3cdf854e44
* added a SidebySide Layout * Reworked, so both screen have the same height and cleaned up screen translates. * added the option in the UI, hope this is the right way to do it. formated framebuffer_layout.cpp * delete the x64 files * deleted ui_configure_graphics.h * added Option for the Layout in the xml * got rid of SIDE_BY_SIDE_ASPECT_RATIO because it was useless. pulled translate into variables * changed shift variables to u32 and moved them in their respective branch. remove notr="true" for the Screen layout drop down * reworked intends :). changed function description for SideFrameLayout * some description reworking
142 lines
3.0 KiB
C++
142 lines
3.0 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 <array>
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#include <string>
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#include "common/common_types.h"
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#include "core/hle/service/cam/cam.h"
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namespace Settings {
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enum class LayoutOption {
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Default,
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SingleScreen,
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LargeScreen,
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SideScreen,
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};
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namespace NativeButton {
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enum Values {
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A,
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B,
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X,
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Y,
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Up,
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Down,
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Left,
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Right,
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L,
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R,
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Start,
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Select,
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ZL,
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ZR,
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Home,
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NumButtons,
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};
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constexpr int BUTTON_HID_BEGIN = A;
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constexpr int BUTTON_IR_BEGIN = ZL;
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constexpr int BUTTON_NS_BEGIN = Home;
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constexpr int BUTTON_HID_END = BUTTON_IR_BEGIN;
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constexpr int BUTTON_IR_END = BUTTON_NS_BEGIN;
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constexpr int BUTTON_NS_END = NumButtons;
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constexpr int NUM_BUTTONS_HID = BUTTON_HID_END - BUTTON_HID_BEGIN;
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constexpr int NUM_BUTTONS_IR = BUTTON_IR_END - BUTTON_IR_BEGIN;
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constexpr int NUM_BUTTONS_NS = BUTTON_NS_END - BUTTON_NS_BEGIN;
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static const std::array<const char*, NumButtons> mapping = {{
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"button_a", "button_b", "button_x", "button_y", "button_up", "button_down", "button_left",
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"button_right", "button_l", "button_r", "button_start", "button_select", "button_zl",
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"button_zr", "button_home",
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}};
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} // namespace NativeButton
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namespace NativeAnalog {
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enum Values {
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CirclePad,
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CStick,
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NumAnalogs,
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};
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static const std::array<const char*, NumAnalogs> mapping = {{
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"circle_pad", "c_stick",
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}};
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} // namespace NativeAnalog
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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<std::string, NativeButton::NumButtons> buttons;
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std::array<std::string, NativeAnalog::NumAnalogs> analogs;
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std::string motion_device;
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// Core
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bool use_cpu_jit;
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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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float resolution_factor;
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bool use_vsync;
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bool toggle_framelimit;
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LayoutOption layout_option;
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bool swap_screen;
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bool custom_layout;
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u16 custom_top_left;
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u16 custom_top_top;
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u16 custom_top_right;
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u16 custom_top_bottom;
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u16 custom_bottom_left;
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u16 custom_bottom_top;
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u16 custom_bottom_right;
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u16 custom_bottom_bottom;
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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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bool enable_audio_stretching;
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std::string audio_device_id;
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// Camera
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std::array<std::string, Service::CAM::NumCameras> camera_name;
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std::array<std::string, Service::CAM::NumCameras> camera_config;
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// Debugging
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bool use_gdbstub;
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u16 gdbstub_port;
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// WebService
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std::string telemetry_endpoint_url;
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} extern values;
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// a special value for Values::region_value indicating that citra will automatically select a region
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// value to fit the region lockout info of the game
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static constexpr int REGION_VALUE_AUTO_SELECT = -1;
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void Apply();
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} // namespace Settings
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