6c8f2b355a
Completely removes code related to parsing the settings file on the java side. Now all settings are accessed via NativeConfig.kt and config.cpp has been modified to be closer to the core counterpart. Since the core currently uses QSettings, we can't remove reliance from Wini yet. This also includes simplifications to each settings interface to get closer to native code and prepare for per-game settings.
260 lines
7.5 KiB
C++
260 lines
7.5 KiB
C++
// SPDX-FileCopyrightText: Copyright 2023 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 <functional>
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#include <map>
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#include <string>
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#include <typeindex>
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#include "common/common_types.h"
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namespace Settings {
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enum class Category : u32 {
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Android,
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Audio,
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Core,
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Cpu,
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CpuDebug,
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CpuUnsafe,
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Renderer,
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RendererAdvanced,
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RendererDebug,
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System,
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SystemAudio,
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DataStorage,
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Debugging,
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DebuggingGraphics,
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Miscellaneous,
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Network,
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WebService,
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AddOns,
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Controls,
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Ui,
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UiGeneral,
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UiLayout,
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UiGameList,
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Screenshots,
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Shortcuts,
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Multiplayer,
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Services,
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Paths,
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MaxEnum,
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};
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constexpr u8 SpecializationTypeMask = 0xf;
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constexpr u8 SpecializationAttributeMask = 0xf0;
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constexpr u8 SpecializationAttributeOffset = 4;
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// Scalar and countable could have better names
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enum Specialization : u8 {
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Default = 0,
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Time = 1, // Duration or specific moment in time
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Hex = 2, // Hexadecimal number
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List = 3, // Setting has specific members
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RuntimeList = 4, // Members of the list are determined during runtime
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Scalar = 5, // Values are continuous
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Countable = 6, // Can be stepped through
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Paired = 7, // Another setting is associated with this setting
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Radio = 8, // Setting should be presented in a radio group
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Percentage = (1 << SpecializationAttributeOffset), // Should be represented as a percentage
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};
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class BasicSetting;
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class Linkage {
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public:
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explicit Linkage(u32 initial_count = 0);
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~Linkage();
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std::map<Category, std::vector<BasicSetting*>> by_category{};
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std::map<std::string, Settings::BasicSetting*> by_key{};
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std::vector<std::function<void()>> restore_functions{};
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u32 count;
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};
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/**
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* BasicSetting is an abstract class that only keeps track of metadata. The string methods are
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* available to get data values out.
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*/
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class BasicSetting {
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protected:
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explicit BasicSetting(Linkage& linkage, const std::string& name, Category category_, bool save_,
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bool runtime_modifiable_, u32 specialization,
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BasicSetting* other_setting);
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public:
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virtual ~BasicSetting();
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/*
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* Data retrieval
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*/
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/**
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* Returns a string representation of the internal data. If the Setting is Switchable, it
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* respects the internal global state: it is based on GetValue().
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*
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* @returns A string representation of the internal data.
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*/
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[[nodiscard]] virtual std::string ToString() const = 0;
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/**
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* Returns a string representation of the global version of internal data. If the Setting is
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* not Switchable, it behaves like ToString.
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*
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* @returns A string representation of the global version of internal data.
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*/
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[[nodiscard]] virtual std::string ToStringGlobal() const;
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/**
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* @returns A string representation of the Setting's default value.
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*/
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[[nodiscard]] virtual std::string DefaultToString() const = 0;
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/**
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* Returns a string representation of the minimum value of the setting. If the Setting is not
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* ranged, the string represents the default initialization of the data type.
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*
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* @returns A string representation of the minimum value of the setting.
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*/
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[[nodiscard]] virtual std::string MinVal() const = 0;
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/**
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* Returns a string representation of the maximum value of the setting. If the Setting is not
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* ranged, the string represents the default initialization of the data type.
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*
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* @returns A string representation of the maximum value of the setting.
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*/
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[[nodiscard]] virtual std::string MaxVal() const = 0;
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/**
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* Takes a string input, converts it to the internal data type if necessary, and then runs
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* SetValue with it.
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*
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* @param load String of the input data.
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*/
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virtual void LoadString(const std::string& load) = 0;
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/**
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* Returns a string representation of the data. If the data is an enum, it returns a string of
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* the enum value. If the internal data type is not an enum, this is equivalent to ToString.
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*
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* e.g. renderer_backend.Canonicalize() == "OpenGL"
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*
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* @returns Canonicalized string representation of the internal data
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*/
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[[nodiscard]] virtual std::string Canonicalize() const = 0;
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/*
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* Metadata
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*/
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/**
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* @returns A unique identifier for the Setting's internal data type.
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*/
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[[nodiscard]] virtual std::type_index TypeId() const = 0;
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/**
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* Returns true if the Setting's internal data type is an enum.
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*
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* @returns True if the Setting's internal data type is an enum
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*/
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[[nodiscard]] virtual constexpr bool IsEnum() const = 0;
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/**
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* Returns true if the current setting is Switchable.
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*
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* @returns If the setting is a SwitchableSetting
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*/
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[[nodiscard]] virtual constexpr bool Switchable() const {
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return false;
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}
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/**
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* Returns true to suggest that a frontend can read or write the setting to a configuration
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* file.
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*
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* @returns The save preference
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*/
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[[nodiscard]] bool Save() const;
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/**
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* @returns true if the current setting can be changed while the guest is running.
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*/
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[[nodiscard]] bool RuntimeModfiable() const;
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/**
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* @returns A unique number corresponding to the setting.
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*/
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[[nodiscard]] constexpr u32 Id() const {
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return id;
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}
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/**
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* Returns the setting's category AKA INI group.
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*
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* @returns The setting's category
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*/
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[[nodiscard]] Category GetCategory() const;
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/**
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* @returns Extra metadata for data representation in frontend implementations.
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*/
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[[nodiscard]] u32 Specialization() const;
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/**
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* @returns Another BasicSetting if one is paired, or nullptr otherwise.
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*/
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[[nodiscard]] BasicSetting* PairedSetting() const;
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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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/**
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* @returns If the Setting checks input values for valid ranges.
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*/
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[[nodiscard]] virtual constexpr bool Ranged() const = 0;
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/**
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* @returns The index of the enum if the underlying setting type is an enum, else max of u32.
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*/
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[[nodiscard]] virtual constexpr u32 EnumIndex() const = 0;
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/*
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* Switchable settings
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*/
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/**
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* Sets a setting's global state. True means use the normal setting, false to use a custom
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* value. Has no effect if the Setting is not Switchable.
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*
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* @param global The desired state
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*/
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virtual void SetGlobal(bool global);
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/**
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* Returns true if the setting is using the normal setting value. Always true if the setting is
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* not Switchable.
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*
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* @returns The Setting's global state
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*/
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[[nodiscard]] virtual bool UsingGlobal() const;
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private:
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const std::string label; ///< The setting's label
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const Category category; ///< The setting's category AKA INI group
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const u32 id; ///< Unique integer for the setting
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const bool save; ///< Suggests if the setting should be saved and read to a frontend config
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const bool
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runtime_modifiable; ///< Suggests if the setting can be modified while a guest is running
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const u32 specialization; ///< Extra data to identify representation of a setting
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BasicSetting* const other_setting; ///< A paired setting
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};
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} // namespace Settings
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