugMode = 2,
};
+/** The BasicSetting class is a simple resource manager. It defines a label and default value
+ * alongside the actual value of the setting for simpler and less-error prone use with frontend
+ * configurations. Setting a default value and label is required, though subclasses may deviate from
+ * this requirement.
+ */
template <typename Type>
-class Setting final {
+class BasicSetting {
+protected:
+ BasicSetting() = default;
+
+ /**
+ * Only sets the setting to the given initializer, leaving the other members to their default
+ * initializers.
+ *
+ * @param global_val Initial value of the setting
+ */
+ explicit BasicSetting(const Type& global_val) : global{global_val} {}
+
public:
- explicit Setting(Type val) : global{val} {
- default_value = val;
+ /**
+ * Sets a default value, label, and setting value.
+ *
+ * @param default_val Intial value of the setting, and default value of the setting
+ * @param name Label for the setting
+ */
+ explicit BasicSetting(const Type& default_val, const std::string& name)
+ : default_value{default_val}, global{default_val}, label{name} {}
+ ~BasicSetting() = default;
+
+ /**
+ * Returns a reference to the setting's value.
+ *
+ * @returns A reference to the setting
+ */
+ [[nodiscard]] const Type& GetValue() const {
+ return global;
+ }
+
+ /**
+ * Sets the setting to the given value.
+ *
+ * @param value The desired value
+ */
+ void SetValue(const Type& value) {
+ Type temp{value};
+ std::swap(global, temp);
}
+
+ /**
+ * Returns the value that this setting was created with.
+ *
+ * @returns A reference to the default value
+ */
+ [[nodiscard]] const Type& GetDefault() const {
+ return default_value;
+ }
+
+ /**
+ * Returns the label this setting was created with.
+ *
+ * @returns A reference to the label
+ */
+ [[nodiscard]] const std::string& GetLabel() const {
+ return label;
+ }
+
+ /**
+ * Assigns a value to the setting.
+ *
+ * @param value The desired setting value
+ *
+ * @returns A reference to the setting
+ */
+ const Type& operator=(const Type& value) {
+ Type temp{value};
+ std::swap(global, temp);
+ return global;
+ }
+
+ /**
+ * Returns a reference to the setting.
+ *
+ * @returns A reference to the setting
+ */
+ explicit operator const Type&() const {
+ return global;
+ }
+
+protected:
+ const Type default_value{}; ///< The default value
+ Type global{}; ///< The setting
+ const std::string label{}; ///< The setting's label
+};
+
+/**
+ * The Setting class is a slightly more complex version of the BasicSetting class. This adds a
+ * custom setting to switch to when a guest application specifically requires it. The effect is that
+ * other components of the emulator can access the setting's intended value without any need for the
+ * component to ask whether the custom or global setting is needed at the moment.
+ *
+ * By default, the global setting is used.
+ *
+ * Like the BasicSetting, this requires setting a default value and label to use.
+ */
+template <typename Type>
+class Setting final : public BasicSetting<Type> {
+public:
+ /**
+ * Sets a default value, label, and setting value.
+ *
+ * @param default_val Intial value of the setting, and default value of the setting
+ * @param name Label for the setting
+ */
+ explicit Setting(const Type& default_val, const std::string& name)
+ : BasicSetting<Type>(default_val, name) {}
~Setting() = default;
+
+ /**
+ * Tells this setting to represent either the global or custom setting when other member
+ * functions are used. Setting to_global to true means using the global setting, to false
+ * false for the custom setting.
+ *
+ * @param to_global Whether to use the global or custom setting.
+ */
void SetGlobal(bool to_global) {
use_global = to_global;
}
- bool UsingGlobal() const {
+
+ /**
+ * Returns whether this setting is using the global setting or not.
+ *
+ * @returns The global state
+ */
+ [[nodiscard]] bool UsingGlobal() const {
return use_global;
}
- Type GetValue(bool need_global = false) const {
+
+ /**
+ * Returns either the global or custom setting depending on the values of this setting's global
+ * state or if the global value was specifically requested.
+ *
+ * @param need_global Request global value regardless of setting's state; defaults to false
+ *
+ * @returns The required value of the setting
+ */
+ [[nodiscard]] const Type& GetValue(bool need_global = false) const {
if (use_global || need_global) {
- return global;
+ return this->global;
}
- return local;
+ return custom;
}
+
+ /**
+ * Sets the current setting value depending on the global state.
