2022-12-08 11:27:25 +00:00
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "common/common_types.h"
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#include "core/hle/service/cam/cam_params.h"
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namespace Settings {
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enum class InitClock : u32 {
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SystemTime = 0,
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FixedTime = 1,
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};
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enum class LayoutOption : u32 {
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Default,
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SingleScreen,
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LargeScreen,
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SideScreen,
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#ifndef ANDROID
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SeparateWindows,
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#endif
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// Similiar to default, but better for mobile devices in portrait mode. Top screen in clamped to
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// the top of the frame, and the bottom screen is enlarged to match the top screen.
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MobilePortrait,
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// Similiar to LargeScreen, but better for mobile devices in landscape mode. The screens are
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// clamped to the top of the frame, and the bottom screen is a bit bigger.
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MobileLandscape,
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};
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enum class MicInputType : u32 {
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None = 0,
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Real = 1,
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Static = 2,
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};
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enum class StereoRenderOption : u32 {
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Off = 0,
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SideBySide = 1,
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Anaglyph = 2,
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Interlaced = 3,
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ReverseInterlaced = 4,
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CardboardVR = 5
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};
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enum class AudioEmulation : u32 { HLE = 0, LLE = 1, LLEMultithreaded = 2 };
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namespace NativeButton {
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enum Values {
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A,
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B,
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X,
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Y,
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Up,
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Down,
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Left,
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Right,
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L,
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R,
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Start,
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Select,
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Debug,
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Gpio14,
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ZL,
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ZR,
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Home,
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NumButtons,
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};
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constexpr int BUTTON_HID_BEGIN = A;
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constexpr int BUTTON_IR_BEGIN = ZL;
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constexpr int BUTTON_NS_BEGIN = Home;
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constexpr int BUTTON_HID_END = BUTTON_IR_BEGIN;
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constexpr int BUTTON_IR_END = BUTTON_NS_BEGIN;
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constexpr int BUTTON_NS_END = NumButtons;
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constexpr int NUM_BUTTONS_HID = BUTTON_HID_END - BUTTON_HID_BEGIN;
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constexpr int NUM_BUTTONS_IR = BUTTON_IR_END - BUTTON_IR_BEGIN;
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constexpr int NUM_BUTTONS_NS = BUTTON_NS_END - BUTTON_NS_BEGIN;
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static const std::array<const char*, NumButtons> mapping = {{
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"button_a",
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"button_b",
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"button_x",
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"button_y",
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"button_up",
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"button_down",
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"button_left",
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"button_right",
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"button_l",
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"button_r",
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"button_start",
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"button_select",
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"button_debug",
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"button_gpio14",
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"button_zl",
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"button_zr",
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"button_home",
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}};
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} // namespace NativeButton
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namespace NativeAnalog {
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enum Values {
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CirclePad,
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CStick,
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NumAnalogs,
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};
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constexpr std::array<const char*, NumAnalogs> mapping = {{
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"circle_pad",
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"c_stick",
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}};
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} // namespace NativeAnalog
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/** The Setting class is a simple resource manager. It defines a label and default value alongside
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* the actual value of the setting for simpler and less-error prone use with frontend
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* configurations. Specifying a default value and label is required. A minimum and maximum range can
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* be specified for sanitization.
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*/
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template <typename Type, bool ranged = false>
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class Setting {
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protected:
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Setting() = default;
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/**
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* Only sets the setting to the given initializer, leaving the other members to their default
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* initializers.
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*
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* @param global_val Initial value of the setting
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*/
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explicit Setting(const Type& val) : value{val} {}
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public:
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/**
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* Sets a default value, label, and setting value.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param name Label for the setting
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*/
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explicit Setting(const Type& default_val, const std::string& name) requires(!ranged)
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: value{default_val}, default_value{default_val}, label{name} {}
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virtual ~Setting() = default;
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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*/
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explicit Setting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name) requires(ranged)
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: value{default_val},
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default_value{default_val}, maximum{max_val}, minimum{min_val}, label{name} {}
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/**
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* Returns a reference to the setting's value.
