System: Support per-game memory cards
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@ -92,8 +92,14 @@ struct Settings
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bool bios_patch_fast_boot = false;
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std::array<ControllerType, NUM_CONTROLLER_AND_CARD_PORTS> controller_types{};
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std::array<MemoryCardType, NUM_CONTROLLER_AND_CARD_PORTS> memory_card_types{};
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std::array<std::string, NUM_CONTROLLER_AND_CARD_PORTS> memory_card_paths{};
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ALWAYS_INLINE bool HasAnyPerGameMemoryCards() const
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{
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return (memory_card_types[0] == MemoryCardType::PerGame || memory_card_types[1] == MemoryCardType::PerGame);
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}
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void Load(SettingsInterface& si);
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void Save(SettingsInterface& si) const;
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@ -129,6 +135,10 @@ struct Settings
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static const char* GetControllerTypeName(ControllerType type);
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static const char* GetControllerTypeDisplayName(ControllerType type);
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static std::optional<MemoryCardType> ParseMemoryCardTypeName(const char* str);
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static const char* GetMemoryCardTypeName(MemoryCardType type);
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static const char* GetMemoryCardTypeDisplayName(MemoryCardType type);
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// Default to D3D11 on Windows as it's more performant and at this point, less buggy.
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#ifdef WIN32
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static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::HardwareD3D11;
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