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Ryujinx/Ryujinx.Ui.Common/Configuration/ConfigurationFileFormat.cs
Andrey Sukharev 3249f8ff41
Source generated json serializers (#4582)
* Use source generated json serializers in order to improve code trimming

* Use strongly typed github releases model to fetch updates instead of raw Newtonsoft.Json parsing

* Use separate model for LogEventArgs serialization

* Make dynamic object formatter static. Fix string builder pooling.

* Do not inherit json version of LogEventArgs from EventArgs

* Fix extra space in object formatting

* Write log json directly to stream instead of using buffer writer

* Rebase fixes

* Rebase fixes

* Rebase fixes

* Enforce block-scoped namespaces in the solution. Convert style for existing code

* Apply suggestions from code review

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Rebase indent fix

* Fix indent

* Delete unnecessary json properties

* Rebase fix

* Remove overridden json property names as they are handled in the options

* Apply suggestions from code review

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Use default json options in github api calls

* Indentation and spacing fixes

* Fix json serialization

* Fix missing JsonConverter for config enums

* Add double \n\n after the whole string, not inside join

---------

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
2023-04-03 10:14:19 +00:00

383 lines
12 KiB
C#

using Ryujinx.Common.Configuration;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Logging;
using Ryujinx.Common.Utilities;
using Ryujinx.Ui.Common.Configuration.System;
using Ryujinx.Ui.Common.Configuration.Ui;
using System.Collections.Generic;
using System.Text.Json.Nodes;
namespace Ryujinx.Ui.Common.Configuration
{
public class ConfigurationFileFormat
{
/// <summary>
/// The current version of the file format
/// </summary>
public const int CurrentVersion = 44;
/// <summary>
/// Version of the configuration file format
/// </summary>
public int Version { get; set; }
/// <summary>
/// Enables or disables logging to a file on disk
/// </summary>
public bool EnableFileLog { get; set; }
/// <summary>
/// Whether or not backend threading is enabled. The "Auto" setting will determine whether threading should be enabled at runtime.
/// </summary>
public BackendThreading BackendThreading { get; set; }
/// <summary>
/// Resolution Scale. An integer scale applied to applicable render targets. Values 1-4, or -1 to use a custom floating point scale instead.
/// </summary>
public int ResScale { get; set; }
/// <summary>
/// Custom Resolution Scale. A custom floating point scale applied to applicable render targets. Only active when Resolution Scale is -1.
/// </summary>
public float ResScaleCustom { get; set; }
/// <summary>
/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
/// </summary>
public float MaxAnisotropy { get; set; }
/// <summary>
/// Aspect Ratio applied to the renderer window.
/// </summary>
public AspectRatio AspectRatio { get; set; }
/// <summary>
/// Applies anti-aliasing to the renderer.
/// </summary>
public AntiAliasing AntiAliasing { get; set; }
/// <summary>
/// Sets the framebuffer upscaling type.
/// </summary>
public ScalingFilter ScalingFilter { get; set; }
/// <summary>
/// Sets the framebuffer upscaling level.
/// </summary>
public int ScalingFilterLevel { get; set; }
/// <summary>
/// Dumps shaders in this local directory
/// </summary>
public string GraphicsShadersDumpPath { get; set; }
/// <summary>
/// Enables printing debug log messages
/// </summary>
public bool LoggingEnableDebug { get; set; }
/// <summary>
/// Enables printing stub log messages
/// </summary>
public bool LoggingEnableStub { get; set; }
/// <summary>
/// Enables printing info log messages
/// </summary>
public bool LoggingEnableInfo { get; set; }
/// <summary>
/// Enables printing warning log messages
/// </summary>
public bool LoggingEnableWarn { get; set; }
/// <summary>
/// Enables printing error log messages
/// </summary>
public bool LoggingEnableError { get; set; }
/// <summary>
/// Enables printing trace log messages
/// </summary>
public bool LoggingEnableTrace { get; set; }
/// <summary>
/// Enables printing guest log messages
/// </summary>
public bool LoggingEnableGuest { get; set; }
/// <summary>
/// Enables printing FS access log messages
/// </summary>
public bool LoggingEnableFsAccessLog { get; set; }
/// <summary>
/// Controls which log messages are written to the log targets
/// </summary>
public LogClass[] LoggingFilteredClasses { get; set; }
/// <summary>
/// Change Graphics API debug log level
/// </summary>
public GraphicsDebugLevel LoggingGraphicsDebugLevel { get; set; }
/// <summary>
/// Change System Language
/// </summary>
public Language SystemLanguage { get; set; }
/// <summary>
/// Change System Region
/// </summary>
public Region SystemRegion { get; set; }
/// <summary>
/// Change System TimeZone
/// </summary>
public string SystemTimeZone { get; set; }
/// <summary>
/// Change System Time Offset in seconds
/// </summary>
public long SystemTimeOffset { get; set; }
/// <summary>
/// Enables or disables Docked Mode
/// </summary>
public bool DockedMode { get; set; }
/// <summary>
/// Enables or disables Discord Rich Presence
/// </summary>
public bool EnableDiscordIntegration { get; set; }
/// <summary>
/// Checks for updates when Ryujinx starts when enabled
/// </summary>
public bool CheckUpdatesOnStart { get; set; }
/// <summary>
/// Show "Confirm Exit" Dialog
/// </summary>
public bool ShowConfirmExit { get; set; }
