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C++

// 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 <string>
#include <string_view>
#include <map>
#include <vector>
#include <mutex>
#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<std::string, PlayTime, std::less<>> 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<std::string> 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<std::string> vPostShaderNames; // Off for chain end (only Off for no shader)
std::map<std::string, float> 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<std::string> vCustomAdhocServerList;
std::vector<std::string> vCustomAdhocServerListWithRelay;
bool bEnableWlan;
std::map<std::string, std::string> 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<const void *, std::pair<const ConfigBlock *, const ConfigSetting *>> &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<std::string> appendedConfigUpdatedGames_;
std::vector<void *> 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;