ryujinx/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs
Vova 7b785925d6 Added the ability to switch between local and global input in the user configuration
In the user configuration menu:
- added the apply button
- moved the delete button to the lower left corner
2025-04-13 18:52:44 +10:00

901 lines
37 KiB
C#

using ARMeilleure;
using Gommon;
using LibHac.Tools.FsSystem;
using Ryujinx.Ava.Systems.Configuration.System;
using Ryujinx.Ava.Systems.Configuration.UI;
using Ryujinx.Common;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Configuration.Multiplayer;
using Ryujinx.Common.Helper;
using Ryujinx.Common.Logging;
using Ryujinx.Common.Utilities;
using Ryujinx.HLE;
using System.Collections.Generic;
using System.Linq;
using RyuLogger = Ryujinx.Common.Logging.Logger;
namespace Ryujinx.Ava.Systems.Configuration
{
public partial class ConfigurationState
{
/// <summary>
/// UI configuration section
/// </summary>
public class UISection
{
public class Columns
{
public ReactiveObject<bool> FavColumn { get; private set; }
public ReactiveObject<bool> IconColumn { get; private set; }
public ReactiveObject<bool> AppColumn { get; private set; }
public ReactiveObject<bool> DevColumn { get; private set; }
public ReactiveObject<bool> VersionColumn { get; private set; }
public ReactiveObject<bool> LdnInfoColumn { get; private set; }
public ReactiveObject<bool> TimePlayedColumn { get; private set; }
public ReactiveObject<bool> LastPlayedColumn { get; private set; }
public ReactiveObject<bool> FileExtColumn { get; private set; }
public ReactiveObject<bool> FileSizeColumn { get; private set; }
public ReactiveObject<bool> PathColumn { get; private set; }
public Columns()
{
FavColumn = new ReactiveObject<bool>();
IconColumn = new ReactiveObject<bool>();
AppColumn = new ReactiveObject<bool>();
DevColumn = new ReactiveObject<bool>();
VersionColumn = new ReactiveObject<bool>();
LdnInfoColumn = new ReactiveObject<bool>();
TimePlayedColumn = new ReactiveObject<bool>();
LastPlayedColumn = new ReactiveObject<bool>();
FileExtColumn = new ReactiveObject<bool>();
FileSizeColumn = new ReactiveObject<bool>();
PathColumn = new ReactiveObject<bool>();
}
}
public class ColumnSortSettings
{
public ReactiveObject<int> SortColumnId { get; private set; }
public ReactiveObject<bool> SortAscending { get; private set; }
public ColumnSortSettings()
{
SortColumnId = new ReactiveObject<int>();
SortAscending = new ReactiveObject<bool>();
}
}
/// <summary>
/// Used to toggle which file types are shown in the UI
/// </summary>
public class ShownFileTypeSettings
{
public ReactiveObject<bool> NSP { get; private set; }
public ReactiveObject<bool> PFS0 { get; private set; }
public ReactiveObject<bool> XCI { get; private set; }
public ReactiveObject<bool> NCA { get; private set; }
public ReactiveObject<bool> NRO { get; private set; }
public ReactiveObject<bool> NSO { get; private set; }
public ShownFileTypeSettings()
{
NSP = new ReactiveObject<bool>();
PFS0 = new ReactiveObject<bool>();
XCI = new ReactiveObject<bool>();
NCA = new ReactiveObject<bool>();
NRO = new ReactiveObject<bool>();
NSO = new ReactiveObject<bool>();
}
}
// <summary>
/// Determines main window start-up position, size and state
///<summary>
public class WindowStartupSettings
{
public ReactiveObject<int> WindowSizeWidth { get; private set; }
public ReactiveObject<int> WindowSizeHeight { get; private set; }
public ReactiveObject<int> WindowPositionX { get; private set; }
public ReactiveObject<int> WindowPositionY { get; private set; }
