// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include #include #include #include #include #include "ppsspp_config.h" #include "Common/CommonTypes.h" #include "Common/File/Path.h" #include "Common/Math/geom2d.h" #include "Core/ConfigValues.h" extern const char *PPSSPP_GIT_VERSION; namespace http { class Request; class RequestManager; } struct UrlEncoder; class Section; class IniFile; class PlayTimeTracker { public: struct PlayTime { int totalTimePlayed; double startTime; // time_now_d() time uint64_t lastTimePlayed; // UTC Unix time for portability. }; // It's OK to call these redundantly. void Start(std::string_view gameId); void Stop(std::string_view gameId); void Reset(std::string_view gameId); void Load(const Section *section); void Save(Section *section); bool GetPlayedTimeString(std::string_view, std::string *str) const; private: std::map> tracker_; }; struct ConfigSetting; struct ConfigSectionMeta { ConfigBlock *configBlock; const ConfigSetting *settings; size_t settingsCount; std::string_view section; std::string_view fallbackSectionName; // used if section is not found (useful when moving settings into a struct from Config). }; struct DisplayLayoutConfig : public ConfigBlock { int iDisplayFilter = SCALE_LINEAR; // 1 = linear, 2 = nearest bool bDisplayStretch = false; // Automatically matches the aspect ratio of the window. float fDisplayOffsetX = 0.5f; float fDisplayOffsetY = 0.5f; float fDisplayScale = 1.0f; // Relative to the most constraining axis (x or y). bool bDisplayIntegerScale = false; // Snaps scaling to integer scale factors in raw pixels. float fDisplayAspectRatio = 1.0f; // Stored relative to the PSP's native ratio, so 1.0 is the normal pixel aspect ratio. int iInternalScreenRotation = ROTATION_LOCKED_HORIZONTAL; // The internal screen rotation angle. Useful for vertical SHMUPs and similar. bool bRotateControlsWithScreen = true; // Rotate gamepad controls along with the internal screen rotation. bool bIgnoreScreenInsets = true; // Android: Center screen disregarding insets if this is enabled. // Deprecated bool bEnableCardboardVR = false; // Cardboard Master Switch int iCardboardScreenSize = 50; // Screen Size (in %) int iCardboardXShift = 0; // X-Shift of Screen (in %) int iCardboardYShift = 0; // Y-Shift of Screen (in %) bool bImmersiveMode = true; // Mode on Android Kitkat 4.4 and later that hides the back button etc. bool InternalRotationIsPortrait() const; bool CanResetToDefault() const override { return true; } bool ResetToDefault(std::string_view blockName) override; size_t Size() const override { return sizeof(DisplayLayoutConfig); } // For sanity checks }; struct TouchControlConfig : public ConfigBlock { constexpr TouchControlConfig() { // Hide all extras and custom buttons by default. touchRightAnalogStick.show = false; for (size_t i = 0; i < CUSTOM_BUTTON_COUNT; i++) { touchCustom[i].show = false; } } // the PSP button's center (triangle, circle, square, cross) ConfigTouchPos touchActionButtonCenter; // space between those PSP buttons float fActionButtonSpacing = 1.0f; // the D-pad (PSP cross) position ConfigTouchPos touchDpad; // And its spacing. float fDpadSpacing = 1.0f; ConfigTouchPos touchStartKey; ConfigTouchPos touchSelectKey; ConfigTouchPos touchFastForwardKey; ConfigTouchPos touchLKey; ConfigTouchPos touchRKey; ConfigTouchPos touchAnalogStick; ConfigTouchPos touchRightAnalogStick; ConfigTouchPos touchPauseKey; enum { CUSTOM_BUTTON_COUNT = 20 }; ConfigTouchPos touchCustom[CUSTOM_BUTTON_COUNT]; float fLeftStickHeadScale = 1.0f; float fRightStickHeadScale = 1.0f; bool bHideStickBackground = false; bool bShowTouchCircle = true; bool bShowTouchCross = true; bool bShowTouchTriangle = true; bool bShowTouchSquare = true; void ResetLayout(); bool CanResetToDefault() const override { return true; } bool ResetToDefault(std::string_view blockName) override; size_t Size() const override { return sizeof(TouchControlConfig); } // For sanity checks }; struct GestureControlConfig : public ConfigBlock { // Motion gesture controller bool bGestureControlEnabled = false; int