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|
// For licensing and usage information, read docs/winui_license.txt
// MASTER
//****************************************************************************
#ifndef WINUI_INIOPTS_H
#define WINUI_INIOPTS_H
typedef struct
{
std::string name;
std::string value;
const core_options::option_type unused1;
char* unused2;
}
INIOPTS;
// INI options
const INIOPTS option_entries[] =
{
{ OPTION_READCONFIG ";rc", "1", OPTION_BOOLEAN, "enable loading of configuration files" },
{ OPTION_WRITECONFIG ";wc", "1", OPTION_BOOLEAN, "writes configuration to (driver).ini on exit" },
{ OPTION_MEDIAPATH ";rp;biospath;bp", "roms", OPTION_STRING, "path to ROMsets and hard disk images" },
{ OPTION_HASHPATH ";hash_directory;hash", "hash", OPTION_STRING, "path to hash files" },
{ OPTION_SAMPLEPATH ";sp", "samples", OPTION_STRING, "path to samplesets" },
{ OPTION_ARTPATH, "artwork", OPTION_STRING, "path to artwork files" },
{ OPTION_CTRLRPATH, "ctrlr", OPTION_STRING, "path to controller definitions" },
{ OPTION_INIPATH, ".", OPTION_STRING, "path to ini files" },
{ OPTION_FONTPATH, ".", OPTION_STRING, "path to font files" },
{ OPTION_CHEATPATH, "cheat", OPTION_STRING, "path to cheat files" },
{ OPTION_CROSSHAIRPATH, "crosshair", OPTION_STRING, "path to crosshair files" },
{ OPTION_PLUGINSPATH, "plugins", OPTION_STRING, "path to plugin files" },
{ OPTION_LANGUAGEPATH, "language", OPTION_STRING, "path to language files" },
{ OPTION_SWPATH, "software", OPTION_STRING, "path to loose software" },
{ OPTION_CFG_DIRECTORY, "cfg", OPTION_STRING, "directory to save configurations" },
{ OPTION_NVRAM_DIRECTORY, "nvram", OPTION_STRING, "directory to save nvram contents" },
{ OPTION_INPUT_DIRECTORY, "inp", OPTION_STRING, "directory to save input device logs" },
{ OPTION_STATE_DIRECTORY, "sta", OPTION_STRING, "directory to save states" },
{ OPTION_SNAPSHOT_DIRECTORY, "snap", OPTION_STRING, "directory to save/load screenshots" },
{ OPTION_DIFF_DIRECTORY, "diff", OPTION_STRING, "directory to save hard drive image difference files" },
{ OPTION_COMMENT_DIRECTORY, "comments", OPTION_STRING, "directory to save debugger comments" },
{ OPTION_STATE, "", OPTION_STRING, "saved state to load" },
{ OPTION_AUTOSAVE, "0", OPTION_BOOLEAN, "enable automatic restore at startup, and automatic save at exit time" },
{ OPTION_PLAYBACK ";pb", "", OPTION_STRING, "playback an input file" },
{ OPTION_RECORD ";rec", "", OPTION_STRING, "record an input file" },
{ OPTION_RECORD_TIMECODE, "0", OPTION_BOOLEAN, "record an input timecode file (requires -record option)" },
{ OPTION_EXIT_AFTER_PLAYBACK, "0", OPTION_BOOLEAN, "close the program at the end of playback" },
{ OPTION_MNGWRITE, "", OPTION_STRING, "optional filename to write a MNG movie of the current session" },
{ OPTION_AVIWRITE, "", OPTION_STRING, "optional filename to write an AVI movie of the current session" },
{ OPTION_WAVWRITE, "", OPTION_STRING, "optional filename to write a WAV file of the current session" },
{ OPTION_SNAPNAME, "%g/%i", OPTION_STRING, "override of the default snapshot/movie naming; %g == gamename, %i == index" },
{ OPTION_SNAPSIZE, "auto", OPTION_STRING, "specify snapshot/movie resolution (<width>x<height>) or 'auto' to use minimal size " },
{ OPTION_SNAPVIEW, "internal", OPTION_STRING, "specify snapshot/movie view or 'internal' to use internal pixel-aspect views" },
