89af4bfba8
The startup check apparently confuses other programs when yuzu launches 2 processes and then quickly closes one of them. Though this isn't really our issues it's also not a big deal for me to add an option to work around that issue.
575 lines
20 KiB
C++
575 lines
20 KiB
C++
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <algorithm>
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#include <array>
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#include <map>
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#include <optional>
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#include <string>
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#include <utility>
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#include <vector>
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#include "common/common_types.h"
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#include "common/settings_input.h"
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namespace Settings {
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enum class RendererBackend : u32 {
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OpenGL = 0,
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Vulkan = 1,
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};
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enum class ShaderBackend : u32 {
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GLSL = 0,
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GLASM = 1,
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SPIRV = 2,
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};
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enum class GPUAccuracy : u32 {
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Normal = 0,
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High = 1,
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Extreme = 2,
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};
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enum class CPUAccuracy : u32 {
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Auto = 0,
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Accurate = 1,
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Unsafe = 2,
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Paranoid = 3,
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};
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enum class FullscreenMode : u32 {
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Borderless = 0,
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Exclusive = 1,
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};
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enum class NvdecEmulation : u32 {
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Off = 0,
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CPU = 1,
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GPU = 2,
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};
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enum class ResolutionSetup : u32 {
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Res1_2X = 0,
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Res3_4X = 1,
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Res1X = 2,
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Res2X = 3,
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Res3X = 4,
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Res4X = 5,
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Res5X = 6,
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Res6X = 7,
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};
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enum class ScalingFilter : u32 {
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NearestNeighbor = 0,
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Bilinear = 1,
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Bicubic = 2,
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Gaussian = 3,
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ScaleForce = 4,
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Fsr = 5,
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LastFilter = Fsr,
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};
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enum class AntiAliasing : u32 {
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None = 0,
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Fxaa = 1,
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LastAA = Fxaa,
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};
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struct ResolutionScalingInfo {
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u32 up_scale{1};
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u32 down_shift{0};
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f32 up_factor{1.0f};
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f32 down_factor{1.0f};
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bool active{};
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bool downscale{};
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s32 ScaleUp(s32 value) const {
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if (value == 0) {
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return 0;
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}
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return std::max((value * static_cast<s32>(up_scale)) >> static_cast<s32>(down_shift), 1);
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}
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u32 ScaleUp(u32 value) const {
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if (value == 0U) {
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return 0U;
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}
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return std::max((value * up_scale) >> down_shift, 1U);
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}
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};
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/** The Setting class is a simple resource manager. It defines a label and default value alongside
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* the actual value of the setting for simpler and less-error prone use with frontend
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* configurations. Specifying a default value and label is required. A minimum and maximum range can
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* be specified for sanitization.
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*/
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template <typename Type, bool ranged = false>
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class Setting {
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protected:
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Setting() = default;
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/**
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* Only sets the setting to the given initializer, leaving the other members to their default
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* initializers.
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*
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* @param global_val Initial value of the setting
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*/
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explicit Setting(const Type& val) : value{val} {}
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public:
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/**
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* Sets a default value, label, and setting value.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param name Label for the setting
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*/
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explicit Setting(const Type& default_val, const std::string& name) requires(!ranged)
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: value{default_val}, default_value{default_val}, label{name} {}
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virtual ~Setting() = default;
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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*/
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explicit Setting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name) requires(ranged)
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: value{default_val},
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default_value{default_val}, maximum{max_val}, minimum{min_val}, label{name} {}
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/**
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* Returns a reference to the setting's value.
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*
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* @returns A reference to the setting
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*/
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[[nodiscard]] virtual const Type& GetValue() const {
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return value;
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}
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/**
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* Sets the setting to the given value.
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*
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* @param val The desired value
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*/
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virtual void SetValue(const Type& val) {
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Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
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std::swap(value, temp);
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}
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/**
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* Returns the value that this setting was created with.
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*
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* @returns A reference to the default value
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*/
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[[nodiscard]] const Type& GetDefault() const {
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return default_value;
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}
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/**
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* Returns the label this setting was created with.
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*
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* @returns A reference to the label
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*/
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[[nodiscard]] const std::string& GetLabel() const {
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return label;
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}
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/**
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* Assigns a value to the setting.
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*
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* @param val The desired setting value
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*
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* @returns A reference to the setting
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*/
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virtual const Type& operator=(const Type& val) {
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Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
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std::swap(value, temp);
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return value;
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}
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/**
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* Returns a reference to the setting.