iSwipeUp = 0; int iSwipeDown = 0; int iSwipeLeft = 0; int iSwipeRight = 0; float fSwipeSensitivity = 1.0f; float fSwipeSmoothing = 0.5f; int iDoubleTapGesture = 0; bool bAnalogGesture = false; float fAnalogGestureSensitivity = 1.0f; bool CanResetToDefault() const override { return true; } bool ResetToDefault(std::string_view blockName) override; size_t Size() const override { return sizeof(GestureControlConfig); } // For sanity checks }; struct Config : public ConfigBlock { public: ~Config(); void Init(); size_t Size() const override { return sizeof(Config); } // Whether to save the config on close. bool bSaveSettings; bool bFirstRun; bool bUpdatedInstanceCounter = false; int iRunCount; // To be used to for example check for updates every 10 runs and things like that. // Debugger bool bAutoRun; // start immediately bool bBreakOnFrameTimeout; // not saved // General bool bScreenshotsAsPNG; bool bUseFFV1; bool bDumpFrames; bool bDumpVideoOutput; bool bDumpAudio; bool bSaveLoadResetsAVdumping; bool bShowSaveLoadIndicator; bool bEnableLogging; bool bEnableFileLogging; int iLogOutputTypes; // enum class LogOutput int iDumpFileTypes; // DumpFileType bitflag enum bool bFullscreenOnDoubleclick; bool bPauseOnLostFocus; // These are Win UI only bool bTopMost; bool bIgnoreWindowsKey; bool bRestartRequired; bool bPauseWhenMinimized; bool bPauseExitsEmulator; bool bPauseMenuExitsEmulator; bool bRunBehindPauseMenu; // Core bool bIgnoreBadMemAccess; // Detect FPU exceptions the game has unmasked in fcr31 and report them, instead of // silently producing the IEEE default result. Off by default: PSP threads start with // fcr31 = 0x00000e00, i.e. three of the traps already enabled, so this changes behavior // in plenty of games that divide by zero without meaning anything by it. bool bEnableFPUExceptionTraps; // ExceptionAction enum: 0 = default (obey bIgnoreBadMemAccess), 1 = log, 2 = break, 3 = exit int iExceptionActionMemRead; // this also includes alignment and other odd memory exceptions. int iExceptionActionMemWrite; int iExceptionActionBreak; // If true, log a best-effort native stack trace (Windows only) when a genuinely // unhandled access violation is about to crash the process. Diagnostic only, off by // default - see --log-native-crashes in Core/CmdLine.cpp. bool bLogNativeCrashStackTraces; bool bFastMemory; int iCpuCore; bool bCheckForNewVersion; bool bWow64WarningDismissed; bool bForceLagSync; bool bFuncReplacements; bool bHideSlowWarnings; bool bHideStateWarnings; uint32_t uJitDisableFlags; bool bDisableHTTPS; bool bShrinkIfWindowSmall; bool bSeparateSASThread; int iIOTimingMethod; int iLockedCPUSpeed; bool bAutoSaveSymbolMap; bool bCompressSymbols; bool bCacheFullIsoInRam; bool bAutoUpgradeFirmware; int iRemoteISOPort; // Also used for serving a local remote debugger. std::string sLastRemoteISOServer; int iLastRemoteISOPort; bool bRemoteISOManual; bool bRemoteShareOnStartup; std::string sRemoteISOSubdir; std::string sRemoteISOSharedDir; int iRemoteISOShareType; bool bRemoteDebuggerOnStartup; bool bRemoteDebuggerLocal; bool bRemoteTab; bool bMemStickInserted; int iMemStickSizeGB; bool bLoadPlugins; int iAskForExitConfirmationAfterSeconds; int iUIScaleFactor; // In 8ths of powers of two. int iDisableHLE; int iForceEnableHLE; // The opposite of DisableHLE: puts the HLE back for a module that has graduated to always running for real. Saved as ForceEnableHLEFlags, and the way out if one of those turns out to break a game. int iScreenRotation; // Screen rotation lock. Only supported on Android and possibly other mobile platforms. std::string sReportHost; std::vector vPinnedPaths; std::string sLanguageIni; std::string sIgnoreCompatSettings; bool bDiscordRichPresence; // Enables setting the Discord presence to the current game (or menu) // GFX int iGPUBackend; std::string sCustomDriver; std::string sFailedGPUBackends; // NOT stored in ppsspp.ini anymore! std::string sDisabledGPUBackends; // We have separate device parameters for each backend so it doesn't get erased if you switch backends. // If not set, will use