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Worked with the Sink abstraction and tuned the "Device Selection" configuration so that the Device List is automatically populated when the Sink is changed. This hopefully addresses the concerns and recommendations mentioned in the comments of the PR.
94 lines
1.9 KiB
C++
94 lines
1.9 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <array>
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#include "common/common_types.h"
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namespace Settings {
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namespace NativeInput {
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enum Values {
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// directly mapped keys
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A, B, X, Y,
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L, R, ZL, ZR,
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START, SELECT, HOME,
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DUP, DDOWN, DLEFT, DRIGHT,
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CUP, CDOWN, CLEFT, CRIGHT,
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// indirectly mapped keys
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CIRCLE_UP, CIRCLE_DOWN, CIRCLE_LEFT, CIRCLE_RIGHT,
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CIRCLE_MODIFIER,
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NUM_INPUTS
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};
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static const std::array<const char*, NUM_INPUTS> Mapping = {{
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// directly mapped keys
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"pad_a", "pad_b", "pad_x", "pad_y",
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"pad_l", "pad_r", "pad_zl", "pad_zr",
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"pad_start", "pad_select", "pad_home",
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"pad_dup", "pad_ddown", "pad_dleft", "pad_dright",
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"pad_cup", "pad_cdown", "pad_cleft", "pad_cright",
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// indirectly mapped keys
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"pad_circle_up", "pad_circle_down", "pad_circle_left", "pad_circle_right",
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"pad_circle_modifier",
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}};
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static const std::array<Values, NUM_INPUTS> All = {{
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A, B, X, Y,
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L, R, ZL, ZR,
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START, SELECT, HOME,
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DUP, DDOWN, DLEFT, DRIGHT,
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CUP, CDOWN, CLEFT, CRIGHT,
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CIRCLE_UP, CIRCLE_DOWN, CIRCLE_LEFT, CIRCLE_RIGHT,
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CIRCLE_MODIFIER,
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}};
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}
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struct Values {
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// CheckNew3DS
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bool is_new_3ds;
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// Controls
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std::array<int, NativeInput::NUM_INPUTS> input_mappings;
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float pad_circle_modifier_scale;
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// Core
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int frame_skip;
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// Data Storage
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bool use_virtual_sd;
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// System Region
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int region_value;
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// Renderer
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bool use_hw_renderer;
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bool use_shader_jit;
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bool use_scaled_resolution;
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float bg_red;
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float bg_green;
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float bg_blue;
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std::string log_filter;
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// Audio
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std::string sink_id;
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std::string audio_device_id;
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// Debugging
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bool use_gdbstub;
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u16 gdbstub_port;
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} extern values;
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void Apply();
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}
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