eden/src/common/settings.h
JPikachu b2e602325c profile_manager: Implement firmware avatar selector (#205)
Adds an option to set a user's profile image from the avatars in the firmware. Background color can be changed with a color picker. Also modifies profile image saving to account for this, and as a result images are now saved as JPEG with 100% quality. Any PNG, JPEG, or BMP can now also be used in the image file picker instead of just JPEG.

Using ryujinx's implementation and other parts of the yuzu codebase for reference.

Credit: Torzu, lui

Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/56
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-committed-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>

Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/205
Co-authored-by: JPikachu <jpikachu@noreply.localhost>
Co-committed-by: JPikachu <jpikachu@noreply.localhost>
2025-06-26 18:39:28 +00:00

717 lines
40 KiB
C++

// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <algorithm>
#include <array>
#include <map>
#include <memory>
#include <stdexcept>
#include <string>
#include <utility>
#include <vector>
#include "common/common_types.h"
#include "common/settings_common.h"
#include "common/settings_enums.h"
#include "common/settings_input.h"
#include "common/settings_setting.h"
namespace Settings {
const char* TranslateCategory(Settings::Category category);
struct ResolutionScalingInfo {
u32 up_scale{1};
u32 down_shift{0};
f32 up_factor{1.0f};
f32 down_factor{1.0f};
bool active{};
bool downscale{};
s32 ScaleUp(s32 value) const {
if (value == 0) {
return 0;
}
return std::max((value * static_cast<s32>(up_scale)) >> static_cast<s32>(down_shift), 1);
}
u32 ScaleUp(u32 value) const {
if (value == 0U) {
return 0U;
}
return std::max((value * up_scale) >> down_shift, 1U);
}
};
#ifndef CANNOT_EXPLICITLY_INSTANTIATE
// Instantiate the classes elsewhere (settings.cpp) to reduce compiler/linker work
// TODO(crueter): Move new enums here
#define SETTING(TYPE, RANGED) extern template class Setting<TYPE, RANGED>
#define SWITCHABLE(TYPE, RANGED) extern template class SwitchableSetting<TYPE, RANGED>
SETTING(AudioEngine, false);
SETTING(bool, false);
SETTING(int, false);
SETTING(s32, false);
SETTING(std::string, false);
SETTING(std::string, false);
SETTING(u16, false);
SWITCHABLE(AnisotropyMode, true);
SWITCHABLE(AntiAliasing, false);
SWITCHABLE(AspectRatio, true);
SWITCHABLE(AstcDecodeMode, true);
SWITCHABLE(AstcRecompression, true);
SWITCHABLE(AudioMode, true);
SWITCHABLE(CpuBackend, true);
SWITCHABLE(CpuAccuracy, true);
SWITCHABLE(FullscreenMode, true);
SWITCHABLE(GpuAccuracy, true);
SWITCHABLE(Language, true);
SWITCHABLE(MemoryLayout, true);
SWITCHABLE(NvdecEmulation, false);
SWITCHABLE(Region, true);
SWITCHABLE(RendererBackend, true);
SWITCHABLE(ScalingFilter, false);
SWITCHABLE(SpirvOptimizeMode, true);
SWITCHABLE(ShaderBackend, true);
SWITCHABLE(TimeZone, true);
SETTING(VSyncMode, true);
SWITCHABLE(bool, false);
SWITCHABLE(int, false);
SWITCHABLE(int, true);
SWITCHABLE(s64, false);
SWITCHABLE(u16, true);
SWITCHABLE(u32, false);
SWITCHABLE(u8, false);
SWITCHABLE(u8, true);
// Used in UISettings
// TODO see if we can move this to uisettings.h
SWITCHABLE(ConfirmStop, true);
#undef SETTING
#undef SWITCHABLE
#endif
/**
* The InputSetting class allows for getting a reference to either the global or custom members.
* This is required as we cannot easily modify the values of user-defined types within containers
* using the SetValue() member function found in the Setting class. The primary purpose of this
* class is to store an array of 10 PlayerInput structs for both the global and custom setting and
* allows for easily accessing and modifying both settings.
