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