{ OPTION_SNAPBILINEAR, "1", OPTION_BOOLEAN, "specify if the snapshot/movie should have bilinear filtering applied" },
{ OPTION_STATENAME, "%g", OPTION_STRING, "override of the default state subfolder naming; %g == gamename" },
{ OPTION_BURNIN, "0", OPTION_BOOLEAN, "create burn-in snapshots for each screen" },
{ OPTION_AUTOFRAMESKIP ";afs", "0", OPTION_BOOLEAN, "enable automatic frameskip selection" },
{ OPTION_FRAMESKIP ";fs(0-10)", "0", OPTION_INTEGER, "set frameskip to fixed value, 0-10 (autoframeskip must be disabled)" },
{ OPTION_SECONDS_TO_RUN ";str", "0", OPTION_INTEGER, "number of emulated seconds to run before automatically exiting" },
{ OPTION_THROTTLE, "1", OPTION_BOOLEAN, "enable throttling to keep game running in sync with real time" },
{ OPTION_SLEEP, "1", OPTION_BOOLEAN, "enable sleeping, which gives time back to other applications when idle" },
{ OPTION_SPEED "(0.01-100)", "1.0", OPTION_FLOAT, "controls the speed of gameplay, relative to realtime; smaller numbers are slower" },
{ OPTION_REFRESHSPEED ";rs", "0", OPTION_BOOLEAN, "automatically adjusts the speed of gameplay to keep the refresh rate lower than the screen" },
{ OPTION_KEEPASPECT ";ka", "1", OPTION_BOOLEAN, "constrain to the proper aspect ratio" },
{ OPTION_UNEVENSTRETCH ";ues", "1", OPTION_BOOLEAN, "allow non-integer stretch factors" },
{ OPTION_UNEVENSTRETCHX ";uesx", "0", OPTION_BOOLEAN, "allow non-integer stretch factors only on horizontal axis"},
{ OPTION_UNEVENSTRETCHY ";uesy", "0", OPTION_BOOLEAN, "allow non-integer stretch factors only on vertical axis"},
{ OPTION_AUTOSTRETCHXY ";asxy", "0", OPTION_BOOLEAN, "automatically apply -unevenstretchx/y based on source native orientation"},
{ OPTION_INTOVERSCAN ";ios", "0", OPTION_BOOLEAN, "allow overscan on integer scaled targets"},
{ OPTION_INTSCALEX ";sx", "0", OPTION_INTEGER, "set horizontal integer scale factor."},
{ OPTION_INTSCALEY ";sy", "0", OPTION_INTEGER, "set vertical integer scale."},
{ OPTION_ROTATE, "1", OPTION_BOOLEAN, "rotate the game screen according to the game's orientation needs it" },
{ OPTION_ROR, "0", OPTION_BOOLEAN, "rotate screen clockwise 90 degrees" },
{ OPTION_ROL, "0", OPTION_BOOLEAN, "rotate screen counterclockwise 90 degrees" },
{ OPTION_AUTOROR, "0", OPTION_BOOLEAN, "automatically rotate screen clockwise 90 degrees if vertical" },
{ OPTION_AUTOROL, "0", OPTION_BOOLEAN, "automatically rotate screen counterclockwise 90 degrees if vertical" },
{ OPTION_FLIPX, "0", OPTION_BOOLEAN, "flip screen left-right" },
{ OPTION_FLIPY, "0", OPTION_BOOLEAN, "flip screen upside-down" },
{ OPTION_ARTWORK_CROP ";artcrop", "0", OPTION_BOOLEAN, "crop artwork to game screen size" },
{ OPTION_USE_BACKDROPS ";backdrop", "1", OPTION_BOOLEAN, "enable backdrops if artwork is enabled and available" },
{ OPTION_USE_OVERLAYS ";overlay", "1", OPTION_BOOLEAN, "enable overlays if artwork is enabled and available" },
{ OPTION_USE_BEZELS ";bezel", "1", OPTION_BOOLEAN, "enable bezels if artwork is enabled and available" },
{ OPTION_USE_CPANELS ";cpanel", "1", OPTION_BOOLEAN, "enable cpanels if artwork is enabled and available" },
{ OPTION_USE_MARQUEES ";marquee", "1", OPTION_BOOLEAN, "enable marquees if artwork is enabled and available" },
