Add Host/HostSettings
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70
src/core/host_settings.h
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70
src/core/host_settings.h
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#pragma once
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#include "common/types.h"
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#include <mutex>
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#include <string>
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#include <vector>
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class SettingsInterface;
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namespace Host {
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// Base setting retrieval, bypasses layers.
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std::string GetBaseStringSettingValue(const char* section, const char* key, const char* default_value = "");
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bool GetBaseBoolSettingValue(const char* section, const char* key, bool default_value = false);
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s32 GetBaseIntSettingValue(const char* section, const char* key, s32 default_value = 0);
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u32 GetBaseUIntSettingValue(const char* section, const char* key, u32 default_value = 0);
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float GetBaseFloatSettingValue(const char* section, const char* key, float default_value = 0.0f);
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double GetBaseDoubleSettingValue(const char* section, const char* key, double default_value = 0.0);
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std::vector<std::string> GetBaseStringListSetting(const char* section, const char* key);
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// Allows the emucore to write settings back to the frontend. Use with care.
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// You should call CommitBaseSettingChanges() after finishing writing, or it may not be written to disk.
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void SetBaseBoolSettingValue(const char* section, const char* key, bool value);
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void SetBaseIntSettingValue(const char* section, const char* key, s32 value);
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void SetBaseUIntSettingValue(const char* section, const char* key, u32 value);
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void SetBaseFloatSettingValue(const char* section, const char* key, float value);
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void SetBaseStringSettingValue(const char* section, const char* key, const char* value);
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void SetBaseStringListSettingValue(const char* section, const char* key, const std::vector<std::string>& values);
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void DeleteBaseSettingValue(const char* section, const char* key);
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void CommitBaseSettingChanges();
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// Settings access, thread-safe.
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std::string GetStringSettingValue(const char* section, const char* key, const char* default_value = "");
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bool GetBoolSettingValue(const char* section, const char* key, bool default_value = false);
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int GetIntSettingValue(const char* section, const char* key, s32 default_value = 0);
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u32 GetUIntSettingValue(const char* section, const char* key, u32 default_value = 0);
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float GetFloatSettingValue(const char* section, const char* key, float default_value = 0.0f);
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double GetDoubleSettingValue(const char* section, const char* key, double default_value = 0.0);
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std::vector<std::string> GetStringListSetting(const char* section, const char* key);
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/// Direct access to settings interface. Must hold the lock when calling GetSettingsInterface() and while using it.
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std::unique_lock<std::mutex> GetSettingsLock();
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SettingsInterface* GetSettingsInterface();
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/// Returns the settings interface that controller bindings should be loaded from.
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/// If an input profile is being used, this will be the input layer, otherwise the layered interface.
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SettingsInterface* GetSettingsInterfaceForBindings();
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namespace Internal {
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/// Retrieves the base settings layer. Must call with lock held.
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SettingsInterface* GetBaseSettingsLayer();
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/// Retrieves the game settings layer, if present. Must call with lock held.
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SettingsInterface* GetGameSettingsLayer();
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/// Retrieves the input settings layer, if present. Must call with lock held.
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SettingsInterface* GetInputSettingsLayer();
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/// Sets the base settings layer. Should be called by the host at initialization time.
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void SetBaseSettingsLayer(SettingsInterface* sif);
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/// Sets the game settings layer. Called by VMManager when the game changes.
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void SetGameSettingsLayer(SettingsInterface* sif);
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/// Sets the input profile settings layer. Called by VMManager when the game changes.
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void SetInputSettingsLayer(SettingsInterface* sif);
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/// Updates the variables in the EmuFolders namespace, reloading subsystems if needed. Must call with the lock held.
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void UpdateEmuFolders();
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} // namespace Internal
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} // namespace Host
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