2010-08-09 13:28:56 +00:00
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#ifndef NALL_CONFIG_HPP
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#define NALL_CONFIG_HPP
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2013-04-14 08:52:47 +00:00
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#include <nall/platform.hpp>
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2010-08-09 13:28:56 +00:00
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#include <nall/file.hpp>
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#include <nall/string.hpp>
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namespace nall {
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2013-04-14 08:52:47 +00:00
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namespace Configuration {
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2010-08-09 13:28:56 +00:00
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2013-04-14 08:52:47 +00:00
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struct Node {
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string name;
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string desc;
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enum class Type : unsigned { Null, Bool, Signed, Unsigned, Double, String } type = Type::Null;
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void* data = nullptr;
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vector<Node> children;
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2010-08-09 13:28:56 +00:00
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2013-04-14 08:52:47 +00:00
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bool empty() const {
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return data == nullptr;
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2010-08-09 13:28:56 +00:00
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}
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2013-04-14 08:52:47 +00:00
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string get() const {
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switch(type) {
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case Type::Bool: return {*(bool*)data};
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case Type::Signed: return {*(signed*)data};
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case Type::Unsigned: return {*(unsigned*)data};
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case Type::Double: return {*(double*)data};
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case Type::String: return {*(string*)data};
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2010-08-09 13:28:56 +00:00
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}
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2013-04-14 08:52:47 +00:00
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return "";
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}
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2010-08-09 13:28:56 +00:00
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2013-04-14 08:52:47 +00:00
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void set(const string& value) {
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switch(type) {
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Update to v093r02 release.
byuu says:
Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
easier
So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.
As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
2013-11-09 11:45:54 +00:00
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case Type::Bool: *(bool*)data = (value != "false"); break;
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2013-04-14 08:52:47 +00:00
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case Type::Signed: *(signed*)data = integer(value); break;
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case Type::Unsigned: *(unsigned*)data = decimal(value); break;
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2013-07-29 09:42:45 +00:00
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case Type::Double: *(double*)data = real(value); break;
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2013-04-14 08:52:47 +00:00
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case Type::String: *(string*)data = value; break;
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2012-01-15 08:29:57 +00:00
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}
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2013-04-14 08:52:47 +00:00
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}
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2012-01-15 08:29:57 +00:00
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2013-04-14 08:52:47 +00:00
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void assign() { type = Type::Null; data = nullptr; }
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void assign(bool& bind) { type = Type::Bool; data = (void*)&bind; }
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void assign(signed& bind) { type = Type::Signed; data = (void*)&bind; }
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void assign(unsigned& bind) { type = Type::Unsigned; data = (void*)&bind; }
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void assign(double& bind) { type = Type::Double; data = (void*)&bind; }
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void assign(string& bind) { type = Type::String; data = (void*)&bind; }
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void assign(const Node& node) { operator=(node); }
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template<typename T> void append(T& data, const string& name, const string& desc = "") {
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Node node;
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node.assign(data);
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node.name = name;
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node.desc = desc;
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children.append(node);
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}
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2010-08-09 13:28:56 +00:00
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2013-04-14 08:52:47 +00:00
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void load(Markup::Node path) {
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for(auto& child : children) {
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Update to v094r17 release.
byuu says:
This updates higan to use the new Markup::Node changes. This is a really
big change, and one slight typo anywhere could break certain classes of
games from playing.
I don't have ananke hooked up again yet, so I don't have the ability to
test this much. If anyone with some v094 game folders wouldn't mind
testing, I'd help out a great deal.
I'm most concerned about testing one of each SNES special chip game.
Most notably, systems like the SA-1, HitachiDSP and NEC-DSP were using
the fancier lookups, eg node["rom[0]/name"], which I had to convert to
a rather ugly node["rom"].at(0)["name"], which I'm fairly confident
won't work. I'm going to blame that on the fumes from the shelves I just
stained >.> Might work with node.find("rom[0]/name")(0) though ...? But
so ugly ... ugh.
That aside, this WIP adds the accuracy-PPU inlining, so the accuracy
profile should run around 7.5% faster than before.
2015-05-02 13:05:46 +00:00
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if(auto leaf = path[child.name]) {
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if(!child.empty()) child.set(leaf.text());
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child.load(leaf);
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}
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2013-04-14 08:52:47 +00:00
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}
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}
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2010-08-09 13:28:56 +00:00
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2013-04-14 08:52:47 +00:00
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void save(file& fp, unsigned depth = 0) {
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for(auto& child : children) {
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if(child.desc) {
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for(unsigned n = 0; n < depth; n++) fp.print(" ");
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fp.print("//", child.desc, "\n");
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2010-08-09 13:28:56 +00:00
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}
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2013-04-14 08:52:47 +00:00
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for(unsigned n = 0; n < depth; n++) fp.print(" ");
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fp.print(child.name);
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if(!child.empty()) fp.print(": ", child.get());
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fp.print("\n");
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child.save(fp, depth + 1);
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if(depth == 0) fp.print("\n");
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2010-08-09 13:28:56 +00:00
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}
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2013-04-14 08:52:47 +00:00
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}
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};
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struct Document : Node {
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bool load(const string& filename) {
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if(!file::exists(filename)) return false;
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Update to v094r17 release.
byuu says:
This updates higan to use the new Markup::Node changes. This is a really
big change, and one slight typo anywhere could break certain classes of
games from playing.
I don't have ananke hooked up again yet, so I don't have the ability to
test this much. If anyone with some v094 game folders wouldn't mind
testing, I'd help out a great deal.
I'm most concerned about testing one of each SNES special chip game.
Most notably, systems like the SA-1, HitachiDSP and NEC-DSP were using
the fancier lookups, eg node["rom[0]/name"], which I had to convert to
a rather ugly node["rom"].at(0)["name"], which I'm fairly confident
won't work. I'm going to blame that on the fumes from the shelves I just
stained >.> Might work with node.find("rom[0]/name")(0) though ...? But
so ugly ... ugh.
That aside, this WIP adds the accuracy-PPU inlining, so the accuracy
profile should run around 7.5% faster than before.
2015-05-02 13:05:46 +00:00
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auto document = BML::unserialize(string::read(filename));
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2013-04-14 08:52:47 +00:00
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Node::load(document);
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return true;
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}
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2010-08-09 13:28:56 +00:00
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2013-04-14 08:52:47 +00:00
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bool save(const string& filename) {
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file fp(filename, file::mode::write);
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if(!fp.open()) return false;
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Node::save(fp);
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return true;
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}
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};
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2010-08-09 13:28:56 +00:00
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2013-04-14 08:52:47 +00:00
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}
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2010-08-09 13:28:56 +00:00
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}
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#endif
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