+ *
+ * @param value The new value
+ */
void SetValue(const Type& value) {
+ Type temp{value};
if (use_global) {
- global = value;
+ std::swap(this->global, temp);
} else {
- local = value;
+ std::swap(custom, temp);
}
}
- Type GetDefault() const {
- return default_value;
+
+ /**
+ * Assigns the current setting value depending on the global state.
+ *
+ * @param value The new value
+ *
+ * @returns A reference to the current setting value
+ */
+ const Type& operator=(const Type& value) {
+ Type temp{value};
+ if (use_global) {
+ std::swap(this->global, temp);
+ return this->global;
+ }
+ std::swap(custom, temp);
+ return custom;
+ }
+
+ /**
+ * Returns the current setting value depending on the global state.
+ *
+ * @returns A reference to the current setting value
+ */
+ explicit operator const Type&() const {
+ if (use_global) {
+ return this->global;
+ }
+ return custom;
}
private:
- bool use_global = true;
- Type global{};
- Type local{};
- Type default_value{};
+ bool use_global{true}; ///< The setting's global state
+ Type custom{}; ///< The custom value of the setting
};
/**
- * The InputSetting class allows for getting a reference to either the global or local members.
+ * The InputSetting class allows for getting a reference to either the global or custom members.
* This is required as we cannot easily modify the values of user-defined types within containers
* using the SetValue() member function found in the Setting class. The primary purpose of this
- * class is to store an array of 10 PlayerInput structs for both the global and local (per-game)
- * setting and allows for easily accessing and modifying both settings.
+ * class is to store an array of 10 PlayerInput structs for both the global and custom setting and
+ * allows for easily accessing and modifying both settings.
*/
template <typename Type>
class InputSetting final {
public:
InputSetting() = default;
- explicit InputSetting(Type val) : global{val} {}
+ explicit InputSetting(Type val) : BasicSetting<Type>(val) {}
~InputSetting() = default;
void SetGlobal(bool to_global) {
use_global = to_global;
}
- bool UsingGlobal() const {
+ [[nodiscard]] bool UsingGlobal() const {
return use_global;
}
- Type& GetValue(bool need_global = false) {
+ [[nodiscard]] Type& GetValue(bool need_global = false) {
if (use_global || need_global) {
return global;
}
- return local;
+ return custom;
}
private:
- bool use_global = true;
- Type global{};
- Type local{};
+ bool use_global{true}; ///< The setting's global state
+ Type global{}; ///< The setting
+ Type custom{}; ///< The custom setting value
};
struct TouchFromButtonMap {
@@ -110,152 +275,155 @@ struct TouchFromButtonMap {
struct Values {
// Audio
- std::string audio_device_id;
- std::string sink_id;
- bool audio_muted;
- Setting<bool> enable_audio_stretching{true};
- Setting<float> volume{1.0f};
+ BasicSetting<std::string> audio_device_id{"auto", "output_device"};
+ BasicSetting<std::string> sink_id{"auto", "output_engine"};
+ BasicSetting<bool> audio_muted{false, "audio_muted"};
+ Setting<bool> enable_audio_stretching{true, "enable_audio_stretching"};
+ Setting<float> volume{1.0f, "volume"};
// Core
- Setting<bool> use_multi_core{true};
+ Setting<bool> use_multi_core{true, "use_multi_core"};
// Cpu
- Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Accurate};
-
- bool cpuopt_page_tables;
- bool cpuopt_block_linking;
- bool cpuopt_return_stack_buffer;
- bool cpuopt_fast_dispatcher;
- bool cpuopt_context_elimination;
- bool cpuopt_const_prop;
- bool cpuopt_misc_ir;
- bool cpuopt_reduce_misalign_checks;
- bool cpuopt_fastmem;
-
- Setting<bool> cpuopt_unsafe_unfuse_fma{true};
- Setting<bool> cpuopt_unsafe_reduce_fp_error{true};
- Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true};
- Setting<bool> cpuopt_unsafe_inaccurate_nan{true};
- Setting<bool> cpuopt_unsafe_fastmem_check{true};
+ Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Accurate, "cpu_accuracy"};
+
+ BasicSetting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"};
+ BasicSetting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"};
+ BasicSetting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"};
+ BasicSetting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"};
+ BasicSetting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"};
+ BasicSetting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"};
+ BasicSetting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"};
+ BasicSetting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"};
+ BasicSetting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"};
+
+ Setting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"};
+ Setting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"};
+ Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true, "cpuopt_unsafe_ignore_standard_fpcr"};
+ Setting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"};
+ Setting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
// Renderer
- Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL};
- bool renderer_debug;
- Setting<int> vulkan_device{0};
+ Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL, "backend"};
+ BasicSetting<bool> renderer_debug{false, "debug"};
+ Setting<int> vulkan_device{0, "vulkan_device"};
- Setting<u16> resolution_factor{0};
+ Setting<u16> resolution_factor{0, "resolution_factor"};
// *nix platforms may have issues with the borderless windowed fullscreen mode.