*/
template <typename Type>
class InputSetting final {
public:
InputSetting() = default;
explicit InputSetting(Type val) : Setting<Type>(val) {}
~InputSetting() = default;
void SetGlobal(bool to_global) {
use_global = to_global;
}
[[nodiscard]] bool UsingGlobal() const {
return use_global;
}
[[nodiscard]] Type& GetValue(bool need_global = false) {
if (use_global || need_global) {
return global;
}
return custom;
}
private:
bool use_global{true}; ///< The setting's global state
Type global{}; ///< The setting
Type custom{}; ///< The custom setting value
};
struct TouchFromButtonMap {
std::string name;
std::vector<std::string> buttons;
};
struct Values {
Linkage linkage{};
// Applet
Setting<AppletMode> cabinet_applet_mode{linkage, AppletMode::LLE, "cabinet_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> controller_applet_mode{linkage, AppletMode::HLE, "controller_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> data_erase_applet_mode{linkage, AppletMode::HLE, "data_erase_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> error_applet_mode{linkage, AppletMode::LLE, "error_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> net_connect_applet_mode{linkage, AppletMode::HLE, "net_connect_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> player_select_applet_mode{
linkage, AppletMode::LLE, "player_select_applet_mode", Category::LibraryApplet};
Setting<AppletMode> swkbd_applet_mode{linkage, AppletMode::LLE, "swkbd_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> mii_edit_applet_mode{linkage, AppletMode::LLE, "mii_edit_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> web_applet_mode{linkage, AppletMode::HLE, "web_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> shop_applet_mode{linkage, AppletMode::HLE, "shop_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> photo_viewer_applet_mode{
linkage, AppletMode::LLE, "photo_viewer_applet_mode", Category::LibraryApplet};
Setting<AppletMode> offline_web_applet_mode{linkage, AppletMode::LLE, "offline_web_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> login_share_applet_mode{linkage, AppletMode::HLE, "login_share_applet_mode",
Category::LibraryApplet};
Setting<AppletMode> wifi_web_auth_applet_mode{
linkage, AppletMode::HLE, "wifi_web_auth_applet_mode", Category::LibraryApplet};
Setting<AppletMode> my_page_applet_mode{linkage, AppletMode::LLE, "my_page_applet_mode",
Category::LibraryApplet};
// Audio
SwitchableSetting<AudioEngine> sink_id{linkage, AudioEngine::Auto, "output_engine",
Category::Audio, Specialization::RuntimeList};
SwitchableSetting<std::string> audio_output_device_id{
linkage, "auto", "output_device", Category::Audio, Specialization::RuntimeList};
SwitchableSetting<std::string> audio_input_device_id{
linkage, "auto", "input_device", Category::Audio, Specialization::RuntimeList};
SwitchableSetting<AudioMode, true> sound_index{
linkage, AudioMode::Stereo, AudioMode::Mono, AudioMode::Surround,
"sound_index", Category::SystemAudio, Specialization::Default, true,
true};
SwitchableSetting<u8, true> volume{linkage,
100,
0,
200,
"volume",
Category::Audio,
Specialization::Scalar | Specialization::Percentage,
true,
true};
Setting<bool, false> audio_muted{
linkage, false, "audio_muted", Category::Audio, Specialization::Default, true, true};
Setting<bool, false> dump_audio_commands{
linkage, false, "dump_audio_commands", Category::Audio, Specialization::Default, false};
// Core
SwitchableSetting<bool> use_multi_core{linkage, true, "use_multi_core", Category::Core};
SwitchableSetting<MemoryLayout, true> memory_layout_mode{linkage,
MemoryLayout::Memory_4Gb,
MemoryLayout::Memory_4Gb,
MemoryLayout::Memory_12Gb,
"memory_layout_mode",
