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settings: Implement setting ranges
Clamps the setting's values against the specified minimum and maximum values.
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1 changed files with 152 additions and 18 deletions
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@ -141,6 +141,67 @@ protected:
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const std::string label{}; ///< The setting's label
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const std::string label{}; ///< The setting's label
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};
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};
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/**
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* BasicRangedSetting class is intended for use with quantifiable settings that need a more
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* restrictive range than implicitly defined by its type. Implements a minimum and maximum that is
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* simply used to sanitize SetValue and the assignment overload.
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*/
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template <typename Type>
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class BasicRangedSetting : virtual public BasicSetting<Type> {
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public:
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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*/
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explicit BasicRangedSetting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name)
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: BasicSetting<Type>{default_val, name}, minimum{min_val}, maximum{max_val} {}
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~BasicRangedSetting() = default;
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/**
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* Like BasicSetting's SetValue, except value is clamped to the range of the setting.
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*
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* @param value The desired value
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*/
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void SetValue(const Type& value) {
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Type temp;
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if (value < minimum) {
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temp = std::move(minimum);
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} else if (value > maximum) {
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temp = std::move(maximum);
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} else {
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temp = std::move(value);
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}
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std::swap(this->global, temp);
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}
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/**
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* Like BasicSetting's assignment overload, except value is clamped to the range of the setting.
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*
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* @param value The desired value
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* @returns A reference to the setting's value
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*/
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const Type& operator=(const Type& value) {
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Type temp;
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if (value < minimum) {
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temp = std::move(minimum);
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} else if (value > maximum) {
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temp = std::move(maximum);
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} else {
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temp = std::move(value);
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}
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std::swap(this->global, temp);
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return this->global;
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}
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const Type minimum; ///< Minimum allowed value of the setting
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const Type maximum; ///< Maximum allowed value of the setting
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};
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/**
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/**
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* The Setting class is a slightly more complex version of the BasicSetting class. This adds a
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* The Setting class is a slightly more complex version of the BasicSetting class. This adds a
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* custom setting to switch to when a guest application specifically requires it. The effect is that
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* custom setting to switch to when a guest application specifically requires it. The effect is that
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@ -152,7 +213,7 @@ protected:
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* Like the BasicSetting, this requires setting a default value and label to use.
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* Like the BasicSetting, this requires setting a default value and label to use.
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*/
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*/
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template <typename Type>
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template <typename Type>
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class Setting final : public BasicSetting<Type> {
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class Setting : virtual public BasicSetting<Type> {
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public:
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public:
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/**
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/**
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* Sets a default value, label, and setting value.
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* Sets a default value, label, and setting value.
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@ -241,11 +302,80 @@ public:
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return custom;
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return custom;
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}
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}
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private:
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protected:
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bool use_global{true}; ///< The setting's global state
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bool use_global{true}; ///< The setting's global state
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Type custom{}; ///< The custom value of the setting
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Type custom{}; ///< The custom value of the setting
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};
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};
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/**
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* RangedSetting is a Setting that implements a maximum and minimum value for its setting. Intended
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* for use with quantifiable settings.
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*/
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template <typename Type>
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class RangedSetting final : public BasicRangedSetting<Type>, public Setting<Type> {
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public:
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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*/
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explicit RangedSetting(const Type& default_val, const Type& min_val, const Type& max_val,
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const std::string& name)
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: BasicSetting<Type>{default_val, name},
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BasicRangedSetting<Type>{default_val, min_val, max_val, name}, Setting<Type>{default_val,
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name} {}
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~RangedSetting() = default;
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/**
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* Like BasicSetting's SetValue, except value is clamped to the range of the setting. Sets the
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* appropriate value depending on the global state.
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*
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* @param value The desired value
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*/
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void SetValue(const Type& value) {
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Type temp;
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if (value < this->minimum) {
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temp = std::move(this->minimum);
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} else if (value > this->maximum) {
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temp = std::move(this->maximum);
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} else {
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temp = std::move(value);
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}
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if (this->use_global) {
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std::swap(this->global, temp);
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} else {
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std::swap(this->custom, temp);
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}
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}
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/**
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* Like BasicSetting's assignment overload, except value is clamped to the range of the setting.
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* Uses the appropriate value depending on the global state.
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*
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* @param value The desired value
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* @returns A reference to the setting's value
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*/
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const Type& operator=(const Type& value) {
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Type temp;
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if (value < this->minimum) {
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temp = std::move(this->minimum);
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} else if (value > this->maximum) {
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temp = std::move(this->maximum);
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} else {
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temp = std::move(value);
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}
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if (this->use_global) {
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std::swap(this->global, temp);
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return this->global;
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}
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std::swap(this->custom, temp);
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return this->custom;
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}
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};
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/**
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/**
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* The InputSetting class allows for getting a reference to either the global or custom members.
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* The InputSetting class allows for getting a reference to either the global or custom members.
