Duckstation/src/frontend-common/game_settings.h

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#pragma once
#include "core/types.h"
#include <bitset>
#include <optional>
#include <string>
#include <string_view>
#include <unordered_map>
class ByteStream;
namespace GameSettings {
enum class Trait : u32
{
ForceInterpreter,
ForceSoftwareRenderer,
ForceSoftwareRendererForReadbacks,
ForceInterlacing,
DisableTrueColor,
DisableUpscaling,
DisableScaledDithering,
DisableForceNTSCTimings,
DisableWidescreen,
DisablePGXP,
DisablePGXPCulling,
DisablePGXPTextureCorrection,
DisablePGXPDepthBuffer,
ForcePGXPVertexCache,
ForcePGXPCPUMode,
ForceRecompilerMemoryExceptions,
ForceRecompilerICache,
ForceRecompilerLUTFastmem,
Count
};
const char* GetTraitName(Trait trait);
const char* GetTraitDisplayName(Trait trait);
struct Entry
{
std::bitset<static_cast<int>(Trait::Count)> traits{};
std::optional<s16> display_active_start_offset;
std::optional<s16> display_active_end_offset;
std::optional<s8> display_line_start_offset;
std::optional<s8> display_line_end_offset;
std::optional<u32> dma_max_slice_ticks;
std::optional<u32> dma_halt_ticks;
std::optional<u32> gpu_fifo_size;
std::optional<u32> gpu_max_run_ahead;
std::optional<float> gpu_pgxp_tolerance;
std::optional<float> gpu_pgxp_depth_threshold;
// user settings
std::optional<u32> runahead_frames;
std::optional<u32> cpu_overclock_numerator;
std::optional<u32> cpu_overclock_denominator;
std::optional<bool> cpu_overclock_enable;
std::optional<bool> enable_8mb_ram;
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std::optional<u32> cdrom_read_speedup;
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std::optional<u32> cdrom_seek_speedup;
std::optional<DisplayCropMode> display_crop_mode;
std::optional<DisplayAspectRatio> display_aspect_ratio;
std::optional<GPURenderer> gpu_renderer;
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std::optional<GPUDownsampleMode> gpu_downsample_mode;
std::optional<bool> display_linear_upscaling;
std::optional<bool> display_integer_upscaling;
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std::optional<bool> display_force_4_3_for_24bit;
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std::optional<u16> display_aspect_ratio_custom_numerator;
std::optional<u16> display_aspect_ratio_custom_denominator;
std::optional<u32> gpu_resolution_scale;
std::optional<u32> gpu_multisamples;
std::optional<bool> gpu_per_sample_shading;
std::optional<bool> gpu_true_color;
std::optional<bool> gpu_scaled_dithering;
std::optional<bool> gpu_force_ntsc_timings;
std::optional<GPUTextureFilter> gpu_texture_filter;
std::optional<bool> gpu_widescreen_hack;
std::optional<bool> gpu_pgxp;
std::optional<bool> gpu_pgxp_projection_precision;
std::optional<bool> gpu_pgxp_depth_buffer;
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std::optional<MultitapMode> multitap_mode;
std::optional<ControllerType> controller_1_type;
std::optional<ControllerType> controller_2_type;
std::optional<MemoryCardType> memory_card_1_type;
std::optional<MemoryCardType> memory_card_2_type;
std::string memory_card_1_shared_path;
std::string memory_card_2_shared_path;
std::string input_profile_name;
ALWAYS_INLINE bool HasTrait(Trait trait) const { return traits[static_cast<int>(trait)]; }
ALWAYS_INLINE void AddTrait(Trait trait) { traits[static_cast<int>(trait)] = true; }
ALWAYS_INLINE void RemoveTrait(Trait trait) { traits[static_cast<int>(trait)] = false; }
ALWAYS_INLINE void SetTrait(Trait trait, bool enabled) { traits[static_cast<int>(trait)] = enabled; }
bool LoadFromStream(ByteStream* stream);
bool SaveToStream(ByteStream* stream) const;
u32 GetUserSettingsCount() const;
void ApplySettings(bool display_osd_messages) const;
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// Key-based interface, used by Android.
std::optional<std::string> GetValueForKey(const std::string_view& key) const;
void SetValueForKey(const std::string_view& key, const std::optional<std::string>& value);
};
class Database
{
public:
Database();
~Database();
const Entry* GetEntry(const std::string& code) const;
void SetEntry(const std::string& code, const std::string& name, const Entry& entry, const char* save_path);
bool Load(const std::string_view& ini_data);
private:
std::unordered_map<std::string, Entry> m_entries;
};
}; // namespace GameSettings