Lime3DS/src/common/settings.h
blakdulz ac1b0639ba QT add Custom Layout Menu Option.
This add Custom Layout selector in Both Menu and Enhancment Setting. This will allow to use or change Custom Layout mode or by using toggle. Still No Overlay Editor, just manual edit box, and this Not saved or carried at per game settings
2024-11-10 18:16:49 +00:00

587 lines
19 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <algorithm>
#include <array>
#include <atomic>
#include <string>
#include <unordered_map>
#include <vector>
#include "audio_core/input_details.h"
#include "audio_core/sink_details.h"
#include "common/common_types.h"
#include "core/hle/service/cam/cam_params.h"
namespace Settings {
enum class GraphicsAPI {
Software = 0,
OpenGL = 1,
Vulkan = 2,
};
enum class InitClock : u32 {
SystemTime = 0,
FixedTime = 1,
};
enum class InitTicks : u32 {
Random = 0,
Fixed = 1,
};
enum class LayoutOption : u32 {
Default,
SingleScreen,
LargeScreen,
SideScreen,
#ifndef ANDROID
SeparateWindows,
#endif
HybridScreen,
CustomLayout,
// Similiar to default, but better for mobile devices in portrait mode. Top screen in clamped to
// the top of the frame, and the bottom screen is enlarged to match the top screen.
MobilePortrait,
// Similiar to LargeScreen, but better for mobile devices in landscape mode. The screens are
// clamped to the top of the frame, and the bottom screen is a bit bigger.
MobileLandscape,
};
enum class StereoRenderOption : u32 {
Off = 0,
SideBySide = 1,
Anaglyph = 2,
Interlaced = 3,
ReverseInterlaced = 4,
CardboardVR = 5
};
// Which eye to render when 3d is off. 800px wide mode could be added here in the future, when
// implemented
enum class MonoRenderOption : u32 {
LeftEye = 0,
RightEye = 1,
};
enum class AudioEmulation : u32 {
HLE = 0,
LLE = 1,
LLEMultithreaded = 2,
};
enum class TextureFilter : u32 {
None = 0,
Anime4K = 1,
Bicubic = 2,
ScaleForce = 3,
xBRZ = 4,
MMPX = 5,
};
enum class TextureSampling : u32 {
GameControlled = 0,
NearestNeighbor = 1,
Linear = 2,
};
namespace NativeButton {
enum Values {
A,
B,
X,
Y,
Up,
Down,
Left,
Right,
L,
R,
Start,
Select,
Debug,
Gpio14,
ZL,
ZR,
Home,
Power,
NumButtons,
};
constexpr int BUTTON_HID_BEGIN = A;
constexpr int BUTTON_IR_BEGIN = ZL;
constexpr int BUTTON_NS_BEGIN = Power;
constexpr int BUTTON_HID_END = BUTTON_IR_BEGIN;
constexpr int BUTTON_IR_END = BUTTON_NS_BEGIN;
constexpr int BUTTON_NS_END = NumButtons;
constexpr int NUM_BUTTONS_HID = BUTTON_HID_END - BUTTON_HID_BEGIN;
constexpr int NUM_BUTTONS_IR = BUTTON_IR_END - BUTTON_IR_BEGIN;
constexpr int NUM_BUTTONS_NS = BUTTON_NS_END - BUTTON_NS_BEGIN;
static const std::array<const char*, NumButtons> mapping = {{
"button_a",
"button_b",
"button_x",
"button_y",
"button_up",
"button_down",
"button_left",
"button_right",
"button_l",
"button_r",
"button_start",
"button_select",
"button_debug",
"button_gpio14",
"button_zl",
"button_zr",
"button_home",
"button_power",
}};
} // namespace NativeButton
namespace NativeAnalog {
enum Values {
CirclePad,
CStick,
NumAnalogs,
};
constexpr std::array<const char*, NumAnalogs> mapping = {{
"circle_pad",
"c_stick",
}};
} // namespace NativeAnalog
/** The Setting 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. Specifying a default value and label is required. A minimum and maximum range can
* be specified for sanitization.