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* This is required as we cannot easily modify the values of user-defined types within containers
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* This is required as we cannot easily modify the values of user-defined types within containers
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@ -289,13 +419,14 @@ struct Values {
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BasicSetting<std::string> sink_id{"auto", "output_engine"};
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BasicSetting<std::string> sink_id{"auto", "output_engine"};
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BasicSetting<bool> audio_muted{false, "audio_muted"};
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BasicSetting<bool> audio_muted{false, "audio_muted"};
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Setting<bool> enable_audio_stretching{true, "enable_audio_stretching"};
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Setting<bool> enable_audio_stretching{true, "enable_audio_stretching"};
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Setting<u8> volume{100, "volume"};
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RangedSetting<u8> volume{100, 0, 100, "volume"};
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// Core
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// Core
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Setting<bool> use_multi_core{true, "use_multi_core"};
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Setting<bool> use_multi_core{true, "use_multi_core"};
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// Cpu
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// Cpu
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Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, "cpu_accuracy"};
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RangedSetting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto,
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CPUAccuracy::Unsafe, "cpu_accuracy"};
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// TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
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// TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
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BasicSetting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
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BasicSetting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
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BasicSetting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
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BasicSetting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
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@ -317,7 +448,8 @@ struct Values {
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Setting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
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Setting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
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// Renderer
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// Renderer
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Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL, "backend"};
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RangedSetting<RendererBackend> renderer_backend{
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RendererBackend::OpenGL, RendererBackend::OpenGL, RendererBackend::Vulkan, "backend"};
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BasicSetting<bool> renderer_debug{false, "debug"};
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BasicSetting<bool> renderer_debug{false, "debug"};
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BasicSetting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
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BasicSetting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
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BasicSetting<bool> disable_shader_loop_safety_checks{false,
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BasicSetting<bool> disable_shader_loop_safety_checks{false,
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@ -327,26 +459,28 @@ struct Values {
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Setting<u16> resolution_factor{1, "resolution_factor"};
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Setting<u16> resolution_factor{1, "resolution_factor"};
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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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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// Default to exclusive fullscreen on these platforms for now.
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Setting<FullscreenMode> fullscreen_mode{
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RangedSetting<FullscreenMode> fullscreen_mode{
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#ifdef _WIN32
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#ifdef _WIN32
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FullscreenMode::Borderless,
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FullscreenMode::Borderless,
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#else
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#else
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FullscreenMode::Exclusive,
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FullscreenMode::Exclusive,
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#endif
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#endif
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"fullscreen_mode"};
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FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"};
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Setting<int> aspect_ratio{0, "aspect_ratio"};
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RangedSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"};
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Setting<int> max_anisotropy{0, "max_anisotropy"};
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RangedSetting<int> max_anisotropy{0, 0, 4, "max_anisotropy"};
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Setting<bool> use_speed_limit{true, "use_speed_limit"};
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Setting<bool> use_speed_limit{true, "use_speed_limit"};
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Setting<u16> speed_limit{100, "speed_limit"};
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RangedSetting<u16> speed_limit{100, 0, 9999, "speed_limit"};
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Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, "gpu_accuracy"};
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RangedSetting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal,
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GPUAccuracy::Extreme, "gpu_accuracy"};
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Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"};
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Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"};
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Setting<bool> accelerate_astc{true, "accelerate_astc"};
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Setting<bool> accelerate_astc{true, "accelerate_astc"};
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Setting<bool> use_vsync{true, "use_vsync"};
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Setting<bool> use_vsync{true, "use_vsync"};
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BasicSetting<u16> fps_cap{1000, "fps_cap"};
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BasicRangedSetting<u16> fps_cap{1000, 1, 1000, "fps_cap"};
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BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
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BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
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Setting<ShaderBackend> shader_backend{ShaderBackend::GLASM, "shader_backend"};
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RangedSetting<ShaderBackend> shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL,
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ShaderBackend::SPIRV, "shader_backend"};
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Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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Setting<bool> use_caches_gc{false, "use_caches_gc"};
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Setting<bool> use_caches_gc{false, "use_caches_gc"};
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@ -363,10 +497,10 @@ struct Values {
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std::chrono::seconds custom_rtc_differential;
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std::chrono::seconds custom_rtc_differential;
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BasicSetting<s32> current_user{0, "current_user"};
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BasicSetting<s32> current_user{0, "current_user"};
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Setting<s32> language_index{1, "language_index"};
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RangedSetting<s32> language_index{1, 0, 16, "language_index"};
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Setting<s32> region_index{1, "region_index"};
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RangedSetting<s32> region_index{1, 0, 6, "region_index"};
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Setting<s32> time_zone_index{0, "time_zone_index"};
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RangedSetting<s32> time_zone_index{0, 0, 45, "time_zone_index"};
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Setting<s32> sound_index{1, "sound_index"};
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RangedSetting<s32> sound_index{1, 0, 2, "sound_index"};
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// Controls
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// Controls
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InputSetting<std::array<PlayerInput, 10>> players;
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InputSetting<std::array<PlayerInput, 10>> players;
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@ -383,7 +517,7 @@ struct Values {
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"udp_input_servers"};
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"udp_input_servers"};
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BasicSetting<bool> mouse_panning{false, "mouse_panning"};
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BasicSetting<bool> mouse_panning{false, "mouse_panning"};
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BasicSetting<u8> mouse_panning_sensitivity{10, "mouse_panning_sensitivity"};
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BasicRangedSetting<u8> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"};
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BasicSetting<bool> mouse_enabled{false, "mouse_enabled"};
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BasicSetting<bool> mouse_enabled{false, "mouse_enabled"};
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std::string mouse_device;
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std::string mouse_device;
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MouseButtonsRaw mouse_buttons;
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MouseButtonsRaw mouse_buttons;
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