Category::Core,
Specialization::Default,
true};
SwitchableSetting<bool> use_speed_limit{
linkage, true, "use_speed_limit", Category::Core, Specialization::Paired, true, true};
SwitchableSetting<u16, true> speed_limit{linkage,
100,
0,
9999,
"speed_limit",
Category::Core,
Specialization::Countable | Specialization::Percentage,
true,
true,
&use_speed_limit};
SwitchableSetting<bool> sync_core_speed{linkage, false, "sync_core_speed", Category::Core, Specialization::Default};
// Memory
#ifdef ANDROID
SwitchableSetting<bool> lru_cache_enabled{linkage, false, "use_lru_cache", Category::System};
#endif
// Cpu
SwitchableSetting<CpuBackend, true> cpu_backend{linkage,
#ifdef HAS_NCE
CpuBackend::Nce,
#else
CpuBackend::Dynarmic,
#endif
CpuBackend::Dynarmic,
#ifdef HAS_NCE
CpuBackend::Nce,
#else
CpuBackend::Dynarmic,
#endif
"cpu_backend",
Category::Cpu};
SwitchableSetting<CpuAccuracy, true> cpu_accuracy{linkage, CpuAccuracy::Auto,
CpuAccuracy::Auto, CpuAccuracy::Paranoid,
"cpu_accuracy", Category::Cpu};
SwitchableSetting<bool> use_fast_cpu_time{linkage,
false,
"use_fast_cpu_time",
Category::Cpu,
Specialization::Paired,
true,
true};
SwitchableSetting<CpuClock> fast_cpu_time{linkage,
CpuClock::Boost,
"fast_cpu_time",
Category::Cpu,
Specialization::Default,
true,
true,
&use_fast_cpu_time};
SwitchableSetting<bool> cpu_debug_mode{linkage, false, "cpu_debug_mode", Category::CpuDebug};
Setting<bool> cpuopt_page_tables{linkage, true, "cpuopt_page_tables", Category::CpuDebug};
Setting<bool> cpuopt_block_linking{linkage, true, "cpuopt_block_linking", Category::CpuDebug};
Setting<bool> cpuopt_return_stack_buffer{linkage, true, "cpuopt_return_stack_buffer",
Category::CpuDebug};
Setting<bool> cpuopt_fast_dispatcher{linkage, true, "cpuopt_fast_dispatcher",
Category::CpuDebug};
Setting<bool> cpuopt_context_elimination{linkage, true, "cpuopt_context_elimination",
Category::CpuDebug};
Setting<bool> cpuopt_const_prop{linkage, true, "cpuopt_const_prop", Category::CpuDebug};
Setting<bool> cpuopt_misc_ir{linkage, true, "cpuopt_misc_ir", Category::CpuDebug};
Setting<bool> cpuopt_reduce_misalign_checks{linkage, true, "cpuopt_reduce_misalign_checks",
Category::CpuDebug};
SwitchableSetting<bool> cpuopt_fastmem{linkage, true, "cpuopt_fastmem", Category::CpuDebug};
SwitchableSetting<bool> cpuopt_fastmem_exclusives{linkage, true, "cpuopt_fastmem_exclusives",
Category::CpuDebug};
Setting<bool> cpuopt_recompile_exclusives{linkage, true, "cpuopt_recompile_exclusives",
Category::CpuDebug};
Setting<bool> cpuopt_ignore_memory_aborts{linkage, true, "cpuopt_ignore_memory_aborts",
Category::CpuDebug};
SwitchableSetting<bool> cpuopt_unsafe_unfuse_fma{linkage, true, "cpuopt_unsafe_unfuse_fma",
Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_reduce_fp_error{
linkage, true, "cpuopt_unsafe_reduce_fp_error", Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_ignore_standard_fpcr{
linkage, true, "cpuopt_unsafe_ignore_standard_fpcr", Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_inaccurate_nan{
linkage, true, "cpuopt_unsafe_inaccurate_nan", Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_fastmem_check{
linkage, true, "cpuopt_unsafe_fastmem_check", Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_ignore_global_monitor{
linkage, true, "cpuopt_unsafe_ignore_global_monitor", Category::CpuUnsafe};
// Renderer
SwitchableSetting<RendererBackend, true> renderer_backend{
linkage, RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Null,
"backend", Category::Renderer};
SwitchableSetting<ShaderBackend, true> shader_backend{
linkage, ShaderBackend::Glsl, ShaderBackend::Glsl, ShaderBackend::SpirV,
"shader_backend", Category::Renderer, Specialization::RuntimeList};
