2023-06-12 23:05:30 +02:00
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2023-06-11 05:40:39 +02:00
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#pragma once
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#include <functional>
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#include <map>
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#include <string>
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#include <typeindex>
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#include "common/common_types.h"
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namespace Settings {
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enum class Category : u32 {
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Android,
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Audio,
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Core,
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Cpu,
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CpuDebug,
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CpuUnsafe,
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Renderer,
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RendererAdvanced,
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RendererDebug,
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System,
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SystemAudio,
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DataStorage,
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Debugging,
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DebuggingGraphics,
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Miscellaneous,
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Network,
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WebService,
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AddOns,
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Controls,
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Ui,
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UiGeneral,
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UiLayout,
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UiGameList,
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Screenshots,
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Shortcuts,
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Multiplayer,
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Services,
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Paths,
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MaxEnum,
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};
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constexpr u8 SpecializationTypeMask = 0xf;
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constexpr u8 SpecializationAttributeMask = 0xf0;
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constexpr u8 SpecializationAttributeOffset = 4;
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// Scalar and countable could have better names
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enum Specialization : u8 {
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Default = 0,
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Time = 1, // Duration or specific moment in time
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Hex = 2, // Hexadecimal number
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List = 3, // Setting has specific members
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RuntimeList = 4, // Members of the list are determined during runtime
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Scalar = 5, // Values are continuous
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Countable = 6, // Can be stepped through
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Paired = 7, // Another setting is associated with this setting
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Radio = 8, // Setting should be presented in a radio group
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Percentage = (1 << SpecializationAttributeOffset), // Should be represented as a percentage
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};
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class BasicSetting;
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class Linkage {
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public:
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explicit Linkage(u32 initial_count = 0);
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~Linkage();
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std::map<Category, std::vector<BasicSetting*>> by_category{};
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std::map<std::string, Settings::BasicSetting*> by_key{};
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std::vector<std::function<void()>> restore_functions{};
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u32 count;
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};
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2023-06-14 01:37:54 +02:00
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/**
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* BasicSetting is an abstract class that only keeps track of metadata. The string methods are
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* available to get data values out.
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*/
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class BasicSetting {
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protected:
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explicit BasicSetting(Linkage& linkage, const std::string& name, Category category_, bool save_,
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bool runtime_modifiable_, u32 specialization,
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BasicSetting* other_setting);
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public:
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virtual ~BasicSetting();
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/*
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* Data retrieval
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*/
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/**
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* Returns a string representation of the internal data. If the Setting is Switchable, it
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* respects the internal global state: it is based on GetValue().
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*
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* @returns A string representation of the internal data.
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*/
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[[nodiscard]] virtual std::string ToString() const = 0;
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/**
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* Returns a string representation of the global version of internal data. If the Setting is
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* not Switchable, it behaves like ToString.
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*
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* @returns A string representation of the global version of internal data.
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*/
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[[nodiscard]] virtual std::string ToStringGlobal() const;
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/**
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* @returns A string representation of the Setting's default value.
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*/
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[[nodiscard]] virtual std::string DefaultToString() const = 0;
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/**
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* Returns a string representation of the minimum value of the setting. If the Setting is not
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* ranged, the string represents the default initialization of the data type.
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*
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* @returns A string representation of the minimum value of the setting.
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*/
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[[nodiscard]] virtual std::string MinVal() const = 0;
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/**
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* Returns a string representation of the maximum value of the setting. If the Setting is not
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* ranged, the string represents the default initialization of the data type.
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*
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* @returns A string representation of the maximum value of the setting.
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*/
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[[nodiscard]] virtual std::string MaxVal() const = 0;
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/**
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* Takes a string input, converts it to the internal data type if necessary, and then runs
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* SetValue with it.
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*
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* @param load String of the input data.
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*/
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virtual void LoadString(const std::string& load) = 0;
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/**
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* Returns a string representation of the data. If the data is an enum, it returns a string of
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* the enum value. If the internal data type is not an enum, this is equivalent to ToString.
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*
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* e.g. renderer_backend.Canonicalize() == "OpenGL"
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*
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* @returns Canonicalized string representation of the internal data
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*/
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[[nodiscard]] virtual std::string Canonicalize() const = 0;
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/*
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* Metadata
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*/
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/**
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* @returns A unique identifier for the Setting's internal data type.
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*/
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[[nodiscard]] virtual std::type_index TypeId() const = 0;
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/**
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* Returns true if the Setting's internal data type is an enum.
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*
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* @returns True if the Setting's internal data type is an enum
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*/
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[[nodiscard]] virtual constexpr bool IsEnum() const = 0;
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/**
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* Returns true if the current setting is Switchable.
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*
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* @returns If the setting is a SwitchableSetting
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*/
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[[nodiscard]] virtual constexpr bool Switchable() const {
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return false;
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}
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/**
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* Returns true to suggest that a frontend can read or write the setting to a configuration
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* file.
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*
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* @returns The save preference
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*/
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[[nodiscard]] bool Save() const;
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/**
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* @returns true if the current setting can be changed while the guest is running.
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*/
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[[nodiscard]] bool RuntimeModfiable() const;
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/**
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* @returns A unique number corresponding to the setting.
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*/
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[[nodiscard]] constexpr u32 Id() const {
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return id;
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}
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/**
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* Returns the setting's category AKA INI group.
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*
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* @returns The setting's category
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*/
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[[nodiscard]] Category GetCategory() const;
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/**
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* @returns Extra metadata for data representation in frontend implementations.
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*/
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[[nodiscard]] u32 Specialization() const;
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/**
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* @returns Another BasicSetting if one is paired, or nullptr otherwise.
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*/
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[[nodiscard]] BasicSetting* PairedSetting() const;
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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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/**
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* @returns If the Setting checks input values for valid ranges.
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*/
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[[nodiscard]] virtual constexpr bool Ranged() const = 0;
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2023-06-22 03:41:06 +02:00
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/**
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* @returns The index of the enum if the underlying setting type is an enum, else max of u32.
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*/
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[[nodiscard]] virtual constexpr u32 EnumIndex() const = 0;
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/**
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* @returns True if the underlying type is a floating point storage
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*/
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[[nodiscard]] virtual constexpr bool IsFloatingPoint() const = 0;
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/**
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* @returns True if the underlying type is an integer storage
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*/
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[[nodiscard]] virtual constexpr bool IsIntegral() const = 0;
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/*
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* Switchable settings
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*/
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/**
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* Sets a setting's global state. True means use the normal setting, false to use a custom
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* value. Has no effect if the Setting is not Switchable.
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*
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* @param global The desired state
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*/
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virtual void SetGlobal(bool global);
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/**
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* Returns true if the setting is using the normal setting value. Always true if the setting is
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* not Switchable.
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*
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* @returns The Setting's global state
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*/
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[[nodiscard]] virtual bool UsingGlobal() const;
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private:
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const std::string label; ///< The setting's label
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const Category category; ///< The setting's category AKA INI group
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const u32 id; ///< Unique integer for the setting
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const bool save; ///< Suggests if the setting should be saved and read to a frontend config
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const bool
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runtime_modifiable; ///< Suggests if the setting can be modified while a guest is running
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const u32 specialization; ///< Extra data to identify representation of a setting
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BasicSetting* const other_setting; ///< A paired setting
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};
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} // namespace Settings
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