dolphin/Source/Core/DolphinQt2/Settings.h

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// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
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#include <memory>
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#include <QFont>
#include <QObject>
#include <QSettings>
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#include <QVector>
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#include "Core/NetPlayClient.h"
#include "Core/NetPlayServer.h"
namespace Core
{
enum class State;
}
namespace DiscIO
{
enum class Language;
}
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class GameListModel;
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class InputConfig;
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class QFont;
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// UI settings to be stored in the config directory.
Remove NonCopyable The class NonCopyable is, like the name says, supposed to disallow copying. But should it allow moving? For a long time, NonCopyable used to not allow moving. (It declared a deleted copy constructor and assigment operator without declaring a move constructor and assignment operator, making the compiler implicitly delete the move constructor and assignment operator.) That's fine if the classes that inherit from NonCopyable don't need to be movable or if writing the move constructor and assignment operator by hand is fine, but that's not the case for all classes, as I discovered when I was working on the DirectoryBlob PR. Because of that, I decided to make NonCopyable movable in c7602cc, allowing me to use NonCopyable in DirectoryBlob.h. That was however an unfortunate decision, because some of the classes that inherit from NonCopyable have incorrect behavior when moved by default- generated move constructors and assignment operators, and do not explicitly delete the move constructors and assignment operators, relying on NonCopyable being non-movable. So what can we do about this? There are four solutions that I can think of: 1. Make NonCopyable non-movable and tell DirectoryBlob to suck it. 2. Keep allowing moving NonCopyable, and expect that classes that don't support moving will delete the move constructor and assignment operator manually. Not only is this inconsistent (having classes disallow copying one way and disallow moving another way), but deleting the move constructor and assignment operator manually is too easy to forget compared to how tricky the resulting problems are. 3. Have one "MovableNonCopyable" and one "NonMovableNonCopyable". It works, but it feels rather silly... 4. Don't have a NonCopyable class at all. Considering that deleting the copy constructor and assignment operator only takes two lines of code, I don't see much of a reason to keep NonCopyable. I suppose that there was more of a point in having NonCopyable back in the pre-C++11 days, when it wasn't possible to use "= delete". I decided to go with the fourth one (like the commit title says). The implementation of the commit is fairly straight-forward, though I would like to point out that I skipped adding "= delete" lines for classes whose only reason for being uncopyable is that they contain uncopyable classes like File::IOFile and std::unique_ptr, because the compiler makes such classes uncopyable automatically.
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class Settings final : public QObject
{
Q_OBJECT
public:
Remove NonCopyable The class NonCopyable is, like the name says, supposed to disallow copying. But should it allow moving? For a long time, NonCopyable used to not allow moving. (It declared a deleted copy constructor and assigment operator without declaring a move constructor and assignment operator, making the compiler implicitly delete the move constructor and assignment operator.) That's fine if the classes that inherit from NonCopyable don't need to be movable or if writing the move constructor and assignment operator by hand is fine, but that's not the case for all classes, as I discovered when I was working on the DirectoryBlob PR. Because of that, I decided to make NonCopyable movable in c7602cc, allowing me to use NonCopyable in DirectoryBlob.h. That was however an unfortunate decision, because some of the classes that inherit from NonCopyable have incorrect behavior when moved by default- generated move constructors and assignment operators, and do not explicitly delete the move constructors and assignment operators, relying on NonCopyable being non-movable. So what can we do about this? There are four solutions that I can think of: 1. Make NonCopyable non-movable and tell DirectoryBlob to suck it. 2. Keep allowing moving NonCopyable, and expect that classes that don't support moving will delete the move constructor and assignment operator manually. Not only is this inconsistent (having classes disallow copying one way and disallow moving another way), but deleting the move constructor and assignment operator manually is too easy to forget compared to how tricky the resulting problems are. 3. Have one "MovableNonCopyable" and one "NonMovableNonCopyable". It works, but it feels rather silly... 4. Don't have a NonCopyable class at all. Considering that deleting the copy constructor and assignment operator only takes two lines of code, I don't see much of a reason to keep NonCopyable. I suppose that there was more of a point in having NonCopyable back in the pre-C++11 days, when it wasn't possible to use "= delete". I decided to go with the fourth one (like the commit title says). The implementation of the commit is fairly straight-forward, though I would like to point out that I skipped adding "= delete" lines for classes whose only reason for being uncopyable is that they contain uncopyable classes like File::IOFile and std::unique_ptr, because the compiler makes such classes uncopyable automatically.