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*
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* @returns A reference to the setting
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*/
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explicit virtual operator const Type&() const {
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return value;
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}
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protected:
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Type value{}; ///< The setting
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const Type default_value{}; ///< The default value
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const Type maximum{}; ///< Maximum allowed value of the setting
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const Type minimum{}; ///< Minimum allowed value of the setting
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const std::string label{}; ///< The setting's label
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};
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/**
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* The SwitchableSetting class is a slightly more complex version of the Setting class. This adds a
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* custom setting to switch to when a guest application specifically requires it. The effect is that
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* other components of the emulator can access the setting's intended value without any need for the
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* component to ask whether the custom or global setting is needed at the moment.
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*
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* By default, the global setting is used.
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*/
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template <typename Type, bool ranged = false>
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class SwitchableSetting : virtual public Setting<Type, ranged> {
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public:
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/**
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* Sets a default value, label, and setting value.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param name Label for the setting
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*/
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explicit SwitchableSetting(const Type& default_val, const std::string& name) requires(!ranged)
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: Setting<Type>{default_val, name} {}
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virtual ~SwitchableSetting() = default;
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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*/
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explicit SwitchableSetting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name) requires(ranged)
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: Setting<Type, true>{default_val, min_val, max_val, name} {}
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/**
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* Tells this setting to represent either the global or custom setting when other member
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* functions are used.
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*
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* @param to_global Whether to use the global or custom setting.
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*/
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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/**
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* Returns whether this setting is using the global setting or not.
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*
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* @returns The global state
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*/
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[[nodiscard]] bool UsingGlobal() const {
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return use_global;
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}
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/**
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* Returns either the global or custom setting depending on the values of this setting's global
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* state or if the global value was specifically requested.
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*
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* @param need_global Request global value regardless of setting's state; defaults to false
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*
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* @returns The required value of the setting
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*/
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[[nodiscard]] virtual const Type& GetValue() const override {
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if (use_global) {
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return this->value;
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}
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return custom;
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}
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[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
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if (use_global || need_global) {
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return this->value;
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}
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return custom;
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}
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/**
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* Sets the current setting value depending on the global state.
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*
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* @param val The new value
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*/
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void SetValue(const Type& val) override {
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Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
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if (use_global) {
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std::swap(this->value, temp);
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} else {
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std::swap(custom, temp);
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}
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}
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/**
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* Assigns the current setting value depending on the global state.
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*
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* @param val The new value
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*
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* @returns A reference to the current setting value
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*/
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const Type& operator=(const Type& val) override {
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Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
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if (use_global) {
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std::swap(this->value, temp);
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return this->value;
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}
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std::swap(custom, temp);
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return custom;
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}
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/**
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* Returns the current setting value depending on the global state.
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*
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* @returns A reference to the current setting value
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*/
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virtual explicit operator const Type&() const override {
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if (use_global) {
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return this->value;
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}
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return custom;
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}
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protected:
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bool use_global{true}; ///< The setting's global state
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Type custom{}; ///< The custom value of the setting
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};
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/**
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* The InputSetting class allows for getting a reference to either the global or custom members.
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* This is required as we cannot easily modify the values of user-defined types within containers
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* using the SetValue() member function found in the Setting class. The primary purpose of this
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* class is to store an array of 10 PlayerInput structs for both the global and custom setting and
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* allows for easily accessing and modifying both settings.