public ReactiveObject<bool> WindowMaximized { get; private set; }
public WindowStartupSettings()
{
WindowSizeWidth = new ReactiveObject<int>();
WindowSizeHeight = new ReactiveObject<int>();
WindowPositionX = new ReactiveObject<int>();
WindowPositionY = new ReactiveObject<int>();
WindowMaximized = new ReactiveObject<bool>();
}
}
/// <summary>
/// Used to toggle columns in the GUI
/// </summary>
public Columns GuiColumns { get; private set; }
/// <summary>
/// Used to configure column sort settings in the GUI
/// </summary>
public ColumnSortSettings ColumnSort { get; private set; }
/// <summary>
/// A list of directories containing games to be used to load games into the games list
/// </summary>
public ReactiveObject<List<string>> GameDirs { get; private set; }
/// <summary>
/// A list of directories containing DLC/updates the user wants to autoload during library refreshes
/// </summary>
public ReactiveObject<List<string>> AutoloadDirs { get; private set; }
/// <summary>
/// A list of file types to be hidden in the games List
/// </summary>
public ShownFileTypeSettings ShownFileTypes { get; private set; }
/// <summary>
/// Determines main window start-up position, size and state
/// </summary>
public WindowStartupSettings WindowStartup { get; private set; }
/// <summary>
/// Language Code for the UI
/// </summary>
public ReactiveObject<string> LanguageCode { get; private set; }
/// <summary>
/// Selects the base style
/// </summary>
public ReactiveObject<string> BaseStyle { get; private set; }
/// <summary>
/// Start games in fullscreen mode
/// </summary>
public ReactiveObject<bool> StartFullscreen { get; private set; }
/// <summary>
/// Start games with UI hidden
/// </summary>
public ReactiveObject<bool> StartNoUI { get; private set; }
/// <summary>
/// Hide / Show Console Window
/// </summary>
public ReactiveObject<bool> ShowConsole { get; private set; }
/// <summary>
/// View Mode of the Game list
/// </summary>
public ReactiveObject<int> GameListViewMode { get; private set; }
/// <summary>
/// Show application name in Grid Mode
/// </summary>
public ReactiveObject<bool> ShowNames { get; private set; }
/// <summary>
/// Sets App Icon Size in Grid Mode
/// </summary>
public ReactiveObject<int> GridSize { get; private set; }
/// <summary>
/// Sorts Apps in Grid Mode
/// </summary>
public ReactiveObject<int> ApplicationSort { get; private set; }
/// <summary>
/// Sets if Grid is ordered in Ascending Order
/// </summary>
public ReactiveObject<bool> IsAscendingOrder { get; private set; }
public UISection()
{
GuiColumns = new Columns();
ColumnSort = new ColumnSortSettings();
GameDirs = new ReactiveObject<List<string>>();
AutoloadDirs = new ReactiveObject<List<string>>();
ShownFileTypes = new ShownFileTypeSettings();
WindowStartup = new WindowStartupSettings();
BaseStyle = new ReactiveObject<string>();
StartFullscreen = new ReactiveObject<bool>();
StartNoUI = new ReactiveObject<bool>();
GameListViewMode = new ReactiveObject<int>();
ShowNames = new ReactiveObject<bool>();
GridSize = new ReactiveObject<int>();
ApplicationSort = new ReactiveObject<int>();
IsAscendingOrder = new ReactiveObject<bool>();
LanguageCode = new ReactiveObject<string>();
ShowConsole = new ReactiveObject<bool>();
ShowConsole.Event += static (_, e) => ConsoleHelper.SetConsoleWindowState(e.NewValue);
}
}
/// <summary>
/// Logger configuration section
/// </summary>
public class LoggerSection
{
/// <summary>
/// Enables printing debug log messages
/// </summary>
public ReactiveObject<bool> EnableDebug { get; private set; }
