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common: Force defaults for Settings::Setting's

Requires a default value when creating each per-game setting.
This commit is contained in:
lat9nq 2021-06-26 02:43:38 -04:00
parent d9fb6dbd37
commit 20e51402b0
1 changed files with 55 additions and 42 deletions

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@ -37,8 +37,9 @@ enum class CPUAccuracy : u32 {
template <typename Type>
class Setting final {
public:
Setting() = default;
explicit Setting(Type val) : global{val} {}
explicit Setting(Type val) : global{val} {
default_value = val;
}
~Setting() = default;
void SetGlobal(bool to_global) {
use_global = to_global;
@ -59,11 +60,15 @@ public:
local = value;
}
}
Type GetDefault() const {
return default_value;
}
private:
bool use_global = true;
Type global{};
Type local{};
Type default_value{};
};
/**
@ -108,14 +113,14 @@ struct Values {
std::string audio_device_id;
std::string sink_id;
bool audio_muted;
Setting<bool> enable_audio_stretching;
Setting<float> volume;
Setting<bool> enable_audio_stretching{true};
Setting<float> volume{1.0f};
// Core
Setting<bool> use_multi_core;
Setting<bool> use_multi_core{true};
// Cpu
Setting<CPUAccuracy> cpu_accuracy;
Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Accurate};
bool cpuopt_page_tables;
bool cpuopt_block_linking;
@ -127,61 +132,69 @@ struct Values {
bool cpuopt_reduce_misalign_checks;
bool cpuopt_fastmem;
Setting<bool> cpuopt_unsafe_unfuse_fma;
Setting<bool> cpuopt_unsafe_reduce_fp_error;
Setting<bool> cpuopt_unsafe_ignore_standard_fpcr;
Setting<bool> cpuopt_unsafe_inaccurate_nan;
Setting<bool> cpuopt_unsafe_fastmem_check;
Setting<bool> cpuopt_unsafe_unfuse_fma{true};
Setting<bool> cpuopt_unsafe_reduce_fp_error{true};
Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true};
Setting<bool> cpuopt_unsafe_inaccurate_nan{true};
Setting<bool> cpuopt_unsafe_fastmem_check{true};
// Renderer
Setting<RendererBackend> renderer_backend;
Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL};
bool renderer_debug;
Setting<int> vulkan_device;
Setting<int> vulkan_device{0};
Setting<u16> resolution_factor{1};
Setting<int> fullscreen_mode;
Setting<int> aspect_ratio;
Setting<int> max_anisotropy;
Setting<bool> use_frame_limit;
Setting<u16> frame_limit;
Setting<bool> use_disk_shader_cache;
Setting<GPUAccuracy> gpu_accuracy;
Setting<bool> use_asynchronous_gpu_emulation;
Setting<bool> use_nvdec_emulation;
Setting<bool> accelerate_astc;
Setting<bool> use_vsync;
Setting<bool> disable_fps_limit;
Setting<bool> use_assembly_shaders;
Setting<bool> use_asynchronous_shaders;
Setting<bool> use_fast_gpu_time;
Setting<bool> use_caches_gc;
Setting<u16> resolution_factor{0};
// *nix platforms may have issues with the borderless windowed fullscreen mode.
// Default to exclusive fullscreen on these platforms for now.
Setting<int> fullscreen_mode{
#ifdef _WIN32
0
#else
1
#endif
};
Setting<int> aspect_ratio{0};
Setting<int> max_anisotropy{0};
Setting<bool> use_frame_limit{true};
Setting<u16> frame_limit{100};
Setting<bool> use_disk_shader_cache{true};
Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High};
Setting<bool> use_asynchronous_gpu_emulation{true};
Setting<bool> use_nvdec_emulation{true};
Setting<bool> accelerate_astc{true};
Setting<bool> use_vsync{true};
Setting<bool> disable_fps_limit{false};
Setting<bool> use_assembly_shaders{false};
Setting<bool> use_asynchronous_shaders{false};
Setting<bool> use_fast_gpu_time{true};
Setting<bool> use_caches_gc{false};
Setting<float> bg_red;
Setting<float> bg_green;
Setting<float> bg_blue;
Setting<float> bg_red{0.0f};
Setting<float> bg_green{0.0f};
Setting<float> bg_blue{0.0f};
// System
Setting<std::optional<u32>> rng_seed;
Setting<std::optional<u32>> rng_seed{std::optional<u32>()};
// Measured in seconds since epoch
std::optional<std::chrono::seconds> custom_rtc;
// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
std::chrono::seconds custom_rtc_differential;
s32 current_user;
Setting<s32> language_index;
Setting<s32> region_index;
Setting<s32> time_zone_index;
Setting<s32> sound_index;
Setting<s32> language_index{1};
Setting<s32> region_index{1};
Setting<s32> time_zone_index{0};
Setting<s32> sound_index{1};
// Controls
InputSetting<std::array<PlayerInput, 10>> players;
Setting<bool> use_docked_mode;
Setting<bool> use_docked_mode{true};
Setting<bool> vibration_enabled;
Setting<bool> enable_accurate_vibrations;
Setting<bool> vibration_enabled{true};
Setting<bool> enable_accurate_vibrations{false};
Setting<bool> motion_enabled;
Setting<bool> motion_enabled{true};
std::string motion_device;
std::string udp_input_servers;