// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include #include #include #include "ppsspp_config.h" #include "Common/CommonTypes.h" #include "Common/File/Path.h" #include "Core/ConfigValues.h" extern const char *PPSSPP_GIT_VERSION; namespace http { class Request; class RequestManager; } struct UrlEncoder; class Section; class PlayTimeTracker { public: struct PlayTime { int totalTimePlayed; double startTime; // time_now_d() time uint64_t lastTimePlayed; // UTC Unix time for portability. }; // It's OK to call these redundantly. void Start(const std::string &gameId); void Stop(const std::string &gameId); void Load(const Section *section); void Save(Section *section); bool GetPlayedTimeString(const std::string &gameId, std::string *str) const; private: std::map tracker_; }; struct Config { public: Config(); ~Config(); // Whether to save the config on close. bool bSaveSettings; bool bFirstRun; bool bGameSpecific = false; bool bUpdatedInstanceCounter = false; bool bBrowse; // show a file browser on startup. TODO: Does anyone use this? int iRunCount; // To be used to for example check for updates every 10 runs and things like that. // Debugger bool bAutoRun; // start immediately bool bBreakOnFrameTimeout; // not saved // General bool bScreenshotsAsPNG; bool bUseFFV1; bool bDumpFrames; bool bDumpVideoOutput; bool bDumpAudio; bool bSaveLoadResetsAVdumping; bool bEnableLogging; int iDumpFileTypes; // DumpFileType bitflag enum bool bFullscreenOnDoubleclick; // These four are Win UI only bool bPauseOnLostFocus; bool bTopMost; bool bIgnoreWindowsKey; bool bRestartRequired; std::string sFont; bool bPauseWhenMinimized; bool bPauseExitsEmulator; bool bPauseMenuExitsEmulator; bool bRunBehindPauseMenu; // Core bool bIgnoreBadMemAccess; bool bFastMemory; int iCpuCore; bool bCheckForNewVersion; bool bForceLagSync; bool bFuncReplacements; bool bHideSlowWarnings; bool bHideStateWarnings; bool bPreloadFunctions; uint32_t uJitDisableFlags; bool bDisableHTTPS; bool bSeparateSASThread; int iIOTimingMethod; int iLockedCPUSpeed; bool bAutoSaveSymbolMap; bool bCompressSymbols; bool bCacheFullIsoInRam; int iRemoteISOPort; std::string sLastRemoteISOServer; int iLastRemoteISOPort; bool bRemoteISOManual; bool bRemoteShareOnStartup; std::string sRemoteISOSubdir; std::string sRemoteISOSharedDir; int iRemoteISOShareType; bool bRemoteDebuggerOnStartup; bool bRemoteTab; bool bMemStickInserted; int iMemStickSizeGB; bool bLoadPlugins; int iAskForExitConfirmationAfterSeconds; int iUIScaleFactor; // In 8ths of powers of two. int iDisableHLE; int iScreenRotation; // The rotation angle of the PPSSPP UI. Only supported on Android and possibly other mobile platforms. int iInternalScreenRotation; // The internal screen rotation angle. Useful for vertical SHMUPs and similar. std::string sReportHost; std::vector vPinnedPaths; std::string sLanguageIni; std::string sIgnoreCompatSettings; bool bDiscordRichPresence; // Enables setting the Discord presence to the current game (or menu) // GFX int iGPUBackend; std::string sCustomDriver; std::string sFailedGPUBackends; // NOT stored in ppsspp.ini anymore! std::string sDisabledGPUBackends; // We have separate device parameters for each backend so it doesn't get erased if you switch backends. // If not set, will use the "best" device. std::string sVulkanDevice; std::string sD3D11Device; // Windows only std::string sCameraDevice; std::string sMicDevice; bool bCameraMirrorHorizontal; int iDisplayFramerateMode; // enum DisplayFramerateMode. Android-only. int iDisplayRefreshRate = 60; bool bSoftwareRendering; bool bSoftwareRenderingJit; bool bHardwareTransform; // only used in the GLES backend bool