/// <summary>
/// Enables printing stub log messages
/// </summary>
public ReactiveObject<bool> EnableStub { get; private set; }
/// <summary>
/// Enables printing info log messages
/// </summary>
public ReactiveObject<bool> EnableInfo { get; private set; }
/// <summary>
/// Enables printing warning log messages
/// </summary>
public ReactiveObject<bool> EnableWarn { get; private set; }
/// <summary>
/// Enables printing error log messages
/// </summary>
public ReactiveObject<bool> EnableError { get; private set; }
/// <summary>
/// Enables printing trace log messages
/// </summary>
public ReactiveObject<bool> EnableTrace { get; private set; }
/// <summary>
/// Enables printing guest log messages
/// </summary>
public ReactiveObject<bool> EnableGuest { get; private set; }
/// <summary>
/// Enables printing FS access log messages
/// </summary>
public ReactiveObject<bool> EnableFsAccessLog { get; private set; }
/// <summary>
/// Enables log messages from Avalonia
/// </summary>
public ReactiveObject<bool> EnableAvaloniaLog { get; private set; }
/// <summary>
/// Controls which log messages are written to the log targets
/// </summary>
public ReactiveObject<LogClass[]> FilteredClasses { get; private set; }
/// <summary>
/// Enables or disables logging to a file on disk
/// </summary>
public ReactiveObject<bool> EnableFileLog { get; private set; }
/// <summary>
/// Controls which OpenGL log messages are recorded in the log
/// </summary>
public ReactiveObject<GraphicsDebugLevel> GraphicsDebugLevel { get; private set; }
public LoggerSection()
{
EnableDebug = new ReactiveObject<bool>();
EnableDebug.LogChangesToValue(nameof(EnableDebug));
EnableStub = new ReactiveObject<bool>();
EnableInfo = new ReactiveObject<bool>();
EnableWarn = new ReactiveObject<bool>();
EnableError = new ReactiveObject<bool>();
EnableTrace = new ReactiveObject<bool>();
EnableGuest = new ReactiveObject<bool>();
EnableFsAccessLog = new ReactiveObject<bool>();
EnableAvaloniaLog = new ReactiveObject<bool>();
FilteredClasses = new ReactiveObject<LogClass[]>();
EnableFileLog = new ReactiveObject<bool>();
EnableFileLog.LogChangesToValue(nameof(EnableFileLog));
GraphicsDebugLevel = new ReactiveObject<GraphicsDebugLevel>();
}
}
/// <summary>
/// System configuration section
/// </summary>
public class SystemSection
{
/// <summary>
/// Change System Language
/// </summary>
public ReactiveObject<Language> Language { get; private set; }
/// <summary>
/// Change System Region
/// </summary>
public ReactiveObject<Region> Region { get; private set; }
/// <summary>
/// Change System TimeZone
/// </summary>
public ReactiveObject<string> TimeZone { get; private set; }
/// <summary>
/// System Time Offset in Seconds
/// </summary>
public ReactiveObject<long> SystemTimeOffset { get; private set; }
/// <summary>
/// Instead of setting the time via configuration, use the values provided by the system.
/// </summary>
public ReactiveObject<bool> MatchSystemTime { get; private set; }
/// <summary>
/// Enable or disable use global input config (Independent from controllers binding)
/// </summary>
public ReactiveObject<bool> UseInputGlobalConfig { get; private set; }
/// <summary>
/// Enables or disables Docked Mode
/// </summary>
public ReactiveObject<bool> EnableDockedMode { get; private set; }
/// <summary>
/// Enables or disables persistent profiled translation cache
/// </summary>
public ReactiveObject<bool> EnablePtc { get; private set; }
/// <summary>
/// Clock tick scalar, in percent points (100 = 1.0).