SwitchableSetting<int> vulkan_device{linkage, 0, "vulkan_device", Category::Renderer,
Specialization::RuntimeList};
#ifdef __ANDROID__
SwitchableSetting<bool> frame_interpolation{linkage, true, "frame_interpolation", Category::Renderer,
Specialization::RuntimeList};
SwitchableSetting<bool> frame_skipping{linkage, false, "frame_skipping", Category::Renderer,
Specialization::RuntimeList};
#endif
SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
Category::Renderer};
SwitchableSetting<SpirvOptimizeMode, true> optimize_spirv_output{linkage,
SpirvOptimizeMode::OnLoad,
SpirvOptimizeMode::Never,
SpirvOptimizeMode::Always,
"optimize_spirv_output",
Category::Renderer};
SwitchableSetting<bool> use_asynchronous_gpu_emulation{
linkage, true, "use_asynchronous_gpu_emulation", Category::Renderer};
SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,
#ifdef ANDROID
AstcDecodeMode::Cpu,
#else
AstcDecodeMode::Gpu,
#endif
AstcDecodeMode::Cpu,
AstcDecodeMode::CpuAsynchronous,
"accelerate_astc",
Category::Renderer};
SwitchableSetting<VSyncMode, true> vsync_mode{
linkage, VSyncMode::Fifo, VSyncMode::Immediate, VSyncMode::FifoRelaxed,
"use_vsync", Category::Renderer, Specialization::RuntimeList, true,
true};
SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::Gpu,
"nvdec_emulation", Category::Renderer};
// *nix platforms may have issues with the borderless windowed fullscreen mode.
// Default to exclusive fullscreen on these platforms for now.
SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage,
#ifdef _WIN32
FullscreenMode::Borderless,
#else
FullscreenMode::Exclusive,
#endif
FullscreenMode::Borderless,
FullscreenMode::Exclusive,
"fullscreen_mode",
Category::Renderer,
Specialization::Default,
true,
true};
SwitchableSetting<AspectRatio, true> aspect_ratio{linkage,
AspectRatio::R16_9,
AspectRatio::R16_9,
AspectRatio::Stretch,
"aspect_ratio",
Category::Renderer,
Specialization::Default,
true,
true};
ResolutionScalingInfo resolution_info{};
SwitchableSetting<ResolutionSetup> resolution_setup{linkage, ResolutionSetup::Res1X,
"resolution_setup", Category::Renderer};
SwitchableSetting<ScalingFilter> scaling_filter{linkage,
ScalingFilter::Bilinear,
"scaling_filter",
Category::Renderer,
Specialization::Default,
true,
true};
SwitchableSetting<AntiAliasing> anti_aliasing{linkage,
AntiAliasing::None,
"anti_aliasing",
Category::Renderer,
Specialization::Default,
true,
true};
SwitchableSetting<int, true> fsr_sharpening_slider{linkage,
25,
0,
200,
"fsr_sharpening_slider",
Category::Renderer,
Specialization::Scalar |
Specialization::Percentage,
true,
true};
SwitchableSetting<u8, false> bg_red{
linkage, 0, "bg_red", Category::Renderer, Specialization::Default, true, true};
SwitchableSetting<u8, false> bg_green{
linkage, 0, "bg_green", Category::Renderer, Specialization::Default, true, true};
SwitchableSetting<u8, false> bg_blue{
linkage, 0, "bg_blue", Category::Renderer, Specialization::Default, true, true};
SwitchableSetting<GpuAccuracy, true> gpu_accuracy{linkage,
#ifdef ANDROID
GpuAccuracy::Normal,
#else
GpuAccuracy::High,
#endif
GpuAccuracy::Normal,
GpuAccuracy::Extreme,
"gpu_accuracy",
Category::RendererAdvanced,
Specialization::Default,
true,
true};
GpuAccuracy current_gpu_accuracy{GpuAccuracy::High};
SwitchableSetting<AnisotropyMode, true> max_anisotropy{linkage,
#ifdef ANDROID
AnisotropyMode::Default,
#else
AnisotropyMode::Automatic,
#endif
AnisotropyMode::Automatic,
AnisotropyMode::X16,
"max_anisotropy",
Category::RendererAdvanced};
SwitchableSetting<AstcRecompression, true> astc_recompression{linkage,
AstcRecompression::Uncompressed,
AstcRecompression::Uncompressed,
AstcRecompression::Bc3,
"astc_recompression",