bSoftwareSkinning; bool bVendorBugChecksEnabled; bool bUseGeometryShader; // Speedhacks (more will be moved here): bool bSkipBufferEffects; bool bDisableRangeCulling; int iDepthRasterMode; int iTexFiltering; // 1 = auto , 2 = nearest , 3 = linear , 4 = auto max quality bool bSmart2DTexFiltering; bool bDisplayStretch; // Automatically matches the aspect ratio of the window. int iDisplayFilter; // 1 = linear, 2 = nearest float fDisplayOffsetX; float fDisplayOffsetY; float fDisplayScale; // Relative to the most constraining axis (x or y). bool bDisplayIntegerScale; // Snaps scaling to integer scale factors in raw pixels. bool bDisplayCropTo16x9; // Crops to 16:9 if the resolution is very close. float fDisplayAspectRatio; // Stored relative to the PSP's native ratio, so 1.0 is the normal pixel aspect ratio. bool bImmersiveMode; // Mode on Android Kitkat 4.4 and later that hides the back button etc. bool bSustainedPerformanceMode; // Android: Slows clocks down to avoid overheating/speed fluctuations. bool bIgnoreScreenInsets; // Android: Center screen disregarding insets if this is enabled. bool bVSync; bool bShowImDebugger; int iFrameSkip; int iFrameSkipType; int iFastForwardMode; // See FastForwardMode in ConfigValues.h. bool bAutoFrameSkip; bool bEnableCardboardVR; // Cardboard Master Switch int iCardboardScreenSize; // Screen Size (in %) int iCardboardXShift; // X-Shift of Screen (in %) int iCardboardYShift; // Y-Shift of Screen (in %) int iWindowX; int iWindowY; int iWindowWidth; // Windows and other windowed environments int iWindowHeight; bool bShowMenuBar; // Windows-only float fUITint; float fUISaturation; bool bTextureBackoffCache; bool bVertexDecoderJit; int iAppSwitchMode; bool bFullScreen; bool bFullScreenMulti; int iForceFullScreen = -1; // -1 = nope, 0 = force off, 1 = force on (not saved.) int iInternalResolution; // 0 = Auto (native), 1 = 1x (480x272), 2 = 2x, 3 = 3x, 4 = 4x and so on. int iAnisotropyLevel; // 0 - 5, powers of 2: 0 = 1x = no aniso int iMultiSampleLevel; int bHighQualityDepth; bool bReplaceTextures; bool bSaveNewTextures; bool bIgnoreTextureFilenames; int iTexScalingLevel; // 0 = auto, 1 = off, 2 = 2x, ..., 5 = 5x int iTexScalingType; // 0 = xBRZ, 1 = Hybrid bool bTexDeposterize; bool bTexHardwareScaling; int iFpsLimit1; int iFpsLimit2; int iAnalogFpsLimit; int iMaxRecent; int iCurrentStateSlot; int iRewindSnapshotInterval; bool bUISound; bool bEnableStateUndo; std::string sStateLoadUndoGame; std::string sStateUndoLastSaveGame; int iStateUndoLastSaveSlot; int iAutoLoadSaveState; // 0 = off, 1 = oldest, 2 = newest, >2 = slot number + 3 bool bEnableCheats; bool bReloadCheats; bool bEnablePlugins; int iCwCheatRefreshIntervalMs; float fCwCheatScrollPosition; float fGameListScrollPosition; int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive int iSkipGPUReadbackMode; // 0 = off, 1 = skip, 2 = to texture int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High bool bHardwareTessellation; bool bShaderCache; // Hidden ini-only setting, useful for debugging shader compile times. bool bUberShaderVertex; bool bUberShaderFragment; int iDefaultTab; int iScreenshotMode; std::vector vPostShaderNames; // Off for chain end (only Off for no shader) std::map mPostShaderSetting; // Note that this is separate from VR stereo, though it'll share some code paths. bool bStereoRendering; // There can only be one, unlike regular post shaders. std::string sStereoToMonoShader; bool bShaderChainRequires60FPS; std::string sTextureShaderName; bool bGfxDebugOutput; int iInflightFrames; bool bRenderDuplicateFrames; bool bRenderMultiThreading; // HW debug bool bShowGPOLEDs; // Sound bool