{ OPTION_BRIGHTNESS "(0.1-2.0)", "1.0", OPTION_FLOAT, "default game screen brightness correction" },
{ OPTION_CONTRAST "(0.1-2.0)", "1.0", OPTION_FLOAT, "default game screen contrast correction" },
{ OPTION_GAMMA "(0.1-3.0)", "1.0", OPTION_FLOAT, "default game screen gamma correction" },
{ OPTION_PAUSE_BRIGHTNESS "(0.0-1.0)", "0.65", OPTION_FLOAT, "amount to scale the screen brightness when paused" },
{ OPTION_EFFECT, "none", OPTION_STRING, "name of a PNG file to use for visual effects, or 'none'" },
{ OPTION_BEAM_WIDTH_MIN, "1.0", OPTION_FLOAT, "set vector beam width minimum" },
{ OPTION_BEAM_WIDTH_MAX, "1.0", OPTION_FLOAT, "set vector beam width maximum" },
{ OPTION_BEAM_INTENSITY_WEIGHT, "0", OPTION_FLOAT, "set vector beam intensity weight " },
{ OPTION_FLICKER, "0", OPTION_FLOAT, "set vector flicker effect" },
{ OPTION_SAMPLERATE ";sr(1000-1000000)", "48000", OPTION_INTEGER, "set sound output sample rate" },
{ OPTION_SAMPLES, "1", OPTION_BOOLEAN, "enable the use of external samples if available" },
{ OPTION_VOLUME ";vol", "0", OPTION_INTEGER, "sound volume in decibels (-32 min, 0 max)" },
{ OPTION_COIN_LOCKOUT ";coinlock", "1", OPTION_BOOLEAN, "enable coin lockouts to actually lock out coins" },
{ OPTION_CTRLR, "", OPTION_STRING, "preconfigure for specified controller" },
{ OPTION_MOUSE, "0", OPTION_BOOLEAN, "enable mouse input" },
{ OPTION_JOYSTICK ";joy", "1", OPTION_BOOLEAN, "enable joystick input" },
{ OPTION_LIGHTGUN ";gun", "0", OPTION_BOOLEAN, "enable lightgun input" },
{ OPTION_MULTIKEYBOARD ";multikey", "0", OPTION_BOOLEAN, "enable separate input from each keyboard device (if present)" },
{ OPTION_MULTIMOUSE, "0", OPTION_BOOLEAN, "enable separate input from each mouse device (if present)" },
{ OPTION_STEADYKEY ";steady", "0", OPTION_BOOLEAN, "enable steadykey support" },
{ OPTION_UI_ACTIVE, "0", OPTION_BOOLEAN, "enable user interface on top of emulated keyboard (if present)" },
{ OPTION_OFFSCREEN_RELOAD ";reload", "0", OPTION_BOOLEAN, "convert lightgun button 2 into offscreen reload" },
{ OPTION_JOYSTICK_MAP ";joymap", "auto", OPTION_STRING, "explicit joystick map, or auto to auto-select" },
{ OPTION_JOYSTICK_DEADZONE ";joy_deadzone;jdz(0.00-1)", "0.3", OPTION_FLOAT, "center deadzone range for joystick where change is ignored (0.0 center, 1.0 end)" },
{ OPTION_JOYSTICK_SATURATION ";joy_saturation;jsat(0.00-1)", "0.85", OPTION_FLOAT, "end of axis saturation range for joystick where change is ignored (0.0 center, 1.0 end)" },
{ OPTION_NATURAL_KEYBOARD ";nat", "0", OPTION_BOOLEAN, "specifies whether to use a natural keyboard or not" },
{ OPTION_JOYSTICK_CONTRADICTORY ";joy_contradictory","0", OPTION_BOOLEAN, "enable contradictory direction digital joystick input at the same time" },
{ OPTION_COIN_IMPULSE, "0", OPTION_INTEGER, "set coin impulse time (n<0 disable impulse, n==0 obey driver, 0<n set time n)" },
{ OPTION_PADDLE_DEVICE ";paddle", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a paddle control is present" },
{ OPTION_ADSTICK_DEVICE ";adstick", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if an analog joystick control is present" },
{ OPTION_PEDAL_DEVICE ";pedal", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a pedal control is present" },
{ OPTION_DIAL_DEVICE ";dial", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a dial control is present" },