/// <summary>
/// Hide Cursor on Idle
/// </summary>
public bool HideCursorOnIdle { get; set; }
/// <summary>
/// Enables or disables Vertical Sync
/// </summary>
public bool EnableVsync { get; set; }
/// <summary>
/// Enables or disables Shader cache
/// </summary>
public bool EnableShaderCache { get; set; }
/// <summary>
/// Enables or disables texture recompression
/// </summary>
public bool EnableTextureRecompression { get; set; }
/// <summary>
/// Enables or disables Macro high-level emulation
/// </summary>
public bool EnableMacroHLE { get; set; }
/// <summary>
/// Enables or disables profiled translation cache persistency
/// </summary>
public bool EnablePtc { get; set; }
/// <summary>
/// Enables or disables guest Internet access
/// </summary>
public bool EnableInternetAccess { get; set; }
/// <summary>
/// Enables integrity checks on Game content files
/// </summary>
public bool EnableFsIntegrityChecks { get; set; }
/// <summary>
/// Enables FS access log output to the console. Possible modes are 0-3
/// </summary>
public int FsGlobalAccessLogMode { get; set; }
/// <summary>
/// The selected audio backend
/// </summary>
public AudioBackend AudioBackend { get; set; }
/// <summary>
/// The audio volume
/// </summary>
public float AudioVolume { get; set; }
/// <summary>
/// The selected memory manager mode
/// </summary>
public MemoryManagerMode MemoryManagerMode { get; set; }
/// <summary>
/// Expands the RAM amount on the emulated system from 4GiB to 6GiB
/// </summary>
public bool ExpandRam { get; set; }
/// <summary>
/// Enable or disable ignoring missing services
/// </summary>
public bool IgnoreMissingServices { get; set; }
/// <summary>
/// Used to toggle columns in the GUI
/// </summary>
public GuiColumns GuiColumns { get; set; }
/// <summary>
/// Used to configure column sort settings in the GUI
/// </summary>
public ColumnSort ColumnSort { get; set; }
/// <summary>
/// A list of directories containing games to be used to load games into the games list
/// </summary>
public List<string> GameDirs { get; set; }
/// <summary>
/// Language Code for the UI
/// </summary>
public string LanguageCode { get; set; }
/// <summary>
/// Enable or disable custom themes in the GUI
/// </summary>
public bool EnableCustomTheme { get; set; }
/// <summary>
/// Path to custom GUI theme
/// </summary>
public string CustomThemePath { get; set; }
/// <summary>
/// Chooses the base style // Not Used
/// </summary>
public string BaseStyle { get; set; }
/// <summary>
/// Chooses the view mode of the game list // Not Used
/// </summary>
public int GameListViewMode { get; set; }
/// <summary>
/// Show application name in Grid Mode // Not Used
/// </summary>
public bool ShowNames { get; set; }
/// <summary>
/// Sets App Icon Size // Not Used
/// </summary>
public int GridSize { get; set; }
/// <summary>
/// Sorts Apps in the game list // Not Used
/// </summary>
public int ApplicationSort { get; set; }
/// <summary>
/// Sets if Grid is ordered in Ascending Order // Not Used
/// </summary>
public bool IsAscendingOrder { get; set; }
/// <summary>
/// Start games in fullscreen mode
/// </summary>
public bool StartFullscreen { get; set; }
/// <summary>
/// Show console window
/// </summary>
public bool ShowConsole { get; set; }
/// <summary>
/// Enable or disable keyboard support (Independent from controllers binding)
/// </summary>
public bool EnableKeyboard { get; set; }
/// <summary>
/// Enable or disable mouse support (Independent from controllers binding)
/// </summary>
public bool EnableMouse { get; set; }
/// <summary>
/// Hotkey Keyboard Bindings
/// </summary>
public KeyboardHotkeys Hotkeys { get; set; }
/// <summary>
/// Legacy keyboard control bindings
/// </summary>
/// <remarks>Kept for file format compatibility (to avoid possible failure when parsing configuration on old versions)</remarks>
/// TODO: Remove this when those older versions aren't in use anymore.
public List<JsonObject> KeyboardConfig { get; set; }
/// <summary>
/// Legacy controller control bindings
/// </summary>
/// <remarks>Kept for file format compatibility (to avoid possible failure when parsing configuration on old versions)</remarks>
/// TODO: Remove this when those older versions aren't in use anymore.
public List<JsonObject> ControllerConfig { get; set; }
/// <summary>
/// Input configurations
/// </summary>
public List<InputConfig> InputConfig { get; set; }
/// <summary>
/// Graphics backend
/// </summary>
public GraphicsBackend GraphicsBackend { get; set; }
/// <summary>
/// Preferred GPU
/// </summary>
public string PreferredGpu { get; set; }
/// <summary>
/// Uses Hypervisor over JIT if available
/// </summary>
public bool UseHypervisor { get; set; }
/// <summary>
/// Loads a configuration file from disk
/// </summary>
/// <param name="path">The path to the JSON configuration file</param>
/// <param name="configurationFileFormat">Parsed configuration file</param>
public static bool TryLoad(string path, out ConfigurationFileFormat configurationFileFormat)
{
try
{
configurationFileFormat = JsonHelper.DeserializeFromFile(path, ConfigurationFileFormatSettings.SerializerContext.ConfigurationFileFormat);
return configurationFileFormat.Version != 0;
}
catch
{
configurationFileFormat = null;
return false;
}
}
/// <summary>
/// Save a configuration file to disk
/// </summary>
/// <param name="path">The path to the JSON configuration file</param>
public void SaveConfig(string path)
{
JsonHelper.SerializeToFile(path, this, ConfigurationFileFormatSettings.SerializerContext.ConfigurationFileFormat);
}
}
}