bEnableSound; int iAudioBackend; // Legacy volume settings, 0-10. These get auto-upgraded and should not be used. int iLegacyGameVolume; int iLegacyReverbVolume; int iLegacyAchievementVolume; // Newer volume settings, 0-100 int iGameVolume; int iReverbVolume; int iUIVolume; int iAchievementVolume; int iAltSpeedVolume; bool bExtraAudioBuffering; // For bluetooth std::string sAudioDevice; bool bAutoAudioDevice; bool bUseOldAtrac; // iOS only for now bool bAudioMixWithOthers; bool bAudioRespectSilentMode; // UI bool bShowDebuggerOnLoad; int iShowStatusFlags; bool bShowRegionOnGameIcon; bool bShowIDOnGameIcon; float fGameGridScale; bool bShowOnScreenMessages; int iBackgroundAnimation; // enum BackgroundAnimation bool bTransparentBackground; std::string sThemeName; // These aren't saved, just for instant debugging. bool bLogFrameDrops; // Analog stick tilting // This is the held base angle (from the horizon), that we compute the tilt relative from. float fTiltBaseAngleY; // Inverts the direction of the x axes and y axes for the purposes of tilt input. bool bInvertTiltX; bool bInvertTiltY; // The sensitivity of the tilt in the X and Y directions, separately. int iTiltSensitivityX; int iTiltSensitivityY; // The deadzone radius of the tilt. Only used in the analog mapping. float fTiltAnalogDeadzoneRadius; float fTiltInverseDeadzone; // An inverse deadzone for the output, counteracting excessive deadzones applied by games. See #17483. bool bTiltCircularDeadzone; // Type of tilt input currently selected: Defined in TiltEventProcessor.h // 0 - no tilt, 1 - analog stick, 2 - D-Pad, 3 - Action Buttons (Tri, Cross, Square, Circle) int iTiltInputType; // The three tabs. bool bGridView1; bool bGridView2; bool bGridView3; // Right analog binding int iRightAnalogUp; int iRightAnalogDown; int iRightAnalogLeft; int iRightAnalogRight; int iRightAnalogPress; bool bRightAnalogCustom; bool bRightAnalogDisableDiagonal; // Motion gesture controller bool bGestureControlEnabled; int iSwipeUp; int iSwipeDown; int iSwipeLeft; int iSwipeRight; float fSwipeSensitivity; float fSwipeSmoothing; int iDoubleTapGesture; bool bAnalogGesture; float fAnalogGestureSensibility; // Disable diagonals bool bDisableDpadDiagonals; bool bGamepadOnlyFocused; // Control Style int iTouchButtonStyle; int iTouchButtonOpacity; int iTouchButtonHideSeconds; // Snap touch control position bool bTouchSnapToGrid; int iTouchSnapGridSize; // Floating analog stick (recenters on thumb on press). bool bAutoCenterTouchAnalog; // Sticky D-pad (can't glide off it) bool bStickyTouchDPad; // Touch gliding (see #14490) bool bTouchGliding; //space between PSP buttons //the PSP button's center (triangle, circle, square, cross) ConfigTouchPos touchActionButtonCenter; float fActionButtonSpacing; //radius of the D-pad (PSP cross) // int iDpadRadius; //the D-pad (PSP cross) position ConfigTouchPos touchDpad; float fDpadSpacing; ConfigTouchPos touchStartKey; ConfigTouchPos touchSelectKey; ConfigTouchPos touchFastForwardKey; ConfigTouchPos touchLKey; ConfigTouchPos touchRKey; ConfigTouchPos touchAnalogStick; ConfigTouchPos touchRightAnalogStick; enum { CUSTOM_BUTTON_COUNT = 20 }; ConfigTouchPos touchCustom[CUSTOM_BUTTON_COUNT]; float fLeftStickHeadScale; float fRightStickHeadScale; bool bHideStickBackground; // Controls Visibility bool bShowTouchControls; bool bShowTouchCircle; bool bShowTouchCross; bool bShowTouchTriangle; bool bShowTouchSquare; ConfigCustomButton CustomButton[CUSTOM_BUTTON_COUNT]; // Ignored on iOS and other platforms that lack pause. bool bShowTouchPause; bool bHapticFeedback; // We also use the XInput settings as analog settings on other platforms like Android. float