the "best" device. std::string sVulkanDevice; std::string sD3D11Device; // Windows only std::string sCameraDevice; std::string sMicDevice; bool bCameraMirrorHorizontal; int iDisplayFramerateMode; // enum DisplayFramerateMode. Android-only. int iDisplayRefreshRate = 60; // These two combined choose the presentation mode. // vsync = false: Immediate // vsync = true, low latency present = true: Mailbox // vsync = true, low latency present = false: FIFO bool bVSync; bool bLowLatencyPresent; bool bSoftwareRendering; bool bSoftwareRenderingJit; bool bSoftwareDisableDithering; bool bHardwareTransform; bool bVendorBugChecksEnabled; // Speedhacks (more will be moved here): bool bSkipBufferEffects; int iDepthRasterMode; int iTexFiltering; // 1 = auto , 2 = nearest , 3 = linear , 4 = auto max quality bool bSmart2DTexFiltering; // We'll carry over the old single layout into landscape for now. DisplayLayoutConfig displayLayoutLandscape; DisplayLayoutConfig displayLayoutPortrait; bool bDisplayCropTo16x9; // Crops to 16:9 if the resolution is very close. bool bSustainedPerformanceMode; // Android: Slows clocks down to avoid overheating/speed fluctuations. bool bShowImDebugger; int iFrameSkip; bool bAutoFrameSkip; int iWindowX; int iWindowY; int iWindowWidth; // Windows and other windowed environments int iWindowHeight; int iWindowSizeState; // WindowSizeState enum bool bShowMenuBar; // Windows-only float fUITint; float fUISaturation; bool bVertexDecoderJit; int iAppSwitchMode; bool bFullScreen; bool bFullScreenMulti; bool bAllowFullScreenExclusive; int iInternalResolution; // 0 = Auto (native), 1 = 1x (480x272), 2 = 2x, 3 = 3x, 4 = 4x and so on. int iAnisotropyLevel; // 0 - 5, powers of 2: 0 = 1x = no aniso int iMultiSampleLevel; int bHighQualityDepth; bool bReplaceTextures; bool bSaveNewTextures; int iReplacementTextureLoadSpeed; bool bIgnoreTextureFilenames; int iTexScalingLevel; // 0 = auto, 1 = off, 2 = 2x, ..., 5 = 5x int iTexScalingType; // 0 = xBRZ, 1 = Hybrid bool bTexDeposterize; bool bTexHardwareScaling; int iFpsLimit1; int iFpsLimit2; int iAnalogFpsLimit; int iMaxRecent; int iCurrentStateSlot; int iRewindSnapshotInterval; bool bUISound; bool bEnableStateUndo; bool bConfirmLoadState; std::string sStateLoadUndoGame; std::string sStateUndoLastSaveGame; int iStateUndoLastSaveSlot; int iAutoLoadSaveState; // 0 = off, 1 = oldest (deprecated), 2 = newest, 3+ = slot number + 3 (up to 5) int iSaveStateSlotCount; bool bEnableCheats; bool bReloadCheats; bool bEnablePlugins; bool bEnableFileHandlerPlugins; int iCwCheatRefreshIntervalMs; float fCwCheatScrollPosition; float fGameListScrollPosition; float fHomebrewScrollPosition; float fRemoteScrollPosition; bool bReportAccurateFreeStorageSpace; int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive int iSkipGPUReadbackMode; // 0 = off, 1 = skip, 2 = to texture int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High bool bShaderCache; // Hidden ini-only setting, useful for debugging shader compile times. bool bUberShaderVertex; int iDefaultTab; int iScreenshotMode; bool bVulkanDisableImplicitLayers; bool bForceFfmpegForAudioDec; std::vector vPostShaderNames; // Off for chain end (only Off for no shader) std::map mPostShaderSetting; // Note that this is separate from VR stereo, though it'll share some code paths. bool bStereoRendering; // There can only be one, unlike regular post shaders. std::string sStereoToMonoShader; bool bShaderChainRequires60FPS; std::string sTextureShaderName; bool bGfxDebugOutput; int iInflightFrames; bool bRenderDuplicateFrames; bool bRenderMultiThreading; // HW debug bool bShowGPOLEDs; // Sound bool bEnableSound; int iSDLAudioBufferSize; int iAudioBufferSize; bool bFillAudioGaps; int iAudioPlaybackMode; // Legacy volume settings, 0-10. These get auto-upgraded and should not be used. int iLegacyGameVolume; int iLegacyReverbVolume; int iLegacyAchievementVolume; // Newer volume settings, 0-100 int iGameVolume; int iReverbVolume; int iUIVolume; int iGamePreviewVolume; // Volume for the game preview sound in the game grid. int iAchievementVolume; int