// Default to exclusive fullscreen on these platforms for now.
Setting<int> fullscreen_mode{
#ifdef _WIN32
- 0
+ 0,
#else
- 1
+ 1,
#endif
- };
- Setting<int> aspect_ratio{0};
- Setting<int> max_anisotropy{0};
- Setting<bool> use_frame_limit{true};
- Setting<u16> frame_limit{100};
- Setting<bool> use_disk_shader_cache{true};
- Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High};
- Setting<bool> use_asynchronous_gpu_emulation{true};
- Setting<bool> use_nvdec_emulation{true};
- Setting<bool> accelerate_astc{true};
- Setting<bool> use_vsync{true};
- Setting<bool> disable_fps_limit{false};
- Setting<bool> use_assembly_shaders{false};
- Setting<bool> use_asynchronous_shaders{false};
- Setting<bool> use_fast_gpu_time{true};
- Setting<bool> use_caches_gc{false};
-
- Setting<float> bg_red{0.0f};
- Setting<float> bg_green{0.0f};
- Setting<float> bg_blue{0.0f};
+ "fullscreen_mode"};
+ Setting<int> aspect_ratio{0, "aspect_ratio"};
+ Setting<int> max_anisotropy{0, "max_anisotropy"};
+ Setting<bool> use_frame_limit{true, "use_frame_limit"};
+ Setting<u16> frame_limit{100, "frame_limit"};
+ Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
+ Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, "gpu_accuracy"};
+ Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
+ Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"};
+ Setting<bool> accelerate_astc{true, "accelerate_astc"};
+ Setting<bool> use_vsync{true, "use_vsync"};
+ Setting<bool> disable_fps_limit{false, "disable_fps_limit"};
+ Setting<bool> use_assembly_shaders{false, "use_assembly_shaders"};
+ Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
+ Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
+ Setting<bool> use_caches_gc{false, "use_caches_gc"};
+
+ Setting<float> bg_red{0.0f, "bg_red"};
+ Setting<float> bg_green{0.0f, "bg_green"};
+ Setting<float> bg_blue{0.0f, "bg_blue"};
// System
- Setting<std::optional<u32>> rng_seed{std::optional<u32>()};
+ Setting<std::optional<u32>> rng_seed{std::optional<u32>(), "rng_seed"};
// Measured in seconds since epoch
std::optional<std::chrono::seconds> custom_rtc;
// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
std::chrono::seconds custom_rtc_differential;
- s32 current_user;
- Setting<s32> language_index{1};
- Setting<s32> region_index{1};
- Setting<s32> time_zone_index{0};
- Setting<s32> sound_index{1};
+ BasicSetting<s32> current_user{0, "current_user"};
+ Setting<s32> language_index{1, "language_index"};
+ Setting<s32> region_index{1, "region_index"};
+ Setting<s32> time_zone_index{0, "time_zone_index"};
+ Setting<s32> sound_index{1, "sound_index"};
// Controls
InputSetting<std::array<PlayerInput, 10>> players;
- Setting<bool> use_docked_mode{true};
+ Setting<bool> use_docked_mode{true, "use_docked_mode"};
- Setting<bool> vibration_enabled{true};
- Setting<bool> enable_accurate_vibrations{false};
+ Setting<bool> vibration_enabled{true, "vibration_enabled"};
+ Setting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"};
- Setting<bool> motion_enabled{true};
- std::string motion_device;
- std::string udp_input_servers;
+ Setting<bool> motion_enabled{true, "motion_enabled"};
+ BasicSetting<std::string> motion_device{"engine:motion_emu,update_period:100,sensitivity:0.01",
+ "motion_device"};
+ BasicSetting<std::string> udp_input_servers{InputCommon::CemuhookUDP::DEFAULT_SRV,
+ "udp_input_servers"};
- bool mouse_panning;
- float mouse_panning_sensitivity;
- bool mouse_enabled;