fAnalogDeadzone; float fAnalogInverseDeadzone; float fAnalogSensitivity; // convert analog stick circle to square bool bAnalogIsCircular; // Auto rotation speed float fAnalogAutoRotSpeed; // Sets up how much the analog limiter button restricts digital->analog input. float fAnalogLimiterDeadzone; // Trigger configuration float fAnalogTriggerThreshold; // Sets whether combo mapping is enabled. bool bAllowMappingCombos; bool bStrictComboOrder; bool bMouseControl; bool bMapMouse; // Workaround for mapping screen:| bool bMouseConfine; // Trap inside the window. float fMouseSensitivity; float fMouseSmoothing; int iMouseWheelUpDelayMs; bool bSystemControls; int iRapidFireInterval; // Use the hardware scaler to scale up the image to save fillrate. Similar to Windows' window size, really. int iAndroidHwScale; // 0 = device resolution. 1 = 480x272 (extended to correct aspect), 2 = 960x544 etc. // Risky JIT optimizations bool bDiscardRegsOnJRRA; // SystemParam std::string sNickName; // AdHoc and system nickname std::string sMACAddress; int iLanguage; int iTimeFormat; int iDateFormat; int iTimeZone; bool bDayLightSavings; int iButtonPreference; int iLockParentalLevel; bool bEncryptSave; // Networking bool bEnableAdhocServer; std::string proAdhocServer; std::string sInfrastructureDNSServer; std::string sInfrastructureUsername; // Username used for Infrastructure play. Different restrictions. bool bInfrastructureAutoDNS; bool bAllowSavestateWhileConnected; // Developer option, ini-only. No normal users need this, it's always wrong to save/load state when online. bool bEnableWlan; std::map mHostToAlias; // Local DNS database stored in ini file bool bEnableUPnP; bool bUPnPUseOriginalPort; bool bForcedFirstConnect; int iPortOffset; int iMinTimeout; int iWlanAdhocChannel; bool bWlanPowerSave; bool bEnableNetworkChat; bool bDontDownloadInfraJson; int iChatButtonPosition; int iChatScreenPosition; bool bEnableQuickChat; std::string sQuickChat0; std::string sQuickChat1; std::string sQuickChat2; std::string sQuickChat3; std::string sQuickChat4; int iPSPModel; int iFirmwareVersion; bool bBypassOSKWithKeyboard; // Virtual reality bool bEnableVR; bool bEnable6DoF; bool bEnableStereo; bool bEnableImmersiveVR; bool bForce72Hz; bool bForceVR; bool bManualForceVR; bool bPassthrough; bool bRescaleHUD; float fCameraDistance; float fCameraHeight; float fCameraSide; float fCameraPitch; float fCanvasDistance; float fCanvas3DDistance; float fFieldOfViewPercentage; float fHeadUpDisplayScale; // Debugger int iDisasmWindowX; int iDisasmWindowY; int iDisasmWindowW; int iDisasmWindowH; int iGEWindowX; int iGEWindowY; int iGEWindowW; int iGEWindowH; uint32_t uGETabsLeft; uint32_t uGETabsRight; uint32_t uGETabsTopRight; int iConsoleWindowX; int iConsoleWindowY; int iFontWidth; int iFontHeight; bool bDisplayStatusBar; bool bShowBottomTabTitles; bool bShowDeveloperMenu; // Double edged sword: much easier debugging, but not accurate. bool bSkipDeadbeefFilling; bool bFuncHashMap; std::string sSkipFuncHashMap; bool bDebugMemInfoDetailed; // Volatile development settings // Overlays int iDebugOverlay; bool bGpuLogProfiler; // Controls the Vulkan logging profiler (profiles textures uploads etc). // Retro Achievement settings // Copied from Duckstation, we might want to remove some. bool bAchievementsEnable; bool bAchievementsHardcoreMode; bool bAchievementsEncoreMode; bool bAchievementsUnofficial; bool bAchievementsSoundEffects; bool bAchievementsLogBadMemReads; bool bAchievementsSaveStateInHardcoreMode; bool bAchievementsEnableRAIntegration; // Positioning of the various notifications int iNotificationPos; int iAchievementsLeaderboardTrackerPos; int