using CommandLine; using Ryujinx.Common.Configuration; using Ryujinx.HLE.HOS.SystemState; namespace Ryujinx.Headless.SDL2 { public class Options { // General [Option("root-data-dir", Required = false, HelpText = "Set the custom folder path for Ryujinx data.")] public string BaseDataDir { get; set; } [Option("profile", Required = false, HelpText = "Set the user profile to launch the game with.")] public string UserProfile { get; set; } // Input [Option("input-profile-1", Required = false, HelpText = "Set the input profile in use for Player 1.")] public string InputProfile1Name { get; set; } [Option("input-profile-2", Required = false, HelpText = "Set the input profile in use for Player 2.")] public string InputProfile2Name { get; set; } [Option("input-profile-3", Required = false, HelpText = "Set the input profile in use for Player 3.")] public string InputProfile3Name { get; set; } [Option("input-profile-4", Required = false, HelpText = "Set the input profile in use for Player 4.")] public string InputProfile4Name { get; set; } [Option("input-profile-5", Required = false, HelpText = "Set the input profile in use for Player 5.")] public string InputProfile5Name { get; set; } [Option("input-profile-6", Required = false, HelpText = "Set the input profile in use for Player 6.")] public string InputProfile6Name { get; set; } [Option("input-profile-7", Required = false, HelpText = "Set the input profile in use for Player 7.")] public string InputProfile7Name { get; set; } [Option("input-profile-8", Required = false, HelpText = "Set the input profile in use for Player 8.")] public string InputProfile8Name { get; set; } [Option("input-profile-handheld", Required = false, HelpText = "Set the input profile in use for the Handheld Player.")] public string InputProfileHandheldName { get; set; } [Option("input-id-1", Required = false, HelpText = "Set the input id in use for Player 1.")] public string InputId1 { get; set; } [Option("input-id-2", Required = false, HelpText = "Set the input id in use for Player 2.")] public string InputId2 { get; set; } [Option("input-id-3", Required = false, HelpText = "Set the input id in use for Player 3.")] public string InputId3 { get; set; } [Option("input-id-4", Required = false, HelpText = "Set the input id in use for Player 4.")] public string InputId4 { get; set; } [Option("input-id-5", Required = false, HelpText = "Set the input id in use for Player 5.")] public string InputId5 { get; set; } [Option("input-id-6", Required = false, HelpText = "Set the input id in use for Player 6.")] public string InputId6 { get; set; } [Option("input-id-7", Required = false, HelpText = "Set the input id in use for Player 7.")] public string InputId7 { get; set; } [Option("input-id-8", Required = false, HelpText = "Set the input id in use for Player 8.")] public string InputId8 { get; set; } [Option("input-id-handheld", Required = false, HelpText = "Set the input id in use for the Handheld Player.")] public string InputIdHandheld { get; set; } [Option("enable-keyboard", Required = false, Default = false, HelpText = "Enable or disable keyboard support (Independent from controllers binding).")] public bool EnableKeyboard { get; set; } [Option("enable-mouse", Required = false, Default = false, HelpText = "Enable or disable mouse support.")] public bool EnableMouse { get; set; } [Option("hide-cursor", Required = false, Default = HideCursor.OnIdle, HelpText = "Change when the cursor gets hidden.")] public HideCursor HideCursor { get; set; } [Option("list-input-profiles", Required = false, HelpText = "List inputs profiles.")] public bool ListInputProfiles { get; set; } [Option("list-inputs-ids", Required = false, HelpText = "List inputs ids.")] public bool ListInputIds { get; set; } // System [Option("disable-ptc", Required = false, HelpText = "Disables profiled persistent translation cache.")] public bool DisablePtc { get; set; } [Option("enable-internet-connection", Required = false, Default = false, HelpText = "Enables guest Internet connection.")] public bool EnableInternetAccess { get; set; } [Option("disable-fs-integrity-checks", Required = false, HelpText = "Disables integrity checks on Game content files.")] public bool DisableFsIntegrityChecks { get; set; } [Option("fs-global-access-log-mode", Required = false, Default = 0, HelpText = "Enables FS access log output to the console.")] public int FsGlobalAccessLogMode { get; set; } [Option("disable-vsync", Required = false, HelpText = "Disables Vertical Sync.")] public bool DisableVsync { get; set; } [Option("disable-shader-cache", Required = false, HelpText = "Disables Shader cache.")] public bool DisableShaderCache { get; set; } [Option("enable-texture-recompression", Required = false, Default = false, HelpText = "Enables Texture recompression.")] public bool EnableTextureRecompression { get; set; } [Option("disable-docked-mode", Required = false, HelpText = "Disables Docked Mode.")] public bool DisableDockedMode { get; set; } [Option("system-language", Required = false, Default = SystemLanguage.AmericanEnglish, HelpText = "Change System Language.")] public SystemLanguage SystemLanguage { get; set; } [Option("system-region", Required = false, Default = RegionCode.USA, HelpText = "Change System Region.")] public RegionCode SystemRegion { get; set; } [Option("system-timezone", Required = false, Default = "UTC", HelpText = "Change System TimeZone.")] public string SystemTimeZone { get; set; } [Option("system-time-offset", Required = false, Default = 0, HelpText = "Change System Time Offset in seconds.")] public long SystemTimeOffset { get; set; } [Option("memory-manager-mode", Required = false, Default = MemoryManagerMode.HostMappedUnsafe, HelpText = "The selected memory manager mode.")] public MemoryManagerMode MemoryManagerMode { get; set; } [Option("audio-volume", Required = false, Default = 1.0f, HelpText ="The audio level (0 to 1).")] public float AudioVolume { get; set; } [Option("use-hypervisor", Required = false, Default = true, HelpText = "Uses Hypervisor over JIT if available.")] public bool UseHypervisor { get; set; } // Logging [Option("disable-file-logging", Required = false, Default = false, HelpText = "Disables logging to a file on disk.")] public bool DisableFileLog { get; set; } [Option("enable-debug-logs", Required = false, Default = false, HelpText = "Enables printing debug log messages.")] public bool LoggingEnableDebug { get; set; } [Option("disable-stub-logs", Required = false, HelpText = "Disables printing stub log messages.")] public bool LoggingDisableStub { get; set; } [Option("disable-info-logs", Required = false, HelpText = "Disables printing info log messages.")] public bool LoggingDisableInfo { get; set; } [Option("disable-warning-logs", Required = false, HelpText = "Disables printing warning log messages.")] public bool LoggingDisableWarning { get; set; } [Option("disable-error-logs", Required = false, HelpText = "Disables printing error log messages.")] public bool LoggingEnableError { get; set; } [Option("enable-trace-logs", Required = false, Default = false, HelpText = "Enables printing trace log messages.")] public bool LoggingEnableTrace { get; set; } [Option("disable-guest-logs", Required = false, HelpText = "Disables printing guest log messages.")] public bool LoggingDisableGuest { get; set; } [Option("enable-fs-access-logs", Required = false, Default = false, HelpText = "Enables printing FS access log messages.")] public bool LoggingEnableFsAccessLog { get; set; } [Option("graphics-debug-level", Required = false, Default = GraphicsDebugLevel.None, HelpText = "Change Graphics API debug log level.")] public GraphicsDebugLevel LoggingGraphicsDebugLevel { get; set; } // Graphics [Option("resolution-scale", Required = false, Default = 1, HelpText = "Resolution Scale. A floating point scale applied to applicable render targets.")] public float ResScale { get; set; } [Option("max-anisotropy", Required = false, Default = -1, HelpText = "Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.")] public float MaxAnisotropy { get; set; } [Option("aspect-ratio", Required = false, Default = AspectRatio.Fixed16x9, HelpText = "Aspect Ratio applied to the renderer window.")] public AspectRatio AspectRatio { get; set; } [Option("backend-threading", Required = false, Default = BackendThreading.Auto, HelpText = "Whether or not backend threading is enabled. The \"Auto\" setting will determine whether threading should be enabled at runtime.")] public BackendThreading BackendThreading { get; set; } [Option("disable-macro-hle", Required= false, HelpText = "Disables high-level emulation of Macro code. Leaving this enabled improves performance but may cause graphical glitches in some games.")] public bool DisableMacroHLE { get; set; } [Option("graphics-shaders-dump-path", Required = false, HelpText = "Dumps shaders in this local directory. (Developer only)")] public string GraphicsShadersDumpPath { get; set; } [Option("graphics-backend", Required = false, Default = GraphicsBackend.OpenGl, HelpText = "Change Graphics Backend to use.")] public GraphicsBackend GraphicsBackend { get; set; } [Option("preferred-gpu-vendor", Required = false, Default = "", HelpText = "When using the Vulkan backend, prefer using the GPU from the specified vendor.")] public string PreferredGpuVendor { get; set; } // Hacks [Option("expand-ram", Required = false, Default = false, HelpText = "Expands the RAM amount on the emulated system from 4GiB to 6GiB.")] public bool ExpandRam { get; set; } [Option("ignore-missing-services", Required = false, Default = false, HelpText = "Enable ignoring missing services.")] public bool IgnoreMissingServices { get; set; } // Values [Value(0, MetaName = "input", HelpText = "Input to load.", Required = true)] public string InputPath { get; set; } } }