{ OPTION_TRACKBALL_DEVICE ";trackball", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a trackball control is present" },
{ OPTION_LIGHTGUN_DEVICE, "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a lightgun control is present" },
{ OPTION_POSITIONAL_DEVICE, "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a positional control is present" },
{ OPTION_MOUSE_DEVICE, "mouse", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a mouse control is present" },
{ OPTION_VERBOSE ";v", "0", OPTION_BOOLEAN, "display additional diagnostic information" },
{ OPTION_LOG, "0", OPTION_BOOLEAN, "generate an error.log file" },
{ OPTION_OSLOG, "0", OPTION_BOOLEAN, "output error.log data to the system debugger" },
{ OPTION_DEBUG ";d", "0", OPTION_BOOLEAN, "enable/disable debugger" },
{ OPTION_UPDATEINPAUSE, "0", OPTION_BOOLEAN, "keep calling video updates while in pause" },
{ OPTION_DEBUGSCRIPT, "", OPTION_STRING, "script for debugger" },
{ OPTION_COMM_LOCAL_HOST, "0.0.0.0", OPTION_STRING, "local address to bind to" },
{ OPTION_COMM_LOCAL_PORT, "15112", OPTION_STRING, "local port to bind to" },
{ OPTION_COMM_REMOTE_HOST, "127.0.0.1", OPTION_STRING, "remote address to connect to" },
{ OPTION_COMM_REMOTE_PORT, "15112", OPTION_STRING, "remote port to connect to" },
{ OPTION_DRC, "1", OPTION_BOOLEAN, "enable DRC cpu core if available" },
{ OPTION_DRC_USE_C, "0", OPTION_BOOLEAN, "force DRC use C backend" },
{ OPTION_DRC_LOG_UML, "0", OPTION_BOOLEAN, "write DRC UML disassembly log" },
{ OPTION_DRC_LOG_NATIVE, "0", OPTION_BOOLEAN, "write DRC native disassembly log" },
{ OPTION_BIOS, "", OPTION_STRING, "select the system BIOS to use" },
{ OPTION_CHEAT ";c", "0", OPTION_BOOLEAN, "enable cheat subsystem" },
{ OPTION_SKIP_GAMEINFO, "0", OPTION_BOOLEAN, "skip displaying the information screen at startup" },
{ OPTION_UI_FONT, "default", OPTION_STRING, "specify a font to use" },
{ OPTION_UI, "cabinet", OPTION_STRING, "type of UI (simple|cabinet)" },
{ OPTION_RAMSIZE ";ram", "", OPTION_STRING, "size of RAM (if supported by driver)" },
{ OPTION_CONFIRM_QUIT, "0", OPTION_BOOLEAN, "display confirm quit screen on exit" },
{ OPTION_UI_MOUSE, "1", OPTION_BOOLEAN, "display ui mouse cursor" },
{ OPTION_AUTOBOOT_COMMAND ";ab", "", OPTION_STRING, "command to execute after machine boot" },
{ OPTION_AUTOBOOT_DELAY, "0", OPTION_INTEGER, "timer delay in sec to trigger command execution on autoboot" },
{ OPTION_AUTOBOOT_SCRIPT ";script", "", OPTION_STRING, "lua script to execute after machine boot" },
{ OPTION_CONSOLE, "0", OPTION_BOOLEAN, "enable emulator LUA console" },
{ OPTION_PLUGINS, "1", OPTION_BOOLEAN, "enable LUA plugin support" },
{ OPTION_PLUGIN, "", OPTION_STRING, "list of plugins to enable" },
{ OPTION_NO_PLUGIN, "", OPTION_STRING, "list of plugins to disable" },
{ OPTION_LANGUAGE ";lang", "English", OPTION_STRING, "display language" },
{ OPTION_HTTP, "0", OPTION_BOOLEAN, "HTTP server enable" },
{ OPTION_HTTP_PORT, "8080", OPTION_INTEGER, "HTTP server port" },
{ OPTION_HTTP_ROOT, "web", OPTION_STRING, "HTTP server document root" },
{ OSDOPTION_UIMODEKEY, "SCRLOCK", OPTION_STRING, "Key to toggle keyboard mode" },
{ OSD_FONT_PROVIDER, "auto", OPTION_STRING, "provider for ui font: " },
{ OSD_OUTPUT_PROVIDER, "auto", OPTION_STRING, "provider for output: " },
{ OSD_KEYBOARDINPUT_PROVIDER, "auto", OPTION_STRING, "provider for keyboard input: " },