Category::RendererAdvanced};
SwitchableSetting<VramUsageMode, true> vram_usage_mode{linkage,
VramUsageMode::Conservative,
VramUsageMode::Conservative,
VramUsageMode::Aggressive,
"vram_usage_mode",
Category::RendererAdvanced};
SwitchableSetting<bool> async_presentation{linkage,
#ifdef ANDROID
true,
#else
false,
#endif
"async_presentation", Category::RendererAdvanced};
SwitchableSetting<bool> renderer_force_max_clock{linkage, false, "force_max_clock",
Category::RendererAdvanced};
SwitchableSetting<bool> use_reactive_flushing{linkage,
#ifdef ANDROID
false,
#else
true,
#endif
"use_reactive_flushing",
Category::RendererAdvanced};
SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders",
Category::RendererAdvanced};
SwitchableSetting<bool> use_fast_gpu_time{linkage,
false,
"use_fast_gpu_time",
Category::RendererAdvanced,
Specialization::Paired,
true,
true};
SwitchableSetting<GpuOverclock> fast_gpu_time{linkage,
GpuOverclock::Low,
"fast_gpu_time",
Category::RendererAdvanced,
Specialization::Default,
true,
true,
&use_fast_gpu_time};
SwitchableSetting<bool> use_vulkan_driver_pipeline_cache{linkage,
true,
"use_vulkan_driver_pipeline_cache",
Category::RendererAdvanced,
Specialization::Default,
true,
true};
SwitchableSetting<bool> enable_compute_pipelines{linkage, false, "enable_compute_pipelines",
Category::RendererAdvanced};
SwitchableSetting<bool> use_video_framerate{linkage, false, "use_video_framerate",
Category::RendererAdvanced};
SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
Category::RendererAdvanced};
SwitchableSetting<u8, true> dyna_state{linkage,
0,
0,
3,
"dyna_state",
Category::RendererExtensions,
Specialization::Scalar};
SwitchableSetting<bool> provoking_vertex{linkage, false, "provoking_vertex", Category::RendererExtensions};
SwitchableSetting<bool> descriptor_indexing{linkage, false, "descriptor_indexing", Category::RendererExtensions};
Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",
Category::RendererDebug};
Setting<bool> enable_nsight_aftermath{linkage, false, "nsight_aftermath",
Category::RendererDebug};
Setting<bool> disable_shader_loop_safety_checks{
linkage, false, "disable_shader_loop_safety_checks", Category::RendererDebug};
Setting<bool> enable_renderdoc_hotkey{linkage, false, "renderdoc_hotkey",
Category::RendererDebug};
Setting<bool> disable_buffer_reorder{linkage, false, "disable_buffer_reorder",
Category::RendererDebug};
// System
SwitchableSetting<Language, true> language_index{linkage,
Language::EnglishAmerican,
Language::Japanese,
Language::PortugueseBrazilian,
"language_index",
Category::System};
SwitchableSetting<Region, true> region_index{linkage, Region::Usa, Region::Japan,
Region::Taiwan, "region_index", Category::System};
SwitchableSetting<TimeZone, true> time_zone_index{linkage, TimeZone::Auto,
TimeZone::Auto, TimeZone::Zulu,
"time_zone_index", Category::System};
// Measured in seconds since epoch
SwitchableSetting<bool> custom_rtc_enabled{
linkage, false, "custom_rtc_enabled", Category::System, Specialization::Paired, true, true};
SwitchableSetting<s64> custom_rtc{
linkage, 0, "custom_rtc", Category::System, Specialization::Time,
false, true, &custom_rtc_enabled};
SwitchableSetting<s64, true> custom_rtc_offset{linkage,
0,
std::numeric_limits<int>::min(),
std::numeric_limits<int>::max(),
"custom_rtc_offset",
Category::System,
Specialization::Countable,
true,
true};
SwitchableSetting<bool> rng_seed_enabled{
linkage, false, "rng_seed_enabled", Category::System, Specialization::Paired, true, true};
SwitchableSetting<u32> rng_seed{
linkage, 0, "rng_seed", Category::System, Specialization::Hex,
true, true, &rng_seed_enabled};
Setting<std::string> device_name{