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*/
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template <typename Type>
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class InputSetting final {
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public:
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InputSetting() = default;
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explicit InputSetting(Type val) : Setting<Type>(val) {}
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~InputSetting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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[[nodiscard]] bool UsingGlobal() const {
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return use_global;
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}
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[[nodiscard]] Type& GetValue(bool need_global = false) {
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if (use_global || need_global) {
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return global;
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}
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return custom;
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}
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private:
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bool use_global{true}; ///< The setting's global state
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Type global{}; ///< The setting
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Type custom{}; ///< The custom setting value
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};
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struct TouchFromButtonMap {
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std::string name;
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std::vector<std::string> buttons;
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};
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struct Values {
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// Audio
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Setting<std::string> sink_id{"auto", "output_engine"};
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Setting<std::string> audio_output_device_id{"auto", "output_device"};
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Setting<std::string> audio_input_device_id{"auto", "input_device"};
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Setting<bool> audio_muted{false, "audio_muted"};
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SwitchableSetting<u8, true> volume{100, 0, 200, "volume"};
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Setting<bool> dump_audio_commands{false, "dump_audio_commands"};
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// Core
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SwitchableSetting<bool> use_multi_core{true, "use_multi_core"};
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SwitchableSetting<bool> use_extended_memory_layout{false, "use_extended_memory_layout"};
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// Cpu
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SwitchableSetting<CPUAccuracy, true> cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto,
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CPUAccuracy::Paranoid, "cpu_accuracy"};
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// TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
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Setting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
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Setting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
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Setting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"};
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Setting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"};
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Setting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"};
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Setting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"};
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Setting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"};
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Setting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"};
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Setting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"};
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Setting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"};
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Setting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"};
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Setting<bool> cpuopt_fastmem_exclusives{true, "cpuopt_fastmem_exclusives"};
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Setting<bool> cpuopt_recompile_exclusives{true, "cpuopt_recompile_exclusives"};
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SwitchableSetting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"};
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SwitchableSetting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"};
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SwitchableSetting<bool> cpuopt_unsafe_ignore_standard_fpcr{
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true, "cpuopt_unsafe_ignore_standard_fpcr"};
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SwitchableSetting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"};
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SwitchableSetting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
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SwitchableSetting<bool> cpuopt_unsafe_ignore_global_monitor{
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true, "cpuopt_unsafe_ignore_global_monitor"};
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// Renderer
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SwitchableSetting<RendererBackend, true> renderer_backend{
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RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Vulkan, "backend"};
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Setting<bool> renderer_debug{false, "debug"};
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Setting<bool> renderer_shader_feedback{false, "shader_feedback"};
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Setting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
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Setting<bool> disable_shader_loop_safety_checks{false, "disable_shader_loop_safety_checks"};
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SwitchableSetting<int> vulkan_device{0, "vulkan_device"};
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ResolutionScalingInfo resolution_info{};
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SwitchableSetting<ResolutionSetup> resolution_setup{ResolutionSetup::Res1X, "resolution_setup"};
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SwitchableSetting<ScalingFilter> scaling_filter{ScalingFilter::Bilinear, "scaling_filter"};
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SwitchableSetting<AntiAliasing> anti_aliasing{AntiAliasing::None, "anti_aliasing"};
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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// Default to exclusive fullscreen on these platforms for now.
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SwitchableSetting<FullscreenMode, true> fullscreen_mode{
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#ifdef _WIN32
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FullscreenMode::Borderless,
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#else
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FullscreenMode::Exclusive,
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#endif
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FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"};
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SwitchableSetting<int, true> aspect_ratio{0, 0, 3, "aspect_ratio"};
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SwitchableSetting<int, true> max_anisotropy{0, 0, 5, "max_anisotropy"};
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SwitchableSetting<bool> use_speed_limit{true, "use_speed_limit"};
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SwitchableSetting<u16, true> speed_limit{100, 0, 9999, "speed_limit"};
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SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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SwitchableSetting<GPUAccuracy, true> gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal,
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GPUAccuracy::Extreme, "gpu_accuracy"};
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
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SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
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SwitchableSetting<bool> use_vsync{true, "use_vsync"};
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SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL,
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ShaderBackend::SPIRV, "shader_backend"};
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SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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SwitchableSetting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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SwitchableSetting<bool> use_pessimistic_flushes{false, "use_pessimistic_flushes"};
