pcsx2/pcsx2/HostSettings.h

88 lines
4.6 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include <string>
#include <mutex>
class SettingsInterface;
namespace Host
{
// Base setting retrieval, bypasses layers.
std::string GetBaseStringSettingValue(const char* section, const char* key, const char* default_value = "");
bool GetBaseBoolSettingValue(const char* section, const char* key, bool default_value = false);
int GetBaseIntSettingValue(const char* section, const char* key, int default_value = 0);
uint GetBaseUIntSettingValue(const char* section, const char* key, uint default_value = 0);
float GetBaseFloatSettingValue(const char* section, const char* key, float default_value = 0.0f);
double GetBaseDoubleSettingValue(const char* section, const char* key, double default_value = 0.0);
std::vector<std::string> GetBaseStringListSetting(const char* section, const char* key);
// Allows the emucore to write settings back to the frontend. Use with care.
// You should call CommitBaseSettingChanges() after finishing writing, or it may not be written to disk.
void SetBaseBoolSettingValue(const char* section, const char* key, bool value);
void SetBaseIntSettingValue(const char* section, const char* key, int value);
void SetBaseUIntSettingValue(const char* section, const char* key, uint value);
void SetBaseFloatSettingValue(const char* section, const char* key, float value);
void SetBaseStringSettingValue(const char* section, const char* key, const char* value);
void SetBaseStringListSettingValue(const char* section, const char* key, const std::vector<std::string>& values);
bool AddBaseValueToStringList(const char* section, const char* key, const char* value);
bool RemoveBaseValueFromStringList(const char* section, const char* key, const char* value);
void RemoveBaseSettingValue(const char* section, const char* key);
void CommitBaseSettingChanges();
// Settings access, thread-safe.
std::string GetStringSettingValue(const char* section, const char* key, const char* default_value = "");
bool GetBoolSettingValue(const char* section, const char* key, bool default_value = false);
int GetIntSettingValue(const char* section, const char* key, int default_value = 0);
uint GetUIntSettingValue(const char* section, const char* key, uint default_value = 0);
float GetFloatSettingValue(const char* section, const char* key, float default_value = 0.0f);
double GetDoubleSettingValue(const char* section, const char* key, double default_value = 0.0);
std::vector<std::string> GetStringListSetting(const char* section, const char* key);
/// Direct access to settings interface. Must hold the lock when calling GetSettingsInterface() and while using it.
std::unique_lock<std::mutex> GetSettingsLock();
SettingsInterface* GetSettingsInterface();
/// Returns the settings interface that controller bindings should be loaded from.
/// If an input profile is being used, this will be the input layer, otherwise the layered interface.
SettingsInterface* GetSettingsInterfaceForBindings();
namespace Internal
{
/// Retrieves the base settings layer. Must call with lock held.
SettingsInterface* GetBaseSettingsLayer();
/// Retrieves the game settings layer, if present. Must call with lock held.
SettingsInterface* GetGameSettingsLayer();
/// Retrieves the input settings layer, if present. Must call with lock held.
SettingsInterface* GetInputSettingsLayer();
/// Sets the base settings layer. Should be called by the host at initialization time.
void SetBaseSettingsLayer(SettingsInterface* sif);
/// Sets the game settings layer. Called by VMManager when the game changes.
void SetGameSettingsLayer(SettingsInterface* sif);
/// Sets the input profile settings layer. Called by VMManager when the game changes.
void SetInputSettingsLayer(SettingsInterface* sif);
/// Updates the variables in the EmuFolders namespace, reloading subsystems if needed. Must call with the lock held.
void UpdateEmuFolders();
} // namespace Internal
} // namespace Host