linkage, "eden", "device_name", Category::System, Specialization::Default, true, true};
Setting<s32> current_user{linkage, 0, "current_user", Category::System};
SwitchableSetting<ConsoleMode> use_docked_mode{linkage,
#ifdef ANDROID
ConsoleMode::Handheld,
#else
ConsoleMode::Docked,
#endif
"use_docked_mode",
Category::System,
Specialization::Radio,
true,
true};
// Linux
SwitchableSetting<bool> enable_gamemode{linkage, true, "enable_gamemode", Category::Linux};
// Controls
InputSetting<std::array<PlayerInput, 10>> players;
Setting<bool> enable_raw_input{
linkage, false, "enable_raw_input", Category::Controls, Specialization::Default,
// Only read/write enable_raw_input on Windows platforms
#ifdef _WIN32
true
#else
false
#endif
};
Setting<bool> controller_navigation{linkage, true, "controller_navigation", Category::Controls};
Setting<bool> enable_joycon_driver{linkage, true, "enable_joycon_driver", Category::Controls};
Setting<bool> enable_procon_driver{linkage, false, "enable_procon_driver", Category::Controls};
SwitchableSetting<bool> vibration_enabled{linkage, true, "vibration_enabled",
Category::Controls};
SwitchableSetting<bool> enable_accurate_vibrations{linkage, false, "enable_accurate_vibrations",
Category::Controls};
SwitchableSetting<bool> motion_enabled{linkage, true, "motion_enabled", Category::Controls};
Setting<std::string> udp_input_servers{linkage, "127.0.0.1:26760", "udp_input_servers",
Category::Controls};
Setting<bool> enable_udp_controller{linkage, false, "enable_udp_controller",
Category::Controls};
Setting<bool> pause_tas_on_load{linkage, true, "pause_tas_on_load", Category::Controls};
Setting<bool> tas_enable{linkage, false, "tas_enable", Category::Controls};
Setting<bool> tas_loop{linkage, false, "tas_loop", Category::Controls};
Setting<bool> mouse_panning{
linkage, false, "mouse_panning", Category::Controls, Specialization::Default, false};
Setting<u8, true> mouse_panning_sensitivity{
linkage, 50, 1, 100, "mouse_panning_sensitivity", Category::Controls};
Setting<bool> mouse_enabled{linkage, false, "mouse_enabled", Category::Controls};
Setting<u8, true> mouse_panning_x_sensitivity{
linkage, 50, 1, 100, "mouse_panning_x_sensitivity", Category::Controls};
Setting<u8, true> mouse_panning_y_sensitivity{
linkage, 50, 1, 100, "mouse_panning_y_sensitivity", Category::Controls};
Setting<u8, true> mouse_panning_deadzone_counterweight{
linkage, 20, 0, 100, "mouse_panning_deadzone_counterweight", Category::Controls};
Setting<u8, true> mouse_panning_decay_strength{
linkage, 18, 0, 100, "mouse_panning_decay_strength", Category::Controls};
Setting<u8, true> mouse_panning_min_decay{
linkage, 6, 0, 100, "mouse_panning_min_decay", Category::Controls};
Setting<bool> emulate_analog_keyboard{linkage, false, "emulate_analog_keyboard",
Category::Controls};
Setting<bool> keyboard_enabled{linkage, false, "keyboard_enabled", Category::Controls};
Setting<bool> debug_pad_enabled{linkage, false, "debug_pad_enabled", Category::Controls};
ButtonsRaw debug_pad_buttons;
AnalogsRaw debug_pad_analogs;
TouchscreenInput touchscreen;
Setting<std::string> touch_device{linkage, "min_x:100,min_y:50,max_x:1800,max_y:850",
"touch_device", Category::Controls};
Setting<int> touch_from_button_map_index{linkage, 0, "touch_from_button_map",
Category::Controls};
std::vector<TouchFromButtonMap> touch_from_button_maps;
Setting<bool> enable_ring_controller{linkage, true, "enable_ring_controller",
Category::Controls};
RingconRaw ringcon_analogs;
Setting<bool> enable_ir_sensor{linkage, false, "enable_ir_sensor", Category::Controls};
Setting<std::string> ir_sensor_device{linkage, "auto", "ir_sensor_device", Category::Controls};