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SwitchableSetting<u8> bg_red{0, "bg_red"};
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SwitchableSetting<u8> bg_green{0, "bg_green"};
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SwitchableSetting<u8> bg_blue{0, "bg_blue"};
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// System
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SwitchableSetting<std::optional<u32>> rng_seed{std::optional<u32>(), "rng_seed"};
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// Measured in seconds since epoch
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std::optional<s64> custom_rtc;
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// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
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s64 custom_rtc_differential;
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Setting<s32> current_user{0, "current_user"};
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SwitchableSetting<s32, true> language_index{1, 0, 17, "language_index"};
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SwitchableSetting<s32, true> region_index{1, 0, 6, "region_index"};
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SwitchableSetting<s32, true> time_zone_index{0, 0, 45, "time_zone_index"};
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SwitchableSetting<s32, true> sound_index{1, 0, 2, "sound_index"};
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// Controls
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InputSetting<std::array<PlayerInput, 10>> players;
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SwitchableSetting<bool> use_docked_mode{true, "use_docked_mode"};
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Setting<bool> enable_raw_input{false, "enable_raw_input"};
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Setting<bool> controller_navigation{true, "controller_navigation"};
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SwitchableSetting<bool> vibration_enabled{true, "vibration_enabled"};
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SwitchableSetting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"};
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SwitchableSetting<bool> motion_enabled{true, "motion_enabled"};
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Setting<std::string> udp_input_servers{"127.0.0.1:26760", "udp_input_servers"};
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Setting<bool> enable_udp_controller{false, "enable_udp_controller"};
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Setting<bool> pause_tas_on_load{true, "pause_tas_on_load"};
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Setting<bool> tas_enable{false, "tas_enable"};
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Setting<bool> tas_loop{false, "tas_loop"};
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Setting<bool> mouse_panning{false, "mouse_panning"};
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Setting<u8, true> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"};
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Setting<bool> mouse_enabled{false, "mouse_enabled"};
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Setting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
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Setting<bool> keyboard_enabled{false, "keyboard_enabled"};
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Setting<bool> debug_pad_enabled{false, "debug_pad_enabled"};
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ButtonsRaw debug_pad_buttons;
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AnalogsRaw debug_pad_analogs;
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TouchscreenInput touchscreen;
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Setting<std::string> touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850", "touch_device"};
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Setting<int> touch_from_button_map_index{0, "touch_from_button_map"};
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std::vector<TouchFromButtonMap> touch_from_button_maps;
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Setting<bool> enable_ring_controller{true, "enable_ring_controller"};
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RingconRaw ringcon_analogs;
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Setting<bool> enable_ir_sensor{false, "enable_ir_sensor"};
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Setting<std::string> ir_sensor_device{"auto", "ir_sensor_device"};
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// Data Storage
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Setting<bool> use_virtual_sd{true, "use_virtual_sd"};
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Setting<bool> gamecard_inserted{false, "gamecard_inserted"};
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Setting<bool> gamecard_current_game{false, "gamecard_current_game"};
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Setting<std::string> gamecard_path{std::string(), "gamecard_path"};
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// Debugging
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bool record_frame_times;
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Setting<bool> use_gdbstub{false, "use_gdbstub"};
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Setting<u16> gdbstub_port{6543, "gdbstub_port"};
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Setting<std::string> program_args{std::string(), "program_args"};
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Setting<bool> dump_exefs{false, "dump_exefs"};
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Setting<bool> dump_nso{false, "dump_nso"};
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Setting<bool> dump_shaders{false, "dump_shaders"};
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Setting<bool> dump_macros{false, "dump_macros"};
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Setting<bool> enable_fs_access_log{false, "enable_fs_access_log"};
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Setting<bool> reporting_services{false, "reporting_services"};
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Setting<bool> quest_flag{false, "quest_flag"};
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Setting<bool> disable_macro_jit{false, "disable_macro_jit"};
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Setting<bool> extended_logging{false, "extended_logging"};
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Setting<bool> use_debug_asserts{false, "use_debug_asserts"};
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Setting<bool> use_auto_stub{false, "use_auto_stub"};
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Setting<bool> enable_all_controllers{false, "enable_all_controllers"};
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Setting<bool> create_crash_dumps{false, "create_crash_dumps"};
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Setting<bool> perform_vulkan_check{true, "perform_vulkan_check"};
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// Miscellaneous
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Setting<std::string> log_filter{"*:Info", "log_filter"};
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Setting<bool> use_dev_keys{false, "use_dev_keys"};
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// Network
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Setting<std::string> network_interface{std::string(), "network_interface"};
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// WebService
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Setting<bool> enable_telemetry{true, "enable_telemetry"};
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Setting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"};
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Setting<std::string> yuzu_username{std::string(), "yuzu_username"};
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Setting<std::string> yuzu_token{std::string(), "yuzu_token"};
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// Add-Ons
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std::map<u64, std::vector<std::string>> disabled_addons;
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};
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extern Values values;
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bool IsConfiguringGlobal();
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void SetConfiguringGlobal(bool is_global);
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bool IsGPULevelExtreme();
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bool IsGPULevelHigh();
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bool IsFastmemEnabled();
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float Volume();
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std::string GetTimeZoneString();
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void LogSettings();
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void UpdateRescalingInfo();
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// Restore the global state of all applicable settings in the Values struct
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void RestoreGlobalState(bool is_powered_on);
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} // namespace Settings
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