mirror of
https://github.com/yuzu-emu/yuzu.git
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b42c3ce21d
The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called. The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate. Co-authored-by: Naii-the-Baf <sfabian200@gmail.com> Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
607 lines
21 KiB
C++
607 lines
21 KiB
C++
// Copyright 2021 yuzu 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 <algorithm>
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#include <array>
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#include <atomic>
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#include <chrono>
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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 <input_common/main.h>
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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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};
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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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/** The BasicSetting class is a simple resource manager. It defines a label and default value
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* alongside the actual value of the setting for simpler and less-error prone use with frontend
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* configurations. Setting a default value and label is required, though subclasses may deviate from
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* this requirement.
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*/
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template <typename Type>
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class BasicSetting {
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protected:
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BasicSetting() = 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 BasicSetting(const Type& global_val) : global{global_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 BasicSetting(const Type& default_val, const std::string& name)
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: default_value{default_val}, global{default_val}, label{name} {}
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virtual ~BasicSetting() = default;
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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 global;
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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 value The desired value
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*/
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virtual void SetValue(const Type& value) {
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Type temp{value};
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std::swap(global, 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 value 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& value) {
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Type temp{value};
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std::swap(global, temp);
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return global;
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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 global;
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}
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protected:
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const Type default_value{}; ///< The default value
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Type global{}; ///< 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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* BasicRangedSetting class is intended for use with quantifiable settings that need a more
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* restrictive range than implicitly defined by its type. Implements a minimum and maximum that is
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* simply used to sanitize SetValue and the assignment overload.
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*/
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template <typename Type>
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class BasicRangedSetting : virtual public BasicSetting<Type> {
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public:
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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 BasicRangedSetting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name)
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: BasicSetting<Type>{default_val, name}, minimum{min_val}, maximum{max_val} {}
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virtual ~BasicRangedSetting() = default;
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/**
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* Like BasicSetting's SetValue, except value is clamped to the range of the setting.
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*
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* @param value The desired value
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*/
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void SetValue(const Type& value) override {
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this->global = std::clamp(value, minimum, maximum);
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}
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/**
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* Like BasicSetting's assignment overload, except value is clamped to the range of the setting.
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*
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* @param value The desired value
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* @returns A reference to the setting's value
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*/
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const Type& operator=(const Type& value) override {
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this->global = std::clamp(value, minimum, maximum);
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return this->global;
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}
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const Type minimum; ///< Minimum allowed value of the setting
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const Type maximum; ///< Maximum allowed value of the setting
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};
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/**
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* The Setting class is a slightly more complex version of the BasicSetting 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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* Like the BasicSetting, this requires setting a default value and label to use.
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*/
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template <typename Type>
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class Setting : virtual public BasicSetting<Type> {
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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)
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: BasicSetting<Type>(default_val, name) {}
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virtual ~Setting() = default;
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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->global;
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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->global;
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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 value The new value
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*/
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void SetValue(const Type& value) override {
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Type temp{value};
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if (use_global) {
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std::swap(this->global, 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 value 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& value) override {
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Type temp{value};
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if (use_global) {
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std::swap(this->global, temp);
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return this->global;
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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->global;
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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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* RangedSetting is a Setting that implements a maximum and minimum value for its setting. Intended
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* for use with quantifiable settings.
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*/
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template <typename Type>
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class RangedSetting final : public BasicRangedSetting<Type>, public Setting<Type> {
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public:
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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 RangedSetting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name)
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: BasicSetting<Type>{default_val, name},
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BasicRangedSetting<Type>{default_val, min_val, max_val, name}, Setting<Type>{default_val,
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name} {}
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virtual ~RangedSetting() = default;
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// The following are needed to avoid a MSVC bug
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// (source: https://stackoverflow.com/questions/469508)
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[[nodiscard]] const Type& GetValue() const override {
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return Setting<Type>::GetValue();
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}
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[[nodiscard]] const Type& GetValue(bool need_global) const override {
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return Setting<Type>::GetValue(need_global);
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}
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explicit operator const Type&() const override {
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if (this->use_global) {
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return this->global;
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}
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return this->custom;
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}
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/**
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* Like BasicSetting's SetValue, except value is clamped to the range of the setting. Sets the
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* appropriate value depending on the global state.
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*
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* @param value The desired value
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*/
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void SetValue(const Type& value) override {
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const Type temp = std::clamp(value, this->minimum, this->maximum);
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if (this->use_global) {
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this->global = temp;
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}
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this->custom = temp;
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}
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/**
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* Like BasicSetting's assignment overload, except value is clamped to the range of the setting.
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* Uses the appropriate value depending on the global state.