iAltSpeedVolume; bool bExtraAudioBuffering; // For bluetooth std::string sAudioDevice; bool bAutoSwitchAudioDevice; bool bUseOldAtrac; // iOS only for now bool bAudioMixWithOthers; bool bAudioRespectSilentMode; // UI bool bShowDebuggerOnLoad; int iShowStatusFlags; bool bShowRegionOnGameIcon; bool bShowIDOnGameIcon; float fGameGridScale; int iBackgroundAnimation; // enum BackgroundAnimation bool bTransparentBackground; int iSettingsCurrentTab; int iDeveloperSettingsCurrentTab; std::string sThemeName; // These aren't saved, just for instant debugging. bool bLogFrameDrops; // Analog stick tilting // This is the held base angle (from the horizon), that we compute the tilt relative from. float fTiltBaseAngleY; // Inverts the direction of the x axes and y axes for the purposes of tilt input. bool bInvertTiltX; bool bInvertTiltY; // The sensitivity of the tilt in the X and Y directions, separately. int iTiltSensitivityX; int iTiltSensitivityY; // The deadzone radius of the tilt. Only used in the analog mapping. float fTiltAnalogDeadzoneRadius; float fTiltInverseDeadzone; // An inverse deadzone for the output, counteracting excessive deadzones applied by games. See #17483. bool bTiltCircularDeadzone; // Type of tilt input currently selected: Defined in TiltEventProcessor.h // 0 - no tilt, 1 - analog stick, 2 - D-Pad, 3 - Action Buttons (Tri, Cross, Square, Circle) int iTiltInputType; bool bTiltInputEnabled; // The four tabs (including Remote last) bool bGridView1; bool bGridView2; bool bGridView3; bool bGridView4; // Right analog binding int iRightAnalogUp; int iRightAnalogDown; int iRightAnalogLeft; int iRightAnalogRight; int iRightAnalogPress; bool bRightAnalogCustom; bool bRightAnalogDisableDiagonal; // 0 for left, 1 for right GestureControlConfig gestureControls[2]; // Controls Visibility bool bShowTouchControls = false; // Disable diagonals bool bDisableDpadDiagonals; bool bGamepadOnlyFocused; // Control Style int iTouchButtonStyle; int iTouchButtonOpacity; int iTouchButtonHideSeconds; // Snap touch control position bool bTouchSnapToGrid; int iTouchSnapGridSize; // Floating analog stick (recenters on thumb on press). bool bAutoCenterTouchAnalog; // Sticky D-pad (can't glide off it) bool bStickyTouchDPad; // Touch gliding (see #14490) bool bTouchGliding; TouchControlConfig touchControlsLandscape; TouchControlConfig touchControlsPortrait; // These are shared between portrait and landscape, just the positions aren't. ConfigCustomButton CustomButton[TouchControlConfig::CUSTOM_BUTTON_COUNT]; // Ignored on iOS and other platforms that lack pause. bool bShowTouchPause; bool bHapticFeedback; // We also use the XInput settings as analog settings on other platforms like Android. float fAnalogDeadzone; float fAnalogInverseDeadzone; float fAnalogSensitivity; // convert analog stick circle to square bool bAnalogIsCircular; // Auto rotation speed float fAnalogAutoRotSpeed; // Advanced analog deadzone settings (Steam Input-style). // Deadzone shape: 0 = Circle, 1 = Square (default, matches legacy max-norm), 2 = Cross int iAnalogDeadzoneShape; // Cross-shaped axial anti-deadzone. Boosts small off-axis values past this threshold, // making the output skip the zone near each cardinal axis to prevent axis snapping. float fAnalogAxialDeadzone; // Response curve type: 0 = Linear, 1 = Aggressive, 2 = Relaxed, 3 = Wide int iAnalogResponseCurve; // Sets up how much the analog limiter button restricts digital->analog input. float fAnalogLimiterDeadzone; // Thresholds for triggers and stick when mapped to digital button inputs. float fAnalogTriggerThreshold; float fAnalogStickThreshold; // Sets whether combo mapping is enabled. bool bAllowMappingCombos; bool bStrictComboOrder; bool bMouseControl; bool bMouseConfine; // Trap inside the window. float fMouseSensitivity; float fMouseSmoothing; int iMouseWheelUpDelayMs; // Crude Windows controller filter. bool bAllowHIDInput; bool bAllowXInput; bool bAllowDInput; bool bSystemControls; int iRapidFireInterval; // Use the hardware scaler to scale up the image to save fillrate. Similar to Windows' window size, really. int iAndroidHwScale; // 0 = device resolution. 