*/
template <typename Type, bool ranged = false>
class Setting {
protected:
Setting() = 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 Setting(const Type& val) : value{val} {}
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)
requires(!ranged)
: value{default_val}, default_value{default_val}, label{name} {}
virtual ~Setting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param default_val Intial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
*/
explicit Setting(const Type& default_val, const Type& min_val, const Type& max_val,
const std::string& name)
requires(ranged)
: value{default_val},
default_value{default_val}, maximum{max_val}, minimum{min_val}, label{name} {}
/**
* Returns a reference to the setting's value.
*
* @returns A reference to the setting
*/
[[nodiscard]] virtual const Type& GetValue() const {
return value;
}
/**
* Sets the setting to the given value.
*
* @param val The desired value
*/
virtual void SetValue(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, 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 val The desired setting value
*
* @returns A reference to the setting
*/
virtual const Type& operator=(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
return value;
}
/**
* Returns a reference to the setting.
*
* @returns A reference to the setting
*/
explicit virtual operator const Type&() const {
return value;
}
protected:
Type value{}; ///< The setting
const Type default_value{}; ///< The default value
const Type maximum{}; ///< Maximum allowed value of the setting
const Type minimum{}; ///< Minimum allowed value of the setting
const std::string label{}; ///< The setting's label
};
/**
* The SwitchableSetting class is a slightly more complex version of the Setting 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.
*/
template <typename Type, bool ranged = false>
class SwitchableSetting : virtual public Setting<Type, ranged> {
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 SwitchableSetting(const Type& default_val, const std::string& name)
requires(!ranged)
: Setting<Type>{default_val, name} {}
virtual ~SwitchableSetting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param default_val Intial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
*/
explicit SwitchableSetting(const Type& default_val, const Type& min_val, const Type& max_val,
const std::string& name)
requires(ranged)
: Setting<Type, true>{default_val, min_val, max_val, name} {}
/**
* Tells this setting to represent either the global or custom setting when other member
* functions are used.
*
* @param to_global Whether to use the global or custom setting.
*/
void SetGlobal(bool to_global) {
use_global = to_global;
}
/**
* Returns whether this setting is using the global setting or not.
*
* @returns The global state
*/
[[nodiscard]] bool UsingGlobal() const {
return use_global;
}
/**
* 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]] virtual const Type& GetValue() const override {
if (use_global) {
return this->value;
}
return custom;
}
[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
if (use_global || need_global) {
return this->value;
}
return custom;
}
/**
* Sets the current setting value depending on the global state.
*
* @param val The new value
*/
void SetValue(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
} else {
std::swap(custom, temp);
}
}
/**
* Assigns the current setting value depending on the global state.
*
* @param val The new value
*
* @returns A reference to the current setting value
*/
const Type& operator=(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
return this->value;
}
std::swap(custom, temp);
return custom;
}
/**
* Returns the current setting value depending on the global state.