{ OSD_MOUSEINPUT_PROVIDER, "auto", OPTION_STRING, "provider for mouse input: " },
{ OSD_LIGHTGUNINPUT_PROVIDER, "auto", OPTION_STRING, "provider for lightgun input: " },
{ OSD_JOYSTICKINPUT_PROVIDER, "auto", OPTION_STRING, "provider for joystick input: " },
{ OSDCOMMAND_LIST_MIDI_DEVICES ";mlist", "0", OPTION_COMMAND, "list available MIDI I/O devices" },
{ OSDCOMMAND_LIST_NETWORK_ADAPTERS ";nlist", "0", OPTION_COMMAND, "list available network adapters" },
{ OSDOPTION_DEBUGGER, "auto", OPTION_STRING, "debugger used: " },
{ OSDOPTION_DEBUGGER_FONT ";dfont", "auto", OPTION_STRING, "specifies the font to use for debugging" },
{ OSDOPTION_DEBUGGER_FONT_SIZE ";dfontsize", "0", OPTION_FLOAT, "specifies the font size to use for debugging" },
{ OSDOPTION_WATCHDOG ";wdog", "0", OPTION_INTEGER, "force the program to terminate if no updates within specified number of seconds" },
{ OSDOPTION_NUMPROCESSORS ";np", "auto", OPTION_STRING, "number of processors; this overrides the number the system reports" },
{ OSDOPTION_BENCH, "0", OPTION_INTEGER, "benchmark for the given number of emulated seconds; implies -video none -sound none -nothrottle" },
{ OSDOPTION_VIDEO, "auto", OPTION_STRING, "video output method: " },
{ OSDOPTION_NUMSCREENS "(1-4)", "1", OPTION_INTEGER, "number of screens to create; usually, you want just one" },
{ OSDOPTION_WINDOW ";w", "0", OPTION_BOOLEAN, "enable window mode; otherwise, full screen mode is assumed" },
{ OSDOPTION_MAXIMIZE ";max", "1", OPTION_BOOLEAN, "default to maximized windows; otherwise, windows will be minimized" },
{ OSDOPTION_WAITVSYNC ";vs", "0", OPTION_BOOLEAN, "enable waiting for the start of VBLANK before flipping screens; reduces tearing effects" },
{ OSDOPTION_SYNCREFRESH ";srf", "0", OPTION_BOOLEAN, "enable using the start of VBLANK for throttling instead of the game time" },
{ OSD_MONITOR_PROVIDER, "auto", OPTION_STRING, "monitor discovery method" },
{ OSDOPTION_SCREEN, "auto", OPTION_STRING, "explicit name of the first screen; 'auto' here will try to make a best guess" },
{ OSDOPTION_ASPECT ";screen_aspect", "auto", OPTION_STRING, "aspect ratio for all screens; 'auto' here will try to make a best guess" },
{ OSDOPTION_RESOLUTION ";r", "auto", OPTION_STRING, "preferred resolution for all screens; format is <width>x<height>[@<refreshrate>] or 'auto'" },
{ OSDOPTION_VIEW, "auto", OPTION_STRING, "preferred view for all screens" },
{ OSDOPTION_SCREEN "0", "auto", OPTION_STRING, "explicit name of the first screen; 'auto' here will try to make a best guess" },
{ OSDOPTION_ASPECT "0", "auto", OPTION_STRING, "aspect ratio of the first screen; 'auto' here will try to make a best guess" },
{ OSDOPTION_RESOLUTION "0;r0", "auto", OPTION_STRING, "preferred resolution of the first screen; format is <width>x<height>[@<refreshrate>] or 'auto'" },
{ OSDOPTION_VIEW "0", "auto", OPTION_STRING, "preferred view for the first screen" },
{ OSDOPTION_SCREEN "1", "auto", OPTION_STRING, "explicit name of the second screen; 'auto' here will try to make a best guess" },
{ OSDOPTION_ASPECT "1", "auto", OPTION_STRING, "aspect ratio of the second screen; 'auto' here will try to make a best guess" },
{ OSDOPTION_RESOLUTION "1;r1", "auto", OPTION_STRING, "preferred resolution of the second screen; format is <width>x<height>[@<refreshrate>] or 'auto'" },