+ BasicSetting<bool> mouse_panning{false, "mouse_panning"};
+ BasicSetting<float> mouse_panning_sensitivity{1.0f, "mouse_panning_sensitivity"};
+ BasicSetting<bool> mouse_enabled{false, "mouse_enabled"};
std::string mouse_device;
MouseButtonsRaw mouse_buttons;
- bool emulate_analog_keyboard;
- bool keyboard_enabled;
+ BasicSetting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
+ BasicSetting<bool> keyboard_enabled{false, "keyboard_enabled"};
KeyboardKeysRaw keyboard_keys;
KeyboardModsRaw keyboard_mods;
- bool debug_pad_enabled;
+ BasicSetting<bool> debug_pad_enabled{false, "debug_pad_enabled"};
ButtonsRaw debug_pad_buttons;
AnalogsRaw debug_pad_analogs;
TouchscreenInput touchscreen;
- bool use_touch_from_button;
- std::string touch_device;
- int touch_from_button_map_index;
+ BasicSetting<bool> use_touch_from_button{false, "use_touch_from_button"};
+ BasicSetting<std::string> touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850",
+ "touch_device"};
+ BasicSetting<int> touch_from_button_map_index{0, "touch_from_button_map"};
std::vector<TouchFromButtonMap> touch_from_button_maps;
std::atomic_bool is_device_reload_pending{true};
// Data Storage
- bool use_virtual_sd;
- bool gamecard_inserted;
- bool gamecard_current_game;
- std::string gamecard_path;
+ BasicSetting<bool> use_virtual_sd{true, "use_virtual_sd"};
+ BasicSetting<bool> gamecard_inserted{false, "gamecard_inserted"};
+ BasicSetting<bool> gamecard_current_game{false, "gamecard_current_game"};
+ BasicSetting<std::string> gamecard_path{std::string(), "gamecard_path"};
// Debugging
bool record_frame_times;
- bool use_gdbstub;
- u16 gdbstub_port;
- std::string program_args;
- bool dump_exefs;
- bool dump_nso;
- bool enable_fs_access_log;
- bool reporting_services;
- bool quest_flag;
- bool disable_macro_jit;
- bool extended_logging;
- bool use_debug_asserts;
- bool use_auto_stub;
+ BasicSetting<bool> use_gdbstub{false, "use_gdbstub"};
+ BasicSetting<u16> gdbstub_port{0, "gdbstub_port"};
+ BasicSetting<std::string> program_args{std::string(), "program_args"};
+ BasicSetting<bool> dump_exefs{false, "dump_exefs"};
+ BasicSetting<bool> dump_nso{false, "dump_nso"};
+ BasicSetting<bool> enable_fs_access_log{false, "enable_fs_access_log"};
+ BasicSetting<bool> reporting_services{false, "reporting_services"};
+ BasicSetting<bool> quest_flag{false, "quest_flag"};
+ BasicSetting<bool> disable_macro_jit{false, "disable_macro_jit"};
+ BasicSetting<bool> extended_logging{false, "extended_logging"};
+ BasicSetting<bool> use_debug_asserts{false, "use_debug_asserts"};
+ BasicSetting<bool> use_auto_stub{false, "use_auto_stub"};
// Miscellaneous
- std::string log_filter;
- bool use_dev_keys;
+ BasicSetting<std::string> log_filter{"*:Info", "log_filter"};
+ BasicSetting<bool> use_dev_keys{false, "use_dev_keys"};
// Services
- std::string bcat_backend;
- bool bcat_boxcat_local;
+ BasicSetting<std::string> bcat_backend{"none", "bcat_backend"};
+ BasicSetting<bool> bcat_boxcat_local{false, "bcat_boxcat_local"};
// WebService
- bool enable_telemetry;
- std::string web_api_url;
- std::string yuzu_username;
- std::string yuzu_token;
+ BasicSetting<bool> enable_telemetry{true, "enable_telemetry"};
+ BasicSetting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"};
+ BasicSetting<std::string> yuzu_username{std::string(), "yuzu_username"};
+ BasicSetting<std::string> yuzu_token{std::string(), "yuzu_token"};
// Add-Ons
std::map<u64, std::vector<std::string>> disabled_addons;