Setting<bool> random_amiibo_id{linkage, false, "random_amiibo_id", Category::Controls};
// Data Storage
Setting<bool> use_virtual_sd{linkage, true, "use_virtual_sd", Category::DataStorage};
Setting<bool> gamecard_inserted{linkage, false, "gamecard_inserted", Category::DataStorage};
Setting<bool> gamecard_current_game{linkage, false, "gamecard_current_game",
Category::DataStorage};
Setting<std::string> gamecard_path{linkage, std::string(), "gamecard_path",
Category::DataStorage};
// Debugging
bool record_frame_times;
Setting<bool> use_gdbstub{linkage, false, "use_gdbstub", Category::Debugging};
Setting<u16> gdbstub_port{linkage, 6543, "gdbstub_port", Category::Debugging};
Setting<std::string> program_args{linkage, std::string(), "program_args", Category::Debugging};
Setting<bool> dump_exefs{linkage, false, "dump_exefs", Category::Debugging};
Setting<bool> dump_nso{linkage, false, "dump_nso", Category::Debugging};
Setting<bool> dump_shaders{
linkage, false, "dump_shaders", Category::DebuggingGraphics, Specialization::Default,
false};
Setting<bool> dump_macros{
linkage, false, "dump_macros", Category::DebuggingGraphics, Specialization::Default, false};
Setting<bool> enable_fs_access_log{linkage, false, "enable_fs_access_log", Category::Debugging};
Setting<bool> reporting_services{
linkage, false, "reporting_services", Category::Debugging, Specialization::Default, false};
Setting<bool> quest_flag{linkage, false, "quest_flag", Category::Debugging};
Setting<bool> disable_macro_jit{linkage, false, "disable_macro_jit",
Category::DebuggingGraphics};
Setting<bool> disable_macro_hle{linkage, false, "disable_macro_hle",
Category::DebuggingGraphics};
Setting<bool> extended_logging{
linkage, false, "extended_logging", Category::Debugging, Specialization::Default, false};
Setting<bool> use_debug_asserts{linkage, false, "use_debug_asserts", Category::Debugging};
Setting<bool> use_auto_stub{
linkage, false, "use_auto_stub", Category::Debugging};
Setting<bool> enable_all_controllers{linkage, false, "enable_all_controllers",
Category::Debugging};
Setting<bool> perform_vulkan_check{linkage, true, "perform_vulkan_check", Category::Debugging};
// Miscellaneous
Setting<std::string> log_filter{linkage, "*:Info", "log_filter", Category::Miscellaneous};
Setting<bool> log_flush_lines{linkage, false, "flush_lines", Category::Miscellaneous};
Setting<bool> censor_username{linkage, true, "censor_username", Category::Miscellaneous};
Setting<bool> use_dev_keys{linkage, false, "use_dev_keys", Category::Miscellaneous};
Setting<bool> first_launch{linkage, true, "first_launch", Category::Miscellaneous};
// Network
Setting<std::string> network_interface{linkage, std::string(), "network_interface",
Category::Network};
// WebService
Setting<std::string> web_api_url{linkage, "api.ynet-fun.xyz", "web_api_url",
Category::WebService};
Setting<std::string> yuzu_username{linkage, std::string(), "yuzu_username",
Category::WebService};
Setting<std::string> yuzu_token{linkage, std::string(), "yuzu_token", Category::WebService};
// Add-Ons
std::map<u64, std::vector<std::string>> disabled_addons;
};
extern Values values;
void UpdateGPUAccuracy();
bool IsGPULevelExtreme();
bool IsGPULevelHigh();
bool IsFastmemEnabled();
void SetNceEnabled(bool is_64bit);
bool IsNceEnabled();
bool IsDockedMode();
float Volume();
std::string GetTimeZoneString(TimeZone time_zone);
void LogSettings();
void TranslateResolutionInfo(ResolutionSetup setup, ResolutionScalingInfo& info);
void UpdateRescalingInfo();
// Restore the global state of all applicable settings in the Values struct
void RestoreGlobalState(bool is_powered_on);
bool IsConfiguringGlobal();
void SetConfiguringGlobal(bool is_global);
} // namespace Settings