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*
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* @returns A reference to the setting
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*/
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[[nodiscard]] virtual const Type& GetValue() const {
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return value;
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}
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/**
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* Sets the setting to the given value.
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*
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* @param val The desired value
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*/
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virtual void SetValue(const Type& val) {
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Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
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std::swap(value, temp);
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}
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/**
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* Returns the value that this setting was created with.
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*
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* @returns A reference to the default value
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*/
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[[nodiscard]] const Type& GetDefault() const {
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return default_value;
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}
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/**
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* Returns the label this setting was created with.
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*
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* @returns A reference to the label
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*/
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[[nodiscard]] const std::string& GetLabel() const {
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return label;
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}
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/**
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* Assigns a value to the setting.
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*
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* @param val The desired setting value
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*
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* @returns A reference to the setting
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*/
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virtual const Type& operator=(const Type& val) {
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Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
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std::swap(value, temp);
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return value;
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}
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/**
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* Returns a reference to the setting.
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*
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* @returns A reference to the setting
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*/
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explicit virtual operator const Type&() const {
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return value;
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}
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protected:
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Type value{}; ///< The setting
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const Type default_value{}; ///< The default value
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const Type maximum{}; ///< Maximum allowed value of the setting
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const Type minimum{}; ///< Minimum allowed value of the setting
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const std::string label{}; ///< The setting's label
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};
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/**
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* The SwitchableSetting class is a slightly more complex version of the Setting class. This adds a
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* custom setting to switch to when a guest application specifically requires it. The effect is that
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* other components of the emulator can access the setting's intended value without any need for the
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* component to ask whether the custom or global setting is needed at the moment.
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*
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* By default, the global setting is used.
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*/
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template <typename Type, bool ranged = false>
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class SwitchableSetting : virtual public Setting<Type, ranged> {
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public:
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/**
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* Sets a default value, label, and setting value.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param name Label for the setting
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*/
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explicit SwitchableSetting(const Type& default_val, const std::string& name) requires(!ranged)
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: Setting<Type>{default_val, name} {}
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virtual ~SwitchableSetting() = default;
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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*/
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explicit SwitchableSetting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name) requires(ranged)
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: Setting<Type, true>{default_val, min_val, max_val, name} {}
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/**
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* Tells this setting to represent either the global or custom setting when other member
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* functions are used.
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*
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* @param to_global Whether to use the global or custom setting.
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*/
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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/**
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* Returns whether this setting is using the global setting or not.
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*
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* @returns The global state
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*/
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[[nodiscard]] bool UsingGlobal() const {
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return use_global;
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}
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/**
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* Returns either the global or custom setting depending on the values of this setting's global
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* state or if the global value was specifically requested.
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*
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* @param need_global Request global value regardless of setting's state; defaults to false
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*
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* @returns The required value of the setting
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*/
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[[nodiscard]] virtual const Type& GetValue() const override {
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if (use_global) {
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return this->value;
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}
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return custom;
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}
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[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
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if (use_global || need_global) {
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return this->value;
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}
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return custom;
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}
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/**
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* Sets the current setting value depending on the global state.
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*
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* @param val The new value
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*/
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void SetValue(const Type& val) override {
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Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
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if (use_global) {
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std::swap(this->value, temp);
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} else {
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std::swap(custom, temp);
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}
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}
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/**
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* Assigns the current setting value depending on the global state.
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*
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* @param val The new value
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*
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* @returns A reference to the current setting value
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*/
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const Type& operator=(const Type& val) override {
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Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
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if (use_global) {
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std::swap(this->value, temp);
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return this->value;
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}
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std::swap(custom, temp);
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return custom;
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}
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/**
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* Returns the current setting value depending on the global state.