/// </summary>
public ReactiveObject<long> TickScalar { get; set; }
/// <summary>
/// Enables or disables low-power persistent profiled translation cache loading
/// </summary>
public ReactiveObject<bool> EnableLowPowerPtc { get; private set; }
/// <summary>
/// Enables or disables guest Internet access
/// </summary>
public ReactiveObject<bool> EnableInternetAccess { get; private set; }
/// <summary>
/// Enables integrity checks on Game content files
/// </summary>
public ReactiveObject<bool> EnableFsIntegrityChecks { get; private set; }
public IntegrityCheckLevel IntegrityCheckLevel => EnableFsIntegrityChecks
? IntegrityCheckLevel.ErrorOnInvalid
: IntegrityCheckLevel.None;
/// <summary>
/// Enables FS access log output to the console. Possible modes are 0-3
/// </summary>
public ReactiveObject<int> FsGlobalAccessLogMode { get; private set; }
/// <summary>
/// The selected audio backend
/// </summary>
public ReactiveObject<AudioBackend> AudioBackend { get; private set; }
/// <summary>
/// The audio backend volume
/// </summary>
public ReactiveObject<float> AudioVolume { get; private set; }
/// <summary>
/// The selected memory manager mode
/// </summary>
public ReactiveObject<MemoryManagerMode> MemoryManagerMode { get; private set; }
/// <summary>
/// Defines the amount of RAM available on the emulated system, and how it is distributed
/// </summary>
public ReactiveObject<MemoryConfiguration> DramSize { get; private set; }
/// <summary>
/// Enable or disable ignoring missing services
/// </summary>
public ReactiveObject<bool> IgnoreMissingServices { get; private set; }
/// <summary>
/// Ignore Controller Applet
/// </summary>
public ReactiveObject<bool> IgnoreControllerApplet { get; private set; }
/// <summary>
/// Skip User Profiles Manager
/// </summary>
public ReactiveObject<bool> SkipUserProfilesManager { get; private set; }
/// <summary>
/// Uses Hypervisor over JIT if available
/// </summary>
public ReactiveObject<bool> UseHypervisor { get; private set; }
public SystemSection()
{
Language = new ReactiveObject<Language>();
Language.LogChangesToValue(nameof(Language));
Region = new ReactiveObject<Region>();
Region.LogChangesToValue(nameof(Region));
TimeZone = new ReactiveObject<string>();
TimeZone.LogChangesToValue(nameof(TimeZone));
SystemTimeOffset = new ReactiveObject<long>();
SystemTimeOffset.LogChangesToValue(nameof(SystemTimeOffset));
MatchSystemTime = new ReactiveObject<bool>();
MatchSystemTime.LogChangesToValue(nameof(MatchSystemTime));
UseInputGlobalConfig = new ReactiveObject<bool>();
UseInputGlobalConfig.LogChangesToValue(nameof(UseInputGlobalConfig));
EnableDockedMode = new ReactiveObject<bool>();
EnableDockedMode.LogChangesToValue(nameof(EnableDockedMode));
EnablePtc = new ReactiveObject<bool>();
EnablePtc.LogChangesToValue(nameof(EnablePtc));
EnableLowPowerPtc = new ReactiveObject<bool>();
EnableLowPowerPtc.LogChangesToValue(nameof(EnableLowPowerPtc));
EnableLowPowerPtc.Event += (_, evnt)
=> Optimizations.LowPower = evnt.NewValue;
TickScalar = new ReactiveObject<long>();
TickScalar.LogChangesToValue(nameof(TickScalar));
TickScalar.Event += (_, evnt) =>
{
if (Switch.Shared is null)
return;
Switch.Shared.Configuration.TickScalar = evnt.NewValue;
};
EnableInternetAccess = new ReactiveObject<bool>();
EnableInternetAccess.LogChangesToValue(nameof(EnableInternetAccess));
EnableFsIntegrityChecks = new ReactiveObject<bool>();
EnableFsIntegrityChecks.LogChangesToValue(nameof(EnableFsIntegrityChecks));
FsGlobalAccessLogMode = new ReactiveObject<int>();
FsGlobalAccessLogMode.LogChangesToValue(nameof(FsGlobalAccessLogMode));
AudioBackend = new ReactiveObject<AudioBackend>();
AudioBackend.LogChangesToValue(nameof(AudioBackend));
MemoryManagerMode = new ReactiveObject<MemoryManagerMode>();