*
* @returns A reference to the current setting value
*/
virtual explicit operator const Type&() const override {
if (use_global) {
return this->value;
}
return custom;
}
protected:
bool use_global{true}; ///< The setting's global state
Type custom{}; ///< The custom value of the setting
};
struct InputProfile {
std::string name;
std::array<std::string, NativeButton::NumButtons> buttons;
std::array<std::string, NativeAnalog::NumAnalogs> analogs;
std::string motion_device;
std::string touch_device;
bool use_touch_from_button;
int touch_from_button_map_index;
std::string udp_input_address;
u16 udp_input_port;
u8 udp_pad_index;
};
struct TouchFromButtonMap {
std::string name;
std::vector<std::string> buttons;
};
/// A special region value indicating that citra will automatically select a region
/// value to fit the region lockout info of the game
static constexpr s32 REGION_VALUE_AUTO_SELECT = -1;
struct Values {
// Controls
InputProfile current_input_profile; ///< The current input profile
int current_input_profile_index; ///< The current input profile index
std::vector<InputProfile> input_profiles; ///< The list of input profiles
std::vector<TouchFromButtonMap> touch_from_button_maps;
Setting<bool> use_artic_base_controller{false, "use_artic_base_controller"};
SwitchableSetting<bool> enable_gamemode{true, "enable_gamemode"};
// Core
Setting<bool> use_cpu_jit{true, "use_cpu_jit"};
SwitchableSetting<s32, true> cpu_clock_percentage{100, 5, 400, "cpu_clock_percentage"};
SwitchableSetting<bool> is_new_3ds{true, "is_new_3ds"};
SwitchableSetting<bool> lle_applets{false, "lle_applets"};
// Data Storage
Setting<bool> use_virtual_sd{true, "use_virtual_sd"};
Setting<bool> use_custom_storage{false, "use_custom_storage"};
// System
SwitchableSetting<s32> region_value{REGION_VALUE_AUTO_SELECT, "region_value"};
Setting<InitClock> init_clock{InitClock::SystemTime, "init_clock"};
Setting<u64> init_time{946681277ULL, "init_time"};
Setting<s64> init_time_offset{0, "init_time_offset"};
Setting<InitTicks> init_ticks_type{InitTicks::Random, "init_ticks_type"};
Setting<s64> init_ticks_override{0, "init_ticks_override"};
Setting<bool> plugin_loader_enabled{false, "plugin_loader"};
Setting<bool> allow_plugin_loader{true, "allow_plugin_loader"};
Setting<u16> steps_per_hour{0, "steps_per_hour"};
// Renderer
SwitchableSetting<GraphicsAPI, true> graphics_api {
#if defined(ENABLE_OPENGL)
GraphicsAPI::OpenGL,
#elif defined(ENABLE_VULKAN)
GraphicsAPI::Vulkan,
#elif defined(ENABLE_SOFTWARE_RENDERER)
GraphicsAPI::Software,
#else
// TODO: Add a null renderer backend for this, perhaps.
#error "At least one renderer must be enabled."
#endif
GraphicsAPI::Software, GraphicsAPI::Vulkan, "graphics_api"
};
SwitchableSetting<u32> physical_device{0, "physical_device"};
Setting<bool> use_gles{false, "use_gles"};
Setting<bool> renderer_debug{false, "renderer_debug"};
Setting<bool> dump_command_buffers{false, "dump_command_buffers"};
SwitchableSetting<bool> spirv_shader_gen{true, "spirv_shader_gen"};
SwitchableSetting<bool> async_shader_compilation{false, "async_shader_compilation"};
SwitchableSetting<bool> async_presentation{true, "async_presentation"};
SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"};
SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
SwitchableSetting<bool> shaders_accurate_mul{true, "shaders_accurate_mul"};
SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};
Setting<bool> use_shader_jit{true, "use_shader_jit"};
SwitchableSetting<u32, true> resolution_factor{1, 0, 10, "resolution_factor"};
SwitchableSetting<u16, true> frame_limit{100, 0, 1000, "frame_limit"};
SwitchableSetting<TextureFilter> texture_filter{TextureFilter::None, "texture_filter"};
SwitchableSetting<TextureSampling> texture_sampling{TextureSampling::GameControlled,
"texture_sampling"};
SwitchableSetting<u16, true> delay_game_render_thread_us{0, 0, 16000,
"delay_game_render_thread_us"};