iAchievementsLeaderboardStartedOrFailedPos; int iAchievementsLeaderboardSubmittedPos; int iAchievementsProgressPos; int iAchievementsChallengePos; int iAchievementsUnlockedPos; // Customizations std::string sAchievementsUnlockAudioFile; std::string sAchievementsLeaderboardSubmitAudioFile; // Achivements login info. Note that password is NOT stored, only a login token. // Still, we may wanna store it more securely than in PPSSPP.ini, especially on Android. std::string sAchievementsUserName; std::string sAchievementsToken; // Not saved, to be used if you want to manually make your RA login persistent. See Native_SaveSecret for the normal case. // Various directories. Autoconfigured, not read from ini. Path currentDirectory; // The directory selected in the game browsing window. Path defaultCurrentDirectory; // Platform dependent, initialized at startup. Path memStickDirectory; Path flash0Directory; Path internalDataDirectory; Path appCacheDirectory; // Data for upgrade prompt std::string upgradeMessage; // The actual message from the server is currently not used, need a translation mechanism. So this just acts as a flag. std::string upgradeVersion; std::string dismissedVersion; void Load(const char *iniFileName = nullptr, const char *controllerIniFilename = nullptr); bool Save(const char *saveReason); void Reload(); void RestoreDefaults(RestoreSettingsBits whatToRestore); //per game config managment, should maybe be in it's own class void changeGameSpecific(const std::string &gameId = "", const std::string &title = ""); bool createGameConfig(const std::string &game_id); bool deleteGameConfig(const std::string& pGameId); bool loadGameConfig(const std::string &game_id, const std::string &title); bool saveGameConfig(const std::string &pGameId, const std::string &title); void unloadGameConfig(); Path getGameConfigFile(const std::string &gameId, bool *exists); bool hasGameConfig(const std::string &game_id); void SetSearchPath(const Path &path); const Path FindConfigFile(const std::string &baseFilename, bool *exists); void UpdateIniLocation(const char *iniFileName = nullptr, const char *controllerIniFilename = nullptr); static void DownloadCompletedCallback(http::Request &download); void DismissUpgrade(); void ResetControlLayout(); void GetReportingInfo(UrlEncoder &data) const; bool IsPortrait() const; int NextValidBackend(); bool IsBackendEnabled(GPUBackend backend); bool UseFullScreen() const { if (iForceFullScreen != -1) return iForceFullScreen == 1; return bFullScreen; } const std::map, std::less<>> &GetLangValuesMapping(); bool LoadAppendedConfig(); void SetAppendedConfigIni(const Path &path); void UpdateAfterSettingAutoFrameSkip(); void NotifyUpdatedCpuCore(); // Applies the Auto setting if set. Returns an enum value from PSP_SYSTEMPARAM_LANGUAGE_*. int GetPSPLanguage(); PlayTimeTracker &TimeTracker() { return playTimeTracker_; } protected: void LoadStandardControllerIni(); void LoadLangValuesMapping(); void PostLoadCleanup(bool gameSpecific); void PreSaveCleanup(bool gameSpecific); void PostSaveCleanup(bool gameSpecific); private: bool reload_ = false; std::string gameId_; std::string gameIdTitle_; std::map, std::less<>> langValuesMapping_; PlayTimeTracker playTimeTracker_; Path iniFilename_; Path controllerIniFilename_; Path searchPath_; Path appendedConfigFileName_; // A set make more sense, but won't have many entry, and I dont want to include the whole std::set header here std::vector appendedConfigUpdatedGames_; }; std::string CreateRandMAC(); bool TryUpdateSavedPath(Path *path); // TODO: Find a better place for this. extern http::RequestManager g_DownloadManager; extern Config g_Config;