1 = 480x272 (extended to correct aspect), 2 = 960x544 etc. // Risky JIT optimizations bool bDiscardRegsOnJRRA; // SystemParam std::string sNickName; // AdHoc and system nickname std::string sMACAddress; int iLanguage; int iTimeFormat; int iDateFormat; int iTimeZone; bool bDayLightSavings; int iButtonPreference; int iLockParentalLevel; bool bEncryptSave; // Networking bool bEnableAdhocServer; std::string sProAdhocServer; int iAdhocServerRelayMode; bool bAdhocServerShowPlayerPorts; std::string sInfrastructureDNSServer; std::string sInfrastructureUsername; // Username used for Infrastructure play. Different restrictions. bool bInfrastructureAutoDNS; bool bAllowSavestateWhileConnected; // Developer option, ini-only. No normal users need this, it's always wrong to save/load state when online. bool bAllowSpeedControlWhileConnected; // Useful in some games but not recommended. std::string sAdhocServerListUrl; std::vector vCustomAdhocServerList; std::vector vCustomAdhocServerListWithRelay; bool bEnableWlan; std::map mHostToAlias; // Local DNS database stored in ini file bool bEnableUPnP; bool bUPnPUseOriginalPort; bool bForcedFirstConnect; int iPortOffset; int iMinTimeout; int iWlanAdhocChannel; bool bWlanPowerSave; bool bEnableNetworkChat; bool bDontDownloadInfraJson; int iChatButtonPosition; int iChatScreenPosition; bool bChatTimestamps; bool bEnableQuickChat; std::string sQuickChat[5]; int iPSPModel; int iFirmwareVersion; bool bBypassOSKWithKeyboard; // Virtual reality bool bEnableVR; bool bEnable6DoF; bool bEnableStereo; bool bEnableImmersiveVR; bool bForce72Hz; bool bForceVR; bool bManualForceVR; bool bPassthrough; bool bRescaleHUD; float fCameraDistance; float fCameraHeight; float fCameraSide; float fCameraPitch; float fCanvasDistance; float fCanvas3DDistance; float fFieldOfViewPercentage; float fHeadUpDisplayScale; // Debugger int iDisasmWindowX; int iDisasmWindowY; int iDisasmWindowW; int iDisasmWindowH; int iGEWindowX; int iGEWindowY; int iGEWindowW; int iGEWindowH; uint32_t uGETabsLeft; uint32_t uGETabsRight; uint32_t uGETabsTopRight; int iConsoleWindowX; int iConsoleWindowY; int iFontWidth; int iFontHeight; bool bShowBottomTabTitles; bool bShowDeveloperMenu; // Double edged sword: much easier debugging, but not accurate. bool bSkipDeadbeefFilling; bool bFuncHashMap; std::string sSkipFuncHashMap; bool bDebugMemInfoDetailed; // Auto-save a loaded module's symbols (name/CRC keyed, shared across games that load the // same module) to PSP/SYSTEM/SYMBOLS on unload, and auto-load them back on module load. // See SymbolMap::SaveModuleSymbols/LoadModuleSymbols and Core/HLE/sceKernelModule.cpp. // Also covers the symbols that aren't inside any module, which are keyed by game instead - // see SymbolMap::GetGameSymbolsPath and Load/SaveGameSymbolsIfEnabled in Core/System.cpp. bool bAutoSaveLoadSymbols; // Volatile development settings // Overlays int iDebugOverlay; bool bGpuLogProfiler; // Controls the Vulkan logging profiler (profiles textures uploads etc). // Retro Achievement settings // Copied from Duckstation, we might want to remove some. bool bAchievementsEnable; bool bAchievementsHardcoreMode; bool bAchievementsEncoreMode; bool bAchievementsUnofficial; bool bAchievementsSoundEffects; bool bAchievementsLogBadMemReads; bool bAchievementsSaveStateInHardcoreMode; bool bAchievementsEnableRAIntegration; // Positioning of the various notifications int iNotificationPos; int iAchievementsLeaderboardTrackerPos; int iAchievementsLeaderboardStartedOrFailedPos; int iAchievementsLeaderboardSubmittedPos; int iAchievementsProgressPos; int iAchievementsChallengePos; int iAchievementsUnlockedPos; // Customizations std::string sAchievementsUnlockAudioFile; std::string sAchievementsLeaderboardSubmitAudioFile; // Achivements login info. Note that password is NOT stored, only a login token. // Still, we may wanna store it more securely than in PPSSPP.ini, especially on Android. std::string sAchievementsUserName; std::string sAchievementsToken; // Not