SwitchableSetting<LayoutOption> layout_option{LayoutOption::Default, "layout_option"};
SwitchableSetting<bool> swap_screen{false, "swap_screen"};
SwitchableSetting<bool> upright_screen{false, "upright_screen"};
SwitchableSetting<float, true> large_screen_proportion{4.f, 1.f, 16.f,
"large_screen_proportion"};
Setting<bool> custom_layout{false, "custom_layout"};
Setting<u16> custom_top_left{0, "custom_top_left"};
Setting<u16> custom_top_top{0, "custom_top_top"};
Setting<u16> custom_top_right{400, "custom_top_right"};
Setting<u16> custom_top_bottom{240, "custom_top_bottom"};
Setting<u16> custom_bottom_left{40, "custom_bottom_left"};
Setting<u16> custom_bottom_top{240, "custom_bottom_top"};
Setting<u16> custom_bottom_right{360, "custom_bottom_right"};
Setting<u16> custom_bottom_bottom{480, "custom_bottom_bottom"};
Setting<u16> custom_second_layer_opacity{100, "custom_second_layer_opacity"};
SwitchableSetting<float> bg_red{0.f, "bg_red"};
SwitchableSetting<float> bg_green{0.f, "bg_green"};
SwitchableSetting<float> bg_blue{0.f, "bg_blue"};
SwitchableSetting<StereoRenderOption> render_3d{StereoRenderOption::Off, "render_3d"};
SwitchableSetting<u32> factor_3d{0, "factor_3d"};
SwitchableSetting<MonoRenderOption> mono_render_option{MonoRenderOption::LeftEye,
"mono_render_option"};
Setting<u32> cardboard_screen_size{85, "cardboard_screen_size"};
Setting<s32> cardboard_x_shift{0, "cardboard_x_shift"};
Setting<s32> cardboard_y_shift{0, "cardboard_y_shift"};
SwitchableSetting<bool> filter_mode{true, "filter_mode"};
SwitchableSetting<std::string> pp_shader_name{"none (builtin)", "pp_shader_name"};
SwitchableSetting<std::string> anaglyph_shader_name{"dubois (builtin)", "anaglyph_shader_name"};
SwitchableSetting<bool> dump_textures{false, "dump_textures"};
SwitchableSetting<bool> custom_textures{false, "custom_textures"};
SwitchableSetting<bool> preload_textures{false, "preload_textures"};
SwitchableSetting<bool> async_custom_loading{true, "async_custom_loading"};
// Audio
bool audio_muted;
SwitchableSetting<AudioEmulation> audio_emulation{AudioEmulation::HLE, "audio_emulation"};
SwitchableSetting<bool> enable_audio_stretching{true, "enable_audio_stretching"};
SwitchableSetting<bool> enable_realtime_audio{false, "enable_realtime_audio"};
SwitchableSetting<float, true> volume{1.f, 0.f, 1.f, "volume"};
Setting<AudioCore::SinkType> output_type{AudioCore::SinkType::Auto, "output_type"};
Setting<std::string> output_device{"auto", "output_device"};
Setting<AudioCore::InputType> input_type{AudioCore::InputType::Auto, "input_type"};
Setting<std::string> input_device{"auto", "input_device"};
// Camera
std::array<std::string, Service::CAM::NumCameras> camera_name;
std::array<std::string, Service::CAM::NumCameras> camera_config;
std::array<int, Service::CAM::NumCameras> camera_flip;
// Debugging
bool record_frame_times;
std::unordered_map<std::string, bool> lle_modules;
Setting<bool> delay_start_for_lle_modules{true, "delay_start_for_lle_modules"};
Setting<bool> use_gdbstub{false, "use_gdbstub"};
Setting<u16> gdbstub_port{24689, "gdbstub_port"};
Setting<bool> instant_debug_log{false, "instant_debug_log"};
// Miscellaneous
Setting<std::string> log_filter{"*:Info", "log_filter"};
Setting<std::string> log_regex_filter{"", "log_regex_filter"};
// Video Dumping
std::string output_format;
std::string format_options;
std::string video_encoder;
std::string video_encoder_options;
u64 video_bitrate;
std::string audio_encoder;
std::string audio_encoder_options;
u64 audio_bitrate;
};
extern Values values;
bool IsConfiguringGlobal();
void SetConfiguringGlobal(bool is_global);
float Volume();
void LogSettings();
// Restore the global state of all applicable settings in the Values struct
void RestoreGlobalState(bool is_powered_on);
// Input profiles
void LoadProfile(int index);
void SaveProfile(int index);
void CreateProfile(std::string name);
void DeleteProfile(int index);
void RenameCurrentProfile(std::string new_name);
} // namespace Settings