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*
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* @returns A reference to the current setting value
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*/
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virtual explicit operator const Type&() const override {
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if (use_global) {
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return this->value;
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}
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return custom;
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}
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protected:
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bool use_global{true}; ///< The setting's global state
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Type custom{}; ///< The custom value of the setting
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};
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/**
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* The InputSetting class allows for getting a reference to either the global or custom members.
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* This is required as we cannot easily modify the values of user-defined types within containers
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* using the SetValue() member function found in the Setting class. The primary purpose of this
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* class is to store an array of 10 PlayerInput structs for both the global and custom setting and
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* allows for easily accessing and modifying both settings.
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*/
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template <typename Type>
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class InputSetting final {
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public:
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InputSetting() = default;
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explicit InputSetting(Type val) : Setting<Type>(val) {}
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~InputSetting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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[[nodiscard]] bool UsingGlobal() const {
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return use_global;
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}
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[[nodiscard]] Type& GetValue(bool need_global = false) {
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if (use_global || need_global) {
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return global;
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}
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return custom;
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}
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private:
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bool use_global{true}; ///< The setting's global state
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Type global{}; ///< The setting
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Type custom{}; ///< The custom setting value
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};
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struct InputProfile {
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std::string name;
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std::array<std::string, NativeButton::NumButtons> buttons;
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std::array<std::string, NativeAnalog::NumAnalogs> analogs;
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std::string motion_device;
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std::string touch_device;
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bool use_touch_from_button;
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int touch_from_button_map_index;
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std::string udp_input_address;
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u16 udp_input_port;
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u8 udp_pad_index;
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};
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struct TouchFromButtonMap {
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std::string name;
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std::vector<std::string> buttons;
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};
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/// A special region value indicating that citra will automatically select a region
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/// value to fit the region lockout info of the game
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static constexpr s32 REGION_VALUE_AUTO_SELECT = -1;
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struct Values {
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// Controls
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InputProfile current_input_profile; ///< The current input profile
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int current_input_profile_index; ///< The current input profile index
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std::vector<InputProfile> input_profiles; ///< The list of input profiles
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std::vector<TouchFromButtonMap> touch_from_button_maps;
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// Core
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Setting<bool> use_cpu_jit{true, "use_cpu_jit"};
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SwitchableSetting<s32, true> cpu_clock_percentage{100, 5, 400, "cpu_clock_percentage"};
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SwitchableSetting<bool> is_new_3ds{true, "is_new_3ds"};
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// Data Storage
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Setting<bool> use_virtual_sd{true, "use_virtual_sd"};
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Setting<bool> use_custom_storage{false, "use_custom_storage"};
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// System
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SwitchableSetting<s32> region_value{REGION_VALUE_AUTO_SELECT, "region_value"};
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Setting<InitClock> init_clock{InitClock::SystemTime, "init_clock"};
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Setting<u64> init_time{946681277ULL, "init_time"};
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Setting<s64> init_time_offset{0, "init_time_offset"};
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2022-12-11 08:08:58 +00:00
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Setting<bool> plugin_loader_enabled{false, "plugin_loader"};
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Setting<bool> allow_plugin_loader{true, "allow_plugin_loader"};
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2022-12-08 11:27:25 +00:00
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// Renderer
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Setting<bool> use_gles{false, "use_gles"};
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SwitchableSetting<bool> use_hw_renderer{true, "use_hw_renderer"};
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SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"};
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SwitchableSetting<bool> separable_shader{false, "use_separable_shader"};
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SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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SwitchableSetting<bool> shaders_accurate_mul{true, "shaders_accurate_mul"};