MemoryManagerMode.LogChangesToValue(nameof(MemoryManagerMode));
DramSize = new ReactiveObject<MemoryConfiguration>();
DramSize.LogChangesToValue(nameof(DramSize));
IgnoreMissingServices = new ReactiveObject<bool>();
IgnoreMissingServices.LogChangesToValue(nameof(IgnoreMissingServices));
IgnoreControllerApplet = new ReactiveObject<bool>();
IgnoreControllerApplet.LogChangesToValue(nameof(IgnoreControllerApplet));
SkipUserProfilesManager = new ReactiveObject<bool>();
SkipUserProfilesManager.LogChangesToValue(nameof(SkipUserProfilesManager));
AudioVolume = new ReactiveObject<float>();
AudioVolume.LogChangesToValue(nameof(AudioVolume));
UseHypervisor = new ReactiveObject<bool>();
UseHypervisor.LogChangesToValue(nameof(UseHypervisor));
}
}
/// <summary>
/// Hid configuration section
/// </summary>
public class HidSection
{
/// <summary>
/// Enable or disable keyboard support (Independent from controllers binding)
/// </summary>
public ReactiveObject<bool> EnableKeyboard { get; private set; }
/// <summary>
/// Enable or disable mouse support (Independent from controllers binding)
/// </summary>
public ReactiveObject<bool> EnableMouse { get; private set; }
/// <summary>
/// Enable/disable the ability to control Ryujinx when it's not the currently focused window.
/// </summary>
public ReactiveObject<bool> DisableInputWhenOutOfFocus { get; private set; }
/// <summary>
/// Hotkey Keyboard Bindings
/// </summary>
public ReactiveObject<KeyboardHotkeys> Hotkeys { get; private set; }
/// <summary>
/// Input device configuration.
/// NOTE: This ReactiveObject won't issue an event when the List has elements added or removed.
/// TODO: Implement a ReactiveList class.
/// </summary>
public ReactiveObject<List<InputConfig>> InputConfig { get; private set; }
public ReactiveObject<List<InputConfig>> UseInputGlobalConfig { get; private set; }
/// <summary>
/// The speed of spectrum cycling for the Rainbow LED feature.
/// </summary>
public ReactiveObject<float> RainbowSpeed { get; }
public HidSection()
{
EnableKeyboard = new ReactiveObject<bool>();
EnableMouse = new ReactiveObject<bool>();
DisableInputWhenOutOfFocus = new ReactiveObject<bool>();
Hotkeys = new ReactiveObject<KeyboardHotkeys>();
InputConfig = new ReactiveObject<List<InputConfig>>();
UseInputGlobalConfig = new ReactiveObject<List<InputConfig>>();
RainbowSpeed = new ReactiveObject<float>();
RainbowSpeed.Event += (_, args) => Rainbow.Speed = args.NewValue;
}
}
/// <summary>
/// Graphics configuration section
/// </summary>
public class GraphicsSection
{
/// <summary>
/// Whether or not backend threading is enabled. The "Auto" setting will determine whether threading should be enabled at runtime.
/// </summary>
public ReactiveObject<BackendThreading> BackendThreading { get; private set; }
/// <summary>
/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
/// </summary>
public ReactiveObject<float> MaxAnisotropy { get; private set; }
/// <summary>
/// Aspect Ratio applied to the renderer window.
/// </summary>
public ReactiveObject<AspectRatio> AspectRatio { get; private set; }
/// <summary>
/// Resolution Scale. An integer scale applied to applicable render targets. Values 1-4, or -1 to use a custom floating point scale instead.
/// </summary>
public ReactiveObject<int> ResScale { get; private set; }
/// <summary>
/// Custom Resolution Scale. A custom floating point scale applied to applicable render targets. Only active when Resolution Scale is -1.
/// </summary>
public ReactiveObject<float> ResScaleCustom { get; private set; }
/// <summary>
/// Dumps shaders in this local directory
/// </summary>
public ReactiveObject<string> ShadersDumpPath { get; private set; }
/// <summary>
/// Toggles the present interval mode. Options are Switch (60Hz), Unbounded (previously Vsync off), and Custom, if enabled.
