common: Force defaults for Settings::Setting's
Requires a default value when creating each per-game setting.
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d9fb6dbd37
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20e51402b0
1 changed files with 55 additions and 42 deletions
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@ -37,8 +37,9 @@ enum class CPUAccuracy : u32 {
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template <typename Type>
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class Setting final {
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public:
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Setting() = default;
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explicit Setting(Type val) : global{val} {}
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explicit Setting(Type val) : global{val} {
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default_value = val;
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}
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~Setting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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@ -59,11 +60,15 @@ public:
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local = value;
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}
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}
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Type GetDefault() const {
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return default_value;
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}
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private:
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bool use_global = true;
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Type global{};
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Type local{};
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Type default_value{};
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};
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/**
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@ -108,14 +113,14 @@ struct Values {
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std::string audio_device_id;
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std::string sink_id;
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bool audio_muted;
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Setting<bool> enable_audio_stretching;
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Setting<float> volume;
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Setting<bool> enable_audio_stretching{true};
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Setting<float> volume{1.0f};
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// Core
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Setting<bool> use_multi_core;
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Setting<bool> use_multi_core{true};
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// Cpu
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Setting<CPUAccuracy> cpu_accuracy;
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Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Accurate};
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bool cpuopt_page_tables;
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bool cpuopt_block_linking;
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@ -127,61 +132,69 @@ struct Values {
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bool cpuopt_reduce_misalign_checks;
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bool cpuopt_fastmem;
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Setting<bool> cpuopt_unsafe_unfuse_fma;
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Setting<bool> cpuopt_unsafe_reduce_fp_error;
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Setting<bool> cpuopt_unsafe_ignore_standard_fpcr;
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Setting<bool> cpuopt_unsafe_inaccurate_nan;
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Setting<bool> cpuopt_unsafe_fastmem_check;
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Setting<bool> cpuopt_unsafe_unfuse_fma{true};
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Setting<bool> cpuopt_unsafe_reduce_fp_error{true};
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Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true};
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Setting<bool> cpuopt_unsafe_inaccurate_nan{true};
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Setting<bool> cpuopt_unsafe_fastmem_check{true};
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// Renderer
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Setting<RendererBackend> renderer_backend;
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Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL};
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bool renderer_debug;
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Setting<int> vulkan_device;
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Setting<int> vulkan_device{0};
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Setting<u16> resolution_factor{1};
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Setting<int> fullscreen_mode;
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Setting<int> aspect_ratio;
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Setting<int> max_anisotropy;
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Setting<bool> use_frame_limit;
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Setting<u16> frame_limit;
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Setting<bool> use_disk_shader_cache;
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Setting<GPUAccuracy> gpu_accuracy;
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Setting<bool> use_asynchronous_gpu_emulation;
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Setting<bool> use_nvdec_emulation;
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Setting<bool> accelerate_astc;
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Setting<bool> use_vsync;
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Setting<bool> disable_fps_limit;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_asynchronous_shaders;
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Setting<bool> use_fast_gpu_time;
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Setting<bool> use_caches_gc;
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Setting<u16> resolution_factor{0};
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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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Setting<int> fullscreen_mode{
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#ifdef _WIN32
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0
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#else
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1
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#endif
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};
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Setting<int> aspect_ratio{0};
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Setting<int> max_anisotropy{0};
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Setting<bool> use_frame_limit{true};
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Setting<u16> frame_limit{100};
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Setting<bool> use_disk_shader_cache{true};
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Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High};
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Setting<bool> use_asynchronous_gpu_emulation{true};
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Setting<bool> use_nvdec_emulation{true};
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Setting<bool> accelerate_astc{true};
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Setting<bool> use_vsync{true};
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Setting<bool> disable_fps_limit{false};
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Setting<bool> use_assembly_shaders{false};
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Setting<bool> use_asynchronous_shaders{false};
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Setting<bool> use_fast_gpu_time{true};
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Setting<bool> use_caches_gc{false};
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Setting<float> bg_red;
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Setting<float> bg_green;
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Setting<float> bg_blue;
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Setting<float> bg_red{0.0f};
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Setting<float> bg_green{0.0f};
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Setting<float> bg_blue{0.0f};
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// System
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Setting<std::optional<u32>> rng_seed;
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Setting<std::optional<u32>> rng_seed{std::optional<u32>()};
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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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s32 current_user;
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Setting<s32> language_index;
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Setting<s32> region_index;
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Setting<s32> time_zone_index;
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Setting<s32> sound_index;
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Setting<s32> language_index{1};
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Setting<s32> region_index{1};
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Setting<s32> time_zone_index{0};
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Setting<s32> sound_index{1};
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// Controls
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InputSetting<std::array<PlayerInput, 10>> players;
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Setting<bool> use_docked_mode;
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Setting<bool> use_docked_mode{true};
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Setting<bool> vibration_enabled;
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Setting<bool> enable_accurate_vibrations;
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Setting<bool> vibration_enabled{true};
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Setting<bool> enable_accurate_vibrations{false};
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Setting<bool> motion_enabled;
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Setting<bool> motion_enabled{true};
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std::string motion_device;
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std::string udp_input_servers;
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