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*
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* @param value The desired value
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* @returns A reference to the setting's value
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*/
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const Type& operator=(const Type& value) override {
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const Type temp = std::clamp(value, this->minimum, this->maximum);
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if (this->use_global) {
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this->global = temp;
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return this->global;
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}
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this->custom = temp;
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return this->custom;
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}
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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) : BasicSetting<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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BasicSetting<std::string> audio_device_id{"auto", "output_device"};
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BasicSetting<std::string> sink_id{"auto", "output_engine"};
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BasicSetting<bool> audio_muted{false, "audio_muted"};
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RangedSetting<u8> volume{100, 0, 100, "volume"};
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// Core
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Setting<bool> use_multi_core{true, "use_multi_core"};
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// Cpu
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RangedSetting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto,
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CPUAccuracy::Unsafe, "cpu_accuracy"};
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// TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
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BasicSetting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
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BasicSetting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
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BasicSetting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"};
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BasicSetting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"};
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BasicSetting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"};
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BasicSetting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"};
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BasicSetting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"};
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BasicSetting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"};
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BasicSetting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"};
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BasicSetting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"};
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BasicSetting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"};
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Setting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"};
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Setting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"};
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Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true, "cpuopt_unsafe_ignore_standard_fpcr"};
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Setting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"};
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Setting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
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// Renderer
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RangedSetting<RendererBackend> renderer_backend{
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RendererBackend::OpenGL, RendererBackend::OpenGL, RendererBackend::Vulkan, "backend"};
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BasicSetting<bool> renderer_debug{false, "debug"};
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BasicSetting<bool> renderer_shader_feedback{false, "shader_feedback"};
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BasicSetting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
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BasicSetting<bool> disable_shader_loop_safety_checks{false,
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"disable_shader_loop_safety_checks"};
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Setting<int> vulkan_device{0, "vulkan_device"};
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Setting<u16> resolution_factor{1, "resolution_factor"};
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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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RangedSetting<FullscreenMode> 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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RangedSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"};
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RangedSetting<int> max_anisotropy{0, 0, 4, "max_anisotropy"};
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Setting<bool> use_speed_limit{true, "use_speed_limit"};
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RangedSetting<u16> speed_limit{100, 0, 9999, "speed_limit"};
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Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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RangedSetting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal,
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GPUAccuracy::Extreme, "gpu_accuracy"};
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Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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Setting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
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Setting<bool> accelerate_astc{true, "accelerate_astc"};
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Setting<bool> use_vsync{true, "use_vsync"};
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BasicRangedSetting<u16> fps_cap{1000, 1, 1000, "fps_cap"};
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BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
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RangedSetting<ShaderBackend> shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL,
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ShaderBackend::SPIRV, "shader_backend"};
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Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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Setting<u8> bg_red{0, "bg_red"};
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Setting<u8> bg_green{0, "bg_green"};
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Setting<u8> bg_blue{0, "bg_blue"};
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// System
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Setting<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<std::chrono::seconds> 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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std::chrono::seconds custom_rtc_differential;
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BasicSetting<s32> current_user{0, "current_user"};
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RangedSetting<s32> language_index{1, 0, 17, "language_index"};
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RangedSetting<s32> region_index{1, 0, 6, "region_index"};
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RangedSetting<s32> time_zone_index{0, 0, 45, "time_zone_index"};
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RangedSetting<s32> 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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std::shared_ptr<InputCommon::InputSubsystem> inputSubsystem = NULL;
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Setting<bool> use_docked_mode{true, "use_docked_mode"};
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BasicSetting<bool> enable_raw_input{false, "enable_raw_input"};
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Setting<bool> vibration_enabled{true, "vibration_enabled"};
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Setting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"};
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Setting<bool> motion_enabled{true, "motion_enabled"};
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BasicSetting<std::string> motion_device{"engine:motion_emu,update_period:100,sensitivity:0.01",
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"motion_device"};
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BasicSetting<std::string> udp_input_servers{"127.0.0.1:26760", "udp_input_servers"};
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BasicSetting<bool> tas_enable{false, "tas_enable"};
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BasicSetting<bool> tas_reset{ false, "tas_reset" };
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BasicSetting<bool> tas_record{ false, "tas_record" };
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BasicSetting<bool> mouse_panning{false, "mouse_panning"};
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BasicRangedSetting<u8> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"};
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BasicSetting<bool> mouse_enabled{false, "mouse_enabled"};
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std::string mouse_device;
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MouseButtonsRaw mouse_buttons;
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BasicSetting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
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BasicSetting<bool> keyboard_enabled{false, "keyboard_enabled"};
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KeyboardKeysRaw keyboard_keys;
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KeyboardModsRaw keyboard_mods;
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BasicSetting<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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BasicSetting<bool> use_touch_from_button{false, "use_touch_from_button"};
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BasicSetting<std::string> touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850",
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"touch_device"};
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BasicSetting<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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std::atomic_bool is_device_reload_pending{true};
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// Data Storage
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BasicSetting<bool> use_virtual_sd{true, "use_virtual_sd"};
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BasicSetting<bool> gamecard_inserted{false, "gamecard_inserted"};
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BasicSetting<bool> gamecard_current_game{false, "gamecard_current_game"};
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BasicSetting<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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BasicSetting<bool> use_gdbstub{false, "use_gdbstub"};
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BasicSetting<u16> gdbstub_port{0, "gdbstub_port"};
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BasicSetting<std::string> program_args{std::string(), "program_args"};
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BasicSetting<bool> dump_exefs{false, "dump_exefs"};
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BasicSetting<bool> dump_nso{false, "dump_nso"};
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BasicSetting<bool> enable_fs_access_log{false, "enable_fs_access_log"};
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BasicSetting<bool> reporting_services{false, "reporting_services"};
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BasicSetting<bool> quest_flag{false, "quest_flag"};
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BasicSetting<bool> disable_macro_jit{false, "disable_macro_jit"};
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BasicSetting<bool> extended_logging{false, "extended_logging"};
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BasicSetting<bool> use_debug_asserts{false, "use_debug_asserts"};
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BasicSetting<bool> use_auto_stub{false, "use_auto_stub"};
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// Miscellaneous
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BasicSetting<std::string> log_filter{"*:Info", "log_filter"};
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BasicSetting<bool> use_dev_keys{false, "use_dev_keys"};
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// Network
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BasicSetting<std::string> bcat_backend{"none", "bcat_backend"};
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BasicSetting<bool> bcat_boxcat_local{false, "bcat_boxcat_local"};
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BasicSetting<std::string> network_interface{std::string(), "network_interface"};
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// WebService
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BasicSetting<bool> enable_telemetry{true, "enable_telemetry"};
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BasicSetting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"};
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BasicSetting<std::string> yuzu_username{std::string(), "yuzu_username"};
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BasicSetting<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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// 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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