69b6ef7a4a
* Add network adapter dropdown from LDN build * Ava: Add NetworkInterfaces to SettingsNetworkTab * Add headless network interface option * Add network interface dropdown to Avalonia * Fix handling network interfaces without a gateway address * gtk: Actually save selected network interface to config * Increment config version
393 lines
12 KiB
C#
393 lines
12 KiB
C#
using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Utilities;
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using Ryujinx.Ui.Common.Configuration.System;
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using Ryujinx.Ui.Common.Configuration.Ui;
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using System.Collections.Generic;
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using System.Text.Json.Nodes;
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namespace Ryujinx.Ui.Common.Configuration
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{
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public class ConfigurationFileFormat
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{
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/// <summary>
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/// The current version of the file format
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/// </summary>
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public const int CurrentVersion = 46;
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/// <summary>
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/// Version of the configuration file format
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/// </summary>
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public int Version { get; set; }
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/// <summary>
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/// Enables or disables logging to a file on disk
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/// </summary>
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public bool EnableFileLog { get; set; }
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/// <summary>
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/// Whether or not backend threading is enabled. The "Auto" setting will determine whether threading should be enabled at runtime.
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/// </summary>
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public BackendThreading BackendThreading { get; set; }
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/// <summary>
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/// Resolution Scale. An integer scale applied to applicable render targets. Values 1-4, or -1 to use a custom floating point scale instead.
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/// </summary>
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public int ResScale { get; set; }
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/// <summary>
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/// Custom Resolution Scale. A custom floating point scale applied to applicable render targets. Only active when Resolution Scale is -1.
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/// </summary>
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public float ResScaleCustom { get; set; }
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/// <summary>
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/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
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/// </summary>
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public float MaxAnisotropy { get; set; }
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/// <summary>
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/// Aspect Ratio applied to the renderer window.
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/// </summary>
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public AspectRatio AspectRatio { get; set; }
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/// <summary>
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/// Applies anti-aliasing to the renderer.
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/// </summary>
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public AntiAliasing AntiAliasing { get; set; }
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/// <summary>
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/// Sets the framebuffer upscaling type.
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/// </summary>
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public ScalingFilter ScalingFilter { get; set; }
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/// <summary>
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/// Sets the framebuffer upscaling level.
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/// </summary>
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public int ScalingFilterLevel { get; set; }
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/// <summary>
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/// Dumps shaders in this local directory
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/// </summary>
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public string GraphicsShadersDumpPath { get; set; }
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/// <summary>
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/// Enables printing debug log messages
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/// </summary>
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public bool LoggingEnableDebug { get; set; }
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/// <summary>
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/// Enables printing stub log messages
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/// </summary>
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public bool LoggingEnableStub { get; set; }
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/// <summary>
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/// Enables printing info log messages
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/// </summary>
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public bool LoggingEnableInfo { get; set; }
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/// <summary>
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/// Enables printing warning log messages
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/// </summary>
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public bool LoggingEnableWarn { get; set; }
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/// <summary>
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/// Enables printing error log messages
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/// </summary>
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public bool LoggingEnableError { get; set; }
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/// <summary>
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/// Enables printing trace log messages
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/// </summary>
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public bool LoggingEnableTrace { get; set; }
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/// <summary>
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/// Enables printing guest log messages
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/// </summary>
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public bool LoggingEnableGuest { get; set; }
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/// <summary>
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/// Enables printing FS access log messages
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/// </summary>
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public bool LoggingEnableFsAccessLog { get; set; }
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/// <summary>
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/// Controls which log messages are written to the log targets
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/// </summary>
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public LogClass[] LoggingFilteredClasses { get; set; }
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/// <summary>
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/// Change Graphics API debug log level
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/// </summary>
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public GraphicsDebugLevel LoggingGraphicsDebugLevel { get; set; }
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/// <summary>
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/// Change System Language
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/// </summary>
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public Language SystemLanguage { get; set; }
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/// <summary>
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/// Change System Region
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/// </summary>
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public Region SystemRegion { get; set; }
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/// <summary>
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/// Change System TimeZone
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/// </summary>
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public string SystemTimeZone { get; set; }
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/// <summary>
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/// Change System Time Offset in seconds
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/// </summary>
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public long SystemTimeOffset { get; set; }
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/// <summary>
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/// Enables or disables Docked Mode
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/// </summary>
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public bool DockedMode { get; set; }
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/// <summary>
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/// Enables or disables Discord Rich Presence
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/// </summary>
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public bool EnableDiscordIntegration { get; set; }
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/// <summary>
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/// Checks for updates when Ryujinx starts when enabled
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/// </summary>
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public bool CheckUpdatesOnStart { get; set; }
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/// <summary>
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/// Show "Confirm Exit" Dialog
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/// </summary>
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public bool ShowConfirmExit { get; set; }
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/// <summary>
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/// Hide Cursor on Idle
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/// </summary>
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public bool HideCursorOnIdle { get; set; }
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/// <summary>
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/// Enables or disables Vertical Sync
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/// </summary>
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public bool EnableVsync { get; set; }
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/// <summary>
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/// Enables or disables Shader cache
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/// </summary>
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public bool EnableShaderCache { get; set; }
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/// <summary>
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/// Enables or disables texture recompression
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/// </summary>
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public bool EnableTextureRecompression { get; set; }
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/// <summary>
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/// Enables or disables Macro high-level emulation
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/// </summary>
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public bool EnableMacroHLE { get; set; }
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/// <summary>
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/// Enables or disables profiled translation cache persistency
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/// </summary>
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public bool EnablePtc { get; set; }
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/// <summary>
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/// Enables or disables guest Internet access
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/// </summary>
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public bool EnableInternetAccess { get; set; }