/// </summary>
public ReactiveObject<VSyncMode> VSyncMode { get; private set; }
/// <summary>
/// Enables or disables the custom present interval mode.
/// </summary>
public ReactiveObject<bool> EnableCustomVSyncInterval { get; private set; }
/// <summary>
/// Changes the custom present interval.
/// </summary>
public ReactiveObject<int> CustomVSyncInterval { get; private set; }
/// <summary>
/// Enables or disables Shader cache
/// </summary>
public ReactiveObject<bool> EnableShaderCache { get; private set; }
/// <summary>
/// Enables or disables texture recompression
/// </summary>
public ReactiveObject<bool> EnableTextureRecompression { get; private set; }
/// <summary>
/// Enables or disables Macro high-level emulation
/// </summary>
public ReactiveObject<bool> EnableMacroHLE { get; private set; }
/// <summary>
/// Enables or disables color space passthrough, if available.
/// </summary>
public ReactiveObject<bool> EnableColorSpacePassthrough { get; private set; }
/// <summary>
/// Graphics backend
/// </summary>
public ReactiveObject<GraphicsBackend> GraphicsBackend { get; private set; }
/// <summary>
/// Applies anti-aliasing to the renderer.
/// </summary>
public ReactiveObject<AntiAliasing> AntiAliasing { get; private set; }
/// <summary>
/// Sets the framebuffer upscaling type.
/// </summary>
public ReactiveObject<ScalingFilter> ScalingFilter { get; private set; }
/// <summary>
/// Sets the framebuffer upscaling level.
/// </summary>
public ReactiveObject<int> ScalingFilterLevel { get; private set; }
/// <summary>
/// Preferred GPU
/// </summary>
public ReactiveObject<string> PreferredGpu { get; private set; }
public GraphicsSection()
{
BackendThreading = new ReactiveObject<BackendThreading>();
BackendThreading.LogChangesToValue(nameof(BackendThreading));
ResScale = new ReactiveObject<int>();
ResScale.LogChangesToValue(nameof(ResScale));
ResScaleCustom = new ReactiveObject<float>();
ResScaleCustom.LogChangesToValue(nameof(ResScaleCustom));
MaxAnisotropy = new ReactiveObject<float>();
MaxAnisotropy.LogChangesToValue(nameof(MaxAnisotropy));
AspectRatio = new ReactiveObject<AspectRatio>();
AspectRatio.LogChangesToValue(nameof(AspectRatio));
ShadersDumpPath = new ReactiveObject<string>();
VSyncMode = new ReactiveObject<VSyncMode>();
VSyncMode.LogChangesToValue(nameof(VSyncMode));
EnableCustomVSyncInterval = new ReactiveObject<bool>();
EnableCustomVSyncInterval.LogChangesToValue(nameof(EnableCustomVSyncInterval));
CustomVSyncInterval = new ReactiveObject<int>();
CustomVSyncInterval.LogChangesToValue(nameof(CustomVSyncInterval));
EnableShaderCache = new ReactiveObject<bool>();
EnableShaderCache.LogChangesToValue(nameof(EnableShaderCache));
EnableTextureRecompression = new ReactiveObject<bool>();
EnableTextureRecompression.LogChangesToValue(nameof(EnableTextureRecompression));
GraphicsBackend = new ReactiveObject<GraphicsBackend>();
GraphicsBackend.LogChangesToValue(nameof(GraphicsBackend));
PreferredGpu = new ReactiveObject<string>();
PreferredGpu.LogChangesToValue(nameof(PreferredGpu));
EnableMacroHLE = new ReactiveObject<bool>();
EnableMacroHLE.LogChangesToValue(nameof(EnableMacroHLE));
EnableColorSpacePassthrough = new ReactiveObject<bool>();
EnableColorSpacePassthrough.LogChangesToValue(nameof(EnableColorSpacePassthrough));
AntiAliasing = new ReactiveObject<AntiAliasing>();
AntiAliasing.LogChangesToValue(nameof(AntiAliasing));
ScalingFilter = new ReactiveObject<ScalingFilter>();
ScalingFilter.LogChangesToValue(nameof(ScalingFilter));
ScalingFilterLevel = new ReactiveObject<int>();
ScalingFilterLevel.LogChangesToValue(nameof(ScalingFilterLevel));
}
}
/// <summary>
/// Multiplayer configuration section
/// </summary>
public class MultiplayerSection
{
/// <summary>
/// GUID for the network interface used by LAN (or 0 for default)