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Settings(const Settings&) = delete;
Settings& operator=(const Settings&) = delete;
Settings(Settings&&) = delete;
Settings& operator=(Settings&&) = delete;
static Settings& Instance();
static QSettings& GetQSettings();
// UI
void SetThemeName(const QString& theme_name);
bool IsInDevelopmentWarningEnabled() const;
bool IsLogVisible() const;
void SetLogVisible(bool visible);
bool IsLogConfigVisible() const;
void SetLogConfigVisible(bool visible);
bool IsControllerStateNeeded() const;
void SetControllerStateNeeded(bool needed);
// GameList
QStringList GetPaths() const;
void AddPath(const QString& path);
void RemovePath(const QString& path);
bool GetPreferredView() const;
void SetPreferredView(bool list);
QString GetDefaultGame() const;
void SetDefaultGame(QString path);
// Emulation
int GetStateSlot() const;
void SetStateSlot(int);
// Graphics
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void SetHideCursor(bool hide_cursor);
bool GetHideCursor() const;
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// Audio
int GetVolume() const;
void SetVolume(int volume);
void IncreaseVolume(int volume);
void DecreaseVolume(int volume);
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// NetPlay
NetPlayClient* GetNetPlayClient();
void ResetNetPlayClient(NetPlayClient* client = nullptr);
NetPlayServer* GetNetPlayServer();
void ResetNetPlayServer(NetPlayServer* server = nullptr);
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// Cheats
bool GetCheatsEnabled() const;
void SetCheatsEnabled(bool enabled);
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// Debug
void SetDebugModeEnabled(bool enabled);
bool IsDebugModeEnabled() const;
void SetRegistersVisible(bool enabled);
bool IsRegistersVisible() const;
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void SetWatchVisible(bool enabled);
bool IsWatchVisible() const;
void SetBreakpointsVisible(bool enabled);
bool IsBreakpointsVisible() const;
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void SetCodeVisible(bool enabled);
bool IsCodeVisible() const;
QFont GetDebugFont() const;
void SetDebugFont(QFont font);
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// Auto-Update
QString GetAutoUpdateTrack() const;
void SetAutoUpdateTrack(const QString& mode);
// Analytics
bool IsAnalyticsEnabled() const;
void SetAnalyticsEnabled(bool enabled);
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// Other
GameListModel* GetGameListModel() const;
signals:
void ConfigChanged();
void EmulationStateChanged(Core::State new_state);
void ThemeChanged();
void PathAdded(const QString&);
void PathRemoved(const QString&);
void DefaultGameChanged(const QString&);
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void HideCursorChanged();
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void VolumeChanged(int volume);
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void NANDRefresh();
void RegistersVisibilityChanged(bool visible);
void LogVisibilityChanged(bool visible);
void LogConfigVisibilityChanged(bool visible);
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void EnableCheatsChanged(bool enabled);
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void WatchVisibilityChanged(bool visible);
void BreakpointsVisibilityChanged(bool visible);
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void CodeVisibilityChanged(bool visible);
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void DebugModeToggled(bool enabled);
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void DebugFontChanged(QFont font);
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void AutoUpdateTrackChanged(const QString& mode);
void AnalyticsToggled(bool enabled);
private:
bool m_controller_state_needed = false;
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std::unique_ptr<NetPlayClient> m_client;
std::unique_ptr<NetPlayServer> m_server;
Settings();
};
Q_DECLARE_METATYPE(Core::State);