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/// <summary>
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/// Enables integrity checks on Game content files
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/// </summary>
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public bool EnableFsIntegrityChecks { get; set; }
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/// <summary>
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/// Enables FS access log output to the console. Possible modes are 0-3
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/// </summary>
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public int FsGlobalAccessLogMode { get; set; }
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/// <summary>
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/// The selected audio backend
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/// </summary>
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public AudioBackend AudioBackend { get; set; }
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/// <summary>
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/// The audio volume
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/// </summary>
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public float AudioVolume { get; set; }
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/// <summary>
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/// The selected memory manager mode
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/// </summary>
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public MemoryManagerMode MemoryManagerMode { get; set; }
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/// <summary>
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/// Expands the RAM amount on the emulated system from 4GiB to 6GiB
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/// </summary>
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public bool ExpandRam { get; set; }
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/// <summary>
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/// Enable or disable ignoring missing services
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/// </summary>
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public bool IgnoreMissingServices { get; set; }
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/// <summary>
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/// Used to toggle columns in the GUI
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/// </summary>
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public GuiColumns GuiColumns { get; set; }
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/// <summary>
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/// Used to configure column sort settings in the GUI
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/// </summary>
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public ColumnSort ColumnSort { get; set; }
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/// <summary>
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/// A list of directories containing games to be used to load games into the games list
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/// </summary>
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public List<string> GameDirs { get; set; }
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/// <summary>
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/// A list of file types to be hidden in the games List
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/// </summary>
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public ShownFileTypes ShownFileTypes { get; set; }
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/// <summary>
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/// Language Code for the UI
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/// </summary>
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public string LanguageCode { get; set; }
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/// <summary>
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/// Enable or disable custom themes in the GUI
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/// </summary>
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public bool EnableCustomTheme { get; set; }
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/// <summary>
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/// Path to custom GUI theme
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/// </summary>
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public string CustomThemePath { get; set; }
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/// <summary>
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/// Chooses the base style // Not Used
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/// </summary>
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public string BaseStyle { get; set; }
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/// <summary>
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/// Chooses the view mode of the game list // Not Used
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/// </summary>
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public int GameListViewMode { get; set; }
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/// <summary>
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/// Show application name in Grid Mode // Not Used
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/// </summary>
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public bool ShowNames { get; set; }
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/// <summary>
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/// Sets App Icon Size // Not Used
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/// </summary>
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public int GridSize { get; set; }
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/// <summary>
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/// Sorts Apps in the game list // Not Used
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/// </summary>
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public int ApplicationSort { get; set; }
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/// <summary>
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/// Sets if Grid is ordered in Ascending Order // Not Used
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/// </summary>
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public bool IsAscendingOrder { get; set; }
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/// <summary>
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/// Start games in fullscreen mode
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/// </summary>
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public bool StartFullscreen { get; set; }
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/// <summary>
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/// Show console window
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/// </summary>
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public bool ShowConsole { get; set; }
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/// <summary>
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/// Enable or disable keyboard support (Independent from controllers binding)
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/// </summary>
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public bool EnableKeyboard { get; set; }
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/// <summary>
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/// Enable or disable mouse support (Independent from controllers binding)
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/// </summary>
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public bool EnableMouse { get; set; }
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/// <summary>
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/// Hotkey Keyboard Bindings
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/// </summary>
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public KeyboardHotkeys Hotkeys { get; set; }
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/// <summary>
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/// Legacy keyboard control bindings
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/// </summary>
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/// <remarks>Kept for file format compatibility (to avoid possible failure when parsing configuration on old versions)</remarks>
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/// TODO: Remove this when those older versions aren't in use anymore.
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public List<JsonObject> KeyboardConfig { get; set; }
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/// <summary>
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/// Legacy controller control bindings
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/// </summary>
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/// <remarks>Kept for file format compatibility (to avoid possible failure when parsing configuration on old versions)</remarks>
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/// TODO: Remove this when those older versions aren't in use anymore.
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public List<JsonObject> ControllerConfig { get; set; }
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/// <summary>
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/// Input configurations
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/// </summary>
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public List<InputConfig> InputConfig { get; set; }
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/// <summary>
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/// Graphics backend
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/// </summary>
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public GraphicsBackend GraphicsBackend { get; set; }
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/// <summary>
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/// Preferred GPU
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/// </summary>
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public string PreferredGpu { get; set; }
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/// <summary>
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/// GUID for the network interface used by LAN (or 0 for default)
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/// </summary>
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public string MultiplayerLanInterfaceId { get; set; }
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/// <summary>
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/// Uses Hypervisor over JIT if available
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/// </summary>
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public bool UseHypervisor { get; set; }
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/// <summary>
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/// Loads a configuration file from disk
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/// </summary>
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/// <param name="path">The path to the JSON configuration file</param>
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/// <param name="configurationFileFormat">Parsed configuration file</param>
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public static bool TryLoad(string path, out ConfigurationFileFormat configurationFileFormat)
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{
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try
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{
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configurationFileFormat = JsonHelper.DeserializeFromFile(path, ConfigurationFileFormatSettings.SerializerContext.ConfigurationFileFormat);
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return configurationFileFormat.Version != 0;
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}
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catch
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{
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configurationFileFormat = null;
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return false;
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}
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}
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/// <summary>
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/// Save a configuration file to disk
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/// </summary>
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/// <param name="path">The path to the JSON configuration file</param>
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public void SaveConfig(string path)
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{
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JsonHelper.SerializeToFile(path, this, ConfigurationFileFormatSettings.SerializerContext.ConfigurationFileFormat);
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}
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}
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}
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