/// </summary>
public ReactiveObject<string> LanInterfaceId { get; private set; }
/// <summary>
/// Multiplayer Mode
/// </summary>
public ReactiveObject<MultiplayerMode> Mode { get; private set; }
/// <summary>
/// Disable P2P
/// </summary>
public ReactiveObject<bool> DisableP2p { get; private set; }
/// <summary>
/// LDN PassPhrase
/// </summary>
public ReactiveObject<string> LdnPassphrase { get; private set; }
/// <summary>
/// LDN Server
/// </summary>
public ReactiveObject<string> LdnServer { get; private set; }
public string GetLdnServer()
{
string ldnServer = LdnServer;
return string.IsNullOrEmpty(ldnServer)
? SharedConstants.DefaultLanPlayHost
: ldnServer;
}
public MultiplayerSection()
{
LanInterfaceId = new ReactiveObject<string>();
Mode = new ReactiveObject<MultiplayerMode>();
Mode.LogChangesToValue(nameof(MultiplayerMode));
DisableP2p = new ReactiveObject<bool>();
DisableP2p.LogChangesToValue(nameof(DisableP2p));
LdnPassphrase = new ReactiveObject<string>();
LdnPassphrase.LogChangesToValue(nameof(LdnPassphrase));
LdnServer = new ReactiveObject<string>();
LdnServer.LogChangesToValue(nameof(LdnServer));
}
}
public class HacksSection
{
/// <summary>
/// Show toggles for dirty hacks in the UI.
/// </summary>
public ReactiveObject<bool> ShowDirtyHacks { get; private set; }
public ReactiveObject<bool> Xc2MenuSoftlockFix { get; private set; }
public ReactiveObject<bool> DisableNifmIsAnyInternetRequestAccepted { get; private set; }
public HacksSection()
{
ShowDirtyHacks = new ReactiveObject<bool>();
Xc2MenuSoftlockFix = new ReactiveObject<bool>();
Xc2MenuSoftlockFix.Event += HackChanged;
DisableNifmIsAnyInternetRequestAccepted = new ReactiveObject<bool>();
DisableNifmIsAnyInternetRequestAccepted.Event += HackChanged;
}
private void HackChanged(object sender, ReactiveEventArgs<bool> rxe)
{
if (!ShowDirtyHacks)
return;
string newHacks = EnabledHacks.Select(x => x.Hack)
.JoinToString(", ");
if (newHacks != _lastHackCollection)
{
RyuLogger.Info?.Print(LogClass.Configuration,
$"EnabledDirtyHacks set to: [{newHacks}]", "LogValueChange");
_lastHackCollection = newHacks;
}
}
private static string _lastHackCollection;
public EnabledDirtyHack[] EnabledHacks
{
get
{
List<EnabledDirtyHack> enabledHacks = [];
if (Xc2MenuSoftlockFix)
Apply(DirtyHack.Xc2MenuSoftlockFix);
if (DisableNifmIsAnyInternetRequestAccepted)
Apply(DirtyHack.NifmServiceDisableIsAnyInternetRequestAccepted);
return enabledHacks.ToArray();
void Apply(DirtyHack hack, int value = 0)
{
enabledHacks.Add(new EnabledDirtyHack(hack, value));
}
}
}
}
/// <summary>
/// The default configuration instance
/// </summary>
public static ConfigurationState Instance { get; private set; }
public static ConfigurationState InstanceExtra{ get; private set; }
/// <summary>
/// The UI section
/// </summary>
public UISection UI { get; private set; }
/// <summary>
/// The Logger section
/// </summary>
public LoggerSection Logger { get; private set; }
/// <summary>
/// The System section
/// </summary>
public SystemSection System { get; private set; }
/// <summary>
/// The Graphics section
/// </summary>
public GraphicsSection Graphics { get; private set; }
/// <summary>
/// The Hid section
/// </summary>
public HidSection Hid { get; private set; }
/// <summary>
/// The Multiplayer section
/// </summary>
public MultiplayerSection Multiplayer { get; private set; }
/// <summary>
/// The Dirty Hacks section
/// </summary>
public HacksSection Hacks { get; private set; }
/// <summary>
/// Enables or disables Discord Rich Presence
/// </summary>
public ReactiveObject<bool> EnableDiscordIntegration { get; private set; }
/// <summary>
/// Checks for updates when Ryujinx starts when enabled, either prompting when an update is found or just showing a notification.