saved, to be used if you want to manually make your RA login persistent. See Native_SaveSecret for the normal case. std::string sAchievementsHost; // Optional custom host for debugging against alternate RA servers. // Various directories. Autoconfigured, not read from ini. Path currentDirectory; // The directory selected in the game browsing window. Path defaultCurrentDirectory; // Platform dependent, initialized at startup. Path memStickDirectory; Path nandRootDirectory; Path internalDataDirectory; Path appCacheDirectory; Path mountRoot; // Actually, mount as host0. keeping consistent with headless args. // Data for upgrade prompt std::string sUpgradeMessage; // The actual message from the server is currently not used, need a translation mechanism. So this just acts as a flag. std::string sUpgradeVersion; std::string sDismissedVersion; void Load(const char *iniFileName = nullptr, const char *controllerIniFilename = nullptr); bool Save(const char *saveReason); void Reload(); void RestoreDefaults(RestoreSettingsBits whatToRestore, bool log = false); // For bug reporting std::string GetConfigAsString(); // Note: This doesn't switch to the config, just creates it. bool CreateGameConfig(std::string_view gameId); bool DeleteGameConfig(std::string_view gameId); bool LoadGameConfig(const std::string &gameId); bool SaveGameConfig(const std::string &pGameId, std::string_view titleForComment); void UnloadGameConfig(); bool HasGameConfig(std::string_view gameId); bool IsGameSpecific() const { return !gameId_.empty(); } void SetSearchPath(const Path &path); void UpdateIniLocation(const char *iniFileName = nullptr, const char *controllerIniFilename = nullptr); bool SupportsUpgradeCheck() const; void CheckForUpdate(); void VersionJsonDownloadCompleted(http::Request &download); void DismissUpgrade(); bool ShowUpgradeReminder(); void GetReportingInfo(UrlEncoder &data) const; int NextValidBackend(); bool IsBackendEnabled(GPUBackend backend); bool LoadAppendedConfig(); void SetAppendedConfigIni(const Path &path) { appendedConfigFileName_ = path; } void UpdateAfterSettingAutoFrameSkip(); void NotifyUpdatedCpuCore(); PlayTimeTracker &TimeTracker() { return playTimeTracker_; } const DisplayLayoutConfig &GetDisplayLayoutConfig(DeviceOrientation orientation) const { return orientation == DeviceOrientation::Portrait ? displayLayoutPortrait : displayLayoutLandscape; } DisplayLayoutConfig &GetDisplayLayoutConfig(DeviceOrientation orientation) { return orientation == DeviceOrientation::Portrait ? displayLayoutPortrait : displayLayoutLandscape; } const TouchControlConfig &GetTouchControlsConfig(DeviceOrientation orientation) const { return orientation == DeviceOrientation::Portrait ? touchControlsPortrait : touchControlsLandscape; } TouchControlConfig &GetTouchControlsConfig(DeviceOrientation orientation) { return orientation == DeviceOrientation::Portrait ? touchControlsPortrait : touchControlsLandscape; } static int GetDefaultValueInt(int *configSetting); void DoNotSaveSetting(void *configSetting) { settingsNotToSave_.push_back(configSetting); } private: void LoadStandardControllerIni(); void PostLoadCleanup(); void PreSaveCleanup(); void PostSaveCleanup(); friend struct ConfigSetting; static std::map> &getPtrLUT(); // Applies defaults for missing settings. void ReadAllSettings(const IniFile &iniFile); bool inReload_ = false; // If not empty, we're using a game-specific config. std::string gameId_; PlayTimeTracker playTimeTracker_; // Always the paths to the main configs, doesn't change with game-specific overlay. Path iniFilename_; Path controllerIniFilename_; Path searchPath_; Path appendedConfigFileName_; // A set make more sense, but won't have many entry, and I dont want to include the whole std::set header here std::vector appendedConfigUpdatedGames_; std::vector settingsNotToSave_; bool ShouldSaveSetting(const void *configSetting) const; }; std::string CreateRandMAC(); std::string DefaultProAdhocServer(); // TODO: Find a better place for this. extern http::RequestManager g_DownloadManager; extern Config g_Config;