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SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};
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Setting<bool> use_shader_jit{true, "use_shader_jit"};
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SwitchableSetting<u16, true> resolution_factor{1, 1, 10, "resolution_factor"};
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SwitchableSetting<u16, true> frame_limit{100, 0, 1000, "frame_limit"};
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SwitchableSetting<std::string> texture_filter_name{"none", "texture_filter_name"};
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SwitchableSetting<LayoutOption> layout_option{LayoutOption::Default, "layout_option"};
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SwitchableSetting<bool> swap_screen{false, "swap_screen"};
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SwitchableSetting<bool> upright_screen{false, "upright_screen"};
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Setting<bool> custom_layout{false, "custom_layout"};
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Setting<u16> custom_top_left{0, "custom_top_left"};
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Setting<u16> custom_top_top{0, "custom_top_top"};
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Setting<u16> custom_top_right{400, "custom_top_right"};
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Setting<u16> custom_top_bottom{240, "custom_top_bottom"};
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Setting<u16> custom_bottom_left{40, "custom_bottom_left"};
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Setting<u16> custom_bottom_top{240, "custom_bottom_top"};
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Setting<u16> custom_bottom_right{360, "custom_bottom_right"};
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Setting<u16> custom_bottom_bottom{480, "custom_bottom_bottom"};
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SwitchableSetting<double> bg_red{0.f, "bg_red"};
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SwitchableSetting<double> bg_green{0.f, "bg_green"};
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SwitchableSetting<double> bg_blue{0.f, "bg_blue"};
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SwitchableSetting<StereoRenderOption> render_3d{StereoRenderOption::Off, "render_3d"};
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SwitchableSetting<u32> factor_3d{0, "factor_3d"};
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Setting<bool> mono_render_left_eye{false, "mono_render_left_eye"};
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Setting<s32> cardboard_screen_size{85, "cardboard_screen_size"};
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Setting<s32> cardboard_x_shift{0, "cardboard_x_shift"};
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Setting<s32> cardboard_y_shift{0, "cardboard_y_shift"};
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SwitchableSetting<bool> filter_mode{true, "filter_mode"};
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SwitchableSetting<std::string> pp_shader_name{"none (builtin)", "pp_shader_name"};
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Setting<bool> dump_textures{false, "dump_textures"};
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Setting<bool> custom_textures{false, "custom_textures"};
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Setting<bool> preload_textures{false, "preload_textures"};
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// Audio
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bool audio_muted;
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SwitchableSetting<AudioEmulation> audio_emulation{AudioEmulation::HLE, "audio_emulation"};
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Setting<std::string> sink_id{"auto", "output_engine"};
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SwitchableSetting<bool> enable_audio_stretching{true, "enable_audio_stretching"};
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Setting<std::string> audio_device_id{"auto", "output_device"};
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SwitchableSetting<float, true> volume{1.f, 0.f, 1.f, "volume"};
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Setting<MicInputType> mic_input_type{MicInputType::None, "mic_input_type"};
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Setting<std::string> mic_input_device{"Default", "mic_input_device"};
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// Camera
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std::array<std::string, Service::CAM::NumCameras> camera_name;
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std::array<std::string, Service::CAM::NumCameras> camera_config;
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std::array<int, Service::CAM::NumCameras> camera_flip;
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// Debugging
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bool record_frame_times;
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std::unordered_map<std::string, bool> lle_modules;
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Setting<bool> use_gdbstub{false, "use_gdbstub"};
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Setting<u16> gdbstub_port{24689, "gdbstub_port"};
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// Miscellaneous
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Setting<std::string> log_filter{"*:Info", "log_filter"};
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// Video Dumping
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std::string output_format;
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std::string format_options;
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std::string video_encoder;
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std::string video_encoder_options;
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u64 video_bitrate;
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std::string audio_encoder;
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std::string audio_encoder_options;
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u64 audio_bitrate;
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};
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extern Values values;
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|
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bool IsConfiguringGlobal();
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|
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void SetConfiguringGlobal(bool is_global);
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float Volume();
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void Apply();
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void LogSettings();
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// Restore the global state of all applicable settings in the Values struct
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|
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void RestoreGlobalState(bool is_powered_on);
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// Input profiles
|
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|
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void LoadProfile(int index);
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void SaveProfile(int index);
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void CreateProfile(std::string name);
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void DeleteProfile(int index);
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void RenameCurrentProfile(std::string new_name);
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} // namespace Settings
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