/// </summary>
public ReactiveObject<UpdaterType> UpdateCheckerType { get; private set; }
/// <summary>
/// How the emulator should behave when you click off/on the window.
/// </summary>
public ReactiveObject<FocusLostType> FocusLostActionType { get; private set; }
/// <summary>
/// Show "Confirm Exit" Dialog
/// </summary>
public ReactiveObject<bool> ShowConfirmExit { get; private set; }
/// <summary>
/// Enables or disables save window size, position and state on close.
/// </summary>
public ReactiveObject<bool> RememberWindowState { get; private set; }
/// <summary>
/// Disable the new title bar layout & window layout changes.
/// </summary>
public ReactiveObject<bool> ShowOldUI { get; private set; }
/// <summary>
/// Enables hardware-accelerated rendering for Avalonia
/// </summary>
public ReactiveObject<bool> EnableHardwareAcceleration { get; private set; }
/// <summary>
/// Hide Cursor on Idle
/// </summary>
public ReactiveObject<HideCursorMode> HideCursor { get; private set; }
private ConfigurationState()
{
UI = new UISection();
Logger = new LoggerSection();
System = new SystemSection();
Graphics = new GraphicsSection();
Hid = new HidSection();
Multiplayer = new MultiplayerSection();
Hacks = new HacksSection();
UpdateCheckerType = new ReactiveObject<UpdaterType>();
FocusLostActionType = new ReactiveObject<FocusLostType>();
HideCursor = new ReactiveObject<HideCursorMode>();
EnableDiscordIntegration = new ReactiveObject<bool>();
ShowConfirmExit = new ReactiveObject<bool>();
RememberWindowState = new ReactiveObject<bool>();
ShowOldUI = new ReactiveObject<bool>();
EnableHardwareAcceleration = new ReactiveObject<bool>();
}
public HleConfiguration CreateHleConfiguration() =>
new(
System.DramSize,
System.Language.Value.ToHLE(),
System.Region.Value.ToHLE(),
Graphics.VSyncMode,
System.EnableDockedMode,
System.EnablePtc,
System.TickScalar,
System.EnableInternetAccess,
System.EnableFsIntegrityChecks
? IntegrityCheckLevel.ErrorOnInvalid
: IntegrityCheckLevel.None,
System.FsGlobalAccessLogMode,
System.MatchSystemTime
? 0
: System.SystemTimeOffset,
System.TimeZone,
System.MemoryManagerMode,
System.IgnoreMissingServices,
Graphics.AspectRatio,
System.AudioVolume,
System.UseHypervisor,
Multiplayer.LanInterfaceId,
Multiplayer.Mode,
Multiplayer.DisableP2p,
Multiplayer.LdnPassphrase,
Multiplayer.GetLdnServer(),
Graphics.CustomVSyncInterval,
Hacks.ShowDirtyHacks ? Hacks.EnabledHacks : null);
}
}