diff options
-rw-r--r-- | src/common/settings.h | 170 |
1 files changed, 152 insertions, 18 deletions
diff --git a/src/common/settings.h b/src/common/settings.h index cfc1ab46f..51f9a179b 100644 --- a/src/common/settings.h +++ b/src/common/settings.h @@ -142,6 +142,67 @@ protected: }; /** + * BasicRangedSetting class is intended for use with quantifiable settings that need a more + * restrictive range than implicitly defined by its type. Implements a minimum and maximum that is + * simply used to sanitize SetValue and the assignment overload. + */ +template <typename Type> +class BasicRangedSetting : virtual public BasicSetting<Type> { +public: + /** + * Sets a default value, minimum value, maximum value, and label. + * + * @param default_val Intial value of the setting, and default value of the setting + * @param min_val Sets the minimum allowed value of the setting + * @param max_val Sets the maximum allowed value of the setting + * @param name Label for the setting + */ + explicit BasicRangedSetting(const Type& default_val, const Type& min_val, const Type& max_val, + const std::string& name) + : BasicSetting<Type>{default_val, name}, minimum{min_val}, maximum{max_val} {} + ~BasicRangedSetting() = default; + + /** + * Like BasicSetting's SetValue, except value is clamped to the range of the setting. + * + * @param value The desired value + */ + void SetValue(const Type& value) { + Type temp; + if (value < minimum) { + temp = std::move(minimum); + } else if (value > maximum) { + temp = std::move(maximum); + } else { + temp = std::move(value); + } + std::swap(this->global, temp); + } + + /** + * Like BasicSetting's assignment overload, except value is clamped to the range of the setting. + * + * @param value The desired value + * @returns A reference to the setting's value + */ + const Type& operator=(const Type& value) { + Type temp; + if (value < minimum) { + temp = std::move(minimum); + } else if (value > maximum) { + temp = std::move(maximum); + } else { + temp = std::move(value); + } + std::swap(this->global, temp); + return this->global; + } + + const Type minimum; ///< Minimum allowed value of the setting + const Type maximum; ///< Maximum allowed value of the setting +}; + +/** * The Setting class is a slightly more complex version of the BasicSetting class. This adds a * custom setting to switch to when a guest application specifically requires it. The effect is that * other components of the emulator can access the setting's intended value without any need for the @@ -152,7 +213,7 @@ protected: * Like the BasicSetting, this requires setting a default value and label to use. */ template <typename Type> -class Setting final : public BasicSetting<Type> { +class Setting : virtual public BasicSetting<Type> { public: /** * Sets a default value, label, and setting value. @@ -241,12 +302,81 @@ public: return custom; } -private: +protected: bool use_global{true}; ///< The setting's global state Type custom{}; ///< The custom value of the setting }; /** + * RangedSetting is a Setting that implements a maximum and minimum value for its setting. Intended + * for use with quantifiable settings. + */ +template <typename Type> +class RangedSetting final : public BasicRangedSetting<Type>, public Setting<Type> { +public: + /** + * Sets a default value, minimum value, maximum value, and label. + * + * @param default_val Intial value of the setting, and default value of the setting + * @param min_val Sets the minimum allowed value of the setting + * @param max_val Sets the maximum allowed value of the setting + * @param name Label for the setting + */ + explicit RangedSetting(const Type& default_val, const Type& min_val, const Type& max_val, + const std::string& name) + : BasicSetting<Type>{default_val, name}, + BasicRangedSetting<Type>{default_val, min_val, max_val, name}, Setting<Type>{default_val, + name} {} + ~RangedSetting() = default; + + /** + * Like BasicSetting's SetValue, except value is clamped to the range of the setting. Sets the + * appropriate value depending on the global state. + * + * @param value The desired value + */ + void SetValue(const Type& value) { + Type temp; + if (value < this->minimum) { + temp = std::move(this->minimum); + } else if (value > this->maximum) { + temp = std::move(this->maximum); + } else { + temp = std::move(value); + } + if (this->use_global) { + std::swap(this->global, temp); + } else { + std::swap(this->custom, temp); + } + } + + /** + * Like BasicSetting's assignment overload, except value is clamped to the range of the setting. + * Uses the appropriate value depending on the global state. + * + * @param value The desired value + * @returns A reference to the setting's value + */ + const Type& operator=(const Type& value) { + Type temp; + if (value < this->minimum) { + temp = std::move(this->minimum); + } else if (value > this->maximum) { + temp = std::move(this->maximum); + } else { + temp = std::move(value); + } + if (this->use_global) { + std::swap(this->global, temp); + return this->global; + } + std::swap(this->custom, temp); + return this->custom; + } +}; + +/** * The InputSetting class allows for getting a reference to either the global or custom members. * This is required as we cannot easily modify the values of user-defined types within containers * using the SetValue() member function found in the Setting class. The primary purpose of this @@ -289,13 +419,14 @@ struct Values { BasicSetting<std::string> sink_id{"auto", "output_engine"}; BasicSetting<bool> audio_muted{false, "audio_muted"}; Setting<bool> enable_audio_stretching{true, "enable_audio_stretching"}; - Setting<u8> volume{100, "volume"}; + RangedSetting<u8> volume{100, 0, 100, "volume"}; // Core Setting<bool> use_multi_core{true, "use_multi_core"}; // Cpu - Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, "cpu_accuracy"}; + RangedSetting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto, + CPUAccuracy::Unsafe, "cpu_accuracy"}; // TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021 BasicSetting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"}; BasicSetting<bool> cpu_debug_mode{false, "cpu_debug_mode"}; @@ -317,7 +448,8 @@ struct Values { Setting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"}; // Renderer - Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL, "backend"}; + RangedSetting<RendererBackend> renderer_backend{ + RendererBackend::OpenGL, RendererBackend::OpenGL, RendererBackend::Vulkan, "backend"}; BasicSetting<bool> renderer_debug{false, "debug"}; BasicSetting<bool> enable_nsight_aftermath{false, "nsight_aftermath"}; BasicSetting<bool> disable_shader_loop_safety_checks{false, @@ -327,26 +459,28 @@ struct Values { Setting<u16> resolution_factor{1, "resolution_factor"}; // *nix platforms may have issues with the borderless windowed fullscreen mode. // Default to exclusive fullscreen on these platforms for now. - Setting<FullscreenMode> fullscreen_mode{ + RangedSetting<FullscreenMode> fullscreen_mode{ #ifdef _WIN32 FullscreenMode::Borderless, #else FullscreenMode::Exclusive, #endif - "fullscreen_mode"}; - Setting<int> aspect_ratio{0, "aspect_ratio"}; - Setting<int> max_anisotropy{0, "max_anisotropy"}; + FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"}; + RangedSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"}; + RangedSetting<int> max_anisotropy{0, 0, 4, "max_anisotropy"}; Setting<bool> use_speed_limit{true, "use_speed_limit"}; - Setting<u16> speed_limit{100, "speed_limit"}; + RangedSetting<u16> speed_limit{100, 0, 9999, "speed_limit"}; Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"}; - Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, "gpu_accuracy"}; + RangedSetting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal, + GPUAccuracy::Extreme, "gpu_accuracy"}; Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"}; Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"}; Setting<bool> accelerate_astc{true, "accelerate_astc"}; Setting<bool> use_vsync{true, "use_vsync"}; - BasicSetting<u16> fps_cap{1000, "fps_cap"}; + BasicRangedSetting<u16> fps_cap{1000, 1, 1000, "fps_cap"}; BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"}; - Setting<ShaderBackend> shader_backend{ShaderBackend::GLASM, "shader_backend"}; + RangedSetting<ShaderBackend> shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL, + ShaderBackend::SPIRV, "shader_backend"}; Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"}; Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"}; Setting<bool> use_caches_gc{false, "use_caches_gc"}; @@ -363,10 +497,10 @@ struct Values { std::chrono::seconds custom_rtc_differential; BasicSetting<s32> current_user{0, "current_user"}; - Setting<s32> language_index{1, "language_index"}; - Setting<s32> region_index{1, "region_index"}; - Setting<s32> time_zone_index{0, "time_zone_index"}; - Setting<s32> sound_index{1, "sound_index"}; + RangedSetting<s32> language_index{1, 0, 16, "language_index"}; + RangedSetting<s32> region_index{1, 0, 6, "region_index"}; + RangedSetting<s32> time_zone_index{0, 0, 45, "time_zone_index"}; + RangedSetting<s32> sound_index{1, 0, 2, "sound_index"}; // Controls InputSetting<std::array<PlayerInput, 10>> players; @@ -383,7 +517,7 @@ struct Values { "udp_input_servers"}; BasicSetting<bool> mouse_panning{false, "mouse_panning"}; - BasicSetting<u8> mouse_panning_sensitivity{10, "mouse_panning_sensitivity"}; + BasicRangedSetting<u8> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"}; BasicSetting<bool> mouse_enabled{false, "mouse_enabled"}; std::string mouse_device; MouseButtonsRaw mouse_buttons; |