{ OSDOPTION_VIEW "1", "auto", OPTION_STRING, "preferred view for the second screen" },
{ OSDOPTION_SCREEN "2", "auto", OPTION_STRING, "explicit name of the third screen; 'auto' here will try to make a best guess" },
{ OSDOPTION_ASPECT "2", "auto", OPTION_STRING, "aspect ratio of the third screen; 'auto' here will try to make a best guess" },
{ OSDOPTION_RESOLUTION "2;r2", "auto", OPTION_STRING, "preferred resolution of the third screen; format is <width>x<height>[@<refreshrate>] or 'auto'" },
{ OSDOPTION_VIEW "2", "auto", OPTION_STRING, "preferred view for the third screen" },
{ OSDOPTION_SCREEN "3", "auto", OPTION_STRING, "explicit name of the fourth screen; 'auto' here will try to make a best guess" },
{ OSDOPTION_ASPECT "3", "auto", OPTION_STRING, "aspect ratio of the fourth screen; 'auto' here will try to make a best guess" },
{ OSDOPTION_RESOLUTION "3;r3", "auto", OPTION_STRING, "preferred resolution of the fourth screen; format is <width>x<height>[@<refreshrate>] or 'auto'" },
{ OSDOPTION_VIEW "3", "auto", OPTION_STRING, "preferred view for the fourth screen" },
{ OSDOPTION_SWITCHRES, "0", OPTION_BOOLEAN, "enable resolution switching" },
{ OSDOPTION_FILTER ";glfilter;flt", "1", OPTION_BOOLEAN, "enable bilinear filtering on screen output" },
{ OSDOPTION_PRESCALE, "1", OPTION_INTEGER, "scale screen rendering by this amount in software" },
{ OSDOPTION_GL_FORCEPOW2TEXTURE, "0", OPTION_BOOLEAN, "force power of two textures (default no)" },
{ OSDOPTION_GL_NOTEXTURERECT, "0", OPTION_BOOLEAN, "don't use OpenGL GL_ARB_texture_rectangle (default on)" },
{ OSDOPTION_GL_VBO, "1", OPTION_BOOLEAN, "enable OpenGL VBO, if available (default on)" },
{ OSDOPTION_GL_PBO, "1", OPTION_BOOLEAN, "enable OpenGL PBO, if available (default on)" },
{ OSDOPTION_GL_GLSL, "0", OPTION_BOOLEAN, "enable OpenGL GLSL, if available (default off)" },
{ OSDOPTION_GLSL_FILTER, "1", OPTION_STRING, "enable OpenGL GLSL filtering instead of FF filtering 0-plain, 1-bilinear (default)" },
{ OSDOPTION_SHADER_MAME "0", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 0" },
{ OSDOPTION_SHADER_MAME "1", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 1" },
{ OSDOPTION_SHADER_MAME "2", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 2" },
{ OSDOPTION_SHADER_MAME "3", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 3" },
{ OSDOPTION_SHADER_MAME "4", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 4" },
{ OSDOPTION_SHADER_MAME "5", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 5" },
{ OSDOPTION_SHADER_MAME "6", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 6" },
{ OSDOPTION_SHADER_MAME "7", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 7" },
{ OSDOPTION_SHADER_MAME "8", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 8" },
{ OSDOPTION_SHADER_MAME "9", "none", OPTION_STRING, "custom OpenGL GLSL shader set mame bitmap 9" },
{ OSDOPTION_SHADER_SCREEN "0", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 0" },
{ OSDOPTION_SHADER_SCREEN "1", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 1" },
{ OSDOPTION_SHADER_SCREEN "2", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 2" },
{ OSDOPTION_SHADER_SCREEN "3", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 3" },
{ OSDOPTION_SHADER_SCREEN "4", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