dolphin/Source/Core/DolphinQt2/Settings.h

160 lines
4.2 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <QFont>
#include <QObject>
#include <QSettings>
#include <QVector>
#include "Core/NetPlayClient.h"
#include "Core/NetPlayServer.h"
namespace Core
{
enum class State;
}
namespace DiscIO
{
enum class Language;
}
class GameListModel;
class InputConfig;
class QFont;
// UI settings to be stored in the config directory.
class Settings final : public QObject
{
Q_OBJECT
public:
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);
void SetToolBarVisible(bool visible);
bool IsToolBarVisible() const;
void SetWidgetsLocked(bool visible);
bool AreWidgetsLocked() const;
// 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);
void ReloadPath(const QString& qpath);
// Emulation
int GetStateSlot() const;
void SetStateSlot(int);
bool IsBatchModeEnabled() const;
void SetBatchModeEnabled(bool batch);
// Graphics
void SetHideCursor(bool hide_cursor);
bool GetHideCursor() const;
void SetKeepWindowOnTop(bool top);
bool IsKeepWindowOnTopEnabled() const;
// Audio
int GetVolume() const;
void SetVolume(int volume);
void IncreaseVolume(int volume);
void DecreaseVolume(int volume);
// NetPlay
NetPlayClient* GetNetPlayClient();
void ResetNetPlayClient(NetPlayClient* client = nullptr);
NetPlayServer* GetNetPlayServer();
void ResetNetPlayServer(NetPlayServer* server = nullptr);
// Cheats
bool GetCheatsEnabled() const;
void SetCheatsEnabled(bool enabled);
// Debug
void SetDebugModeEnabled(bool enabled);
bool IsDebugModeEnabled() const;
void SetRegistersVisible(bool enabled);
bool IsRegistersVisible() const;
void SetWatchVisible(bool enabled);
bool IsWatchVisible() const;
void SetBreakpointsVisible(bool enabled);
bool IsBreakpointsVisible() const;
void SetCodeVisible(bool enabled);
bool IsCodeVisible() const;
void SetMemoryVisible(bool enabled);
bool IsMemoryVisible() const;
QFont GetDebugFont() const;
void SetDebugFont(QFont font);
// Auto-Update
QString GetAutoUpdateTrack() const;
void SetAutoUpdateTrack(const QString& mode);
// Analytics
bool IsAnalyticsEnabled() const;
void SetAnalyticsEnabled(bool enabled);
// 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&);
void PathReloadRequested(const QString&);
void HideCursorChanged();
void KeepWindowOnTopChanged(bool top);
void VolumeChanged(int volume);
void NANDRefresh();
void RegistersVisibilityChanged(bool visible);
void LogVisibilityChanged(bool visible);
void LogConfigVisibilityChanged(bool visible);
void ToolBarVisibilityChanged(bool visible);
void WidgetLockChanged(bool locked);
void EnableCheatsChanged(bool enabled);
void WatchVisibilityChanged(bool visible);
void BreakpointsVisibilityChanged(bool visible);
void CodeVisibilityChanged(bool visible);
void MemoryVisibilityChanged(bool visible);
void DebugModeToggled(bool enabled);
void DebugFontChanged(QFont font);
void AutoUpdateTrackChanged(const QString& mode);
void AnalyticsToggled(bool enabled);
private:
bool m_batch = false;
bool m_controller_state_needed = false;
std::unique_ptr<NetPlayClient> m_client;
std::unique_ptr<NetPlayServer> m_server;
Settings();
};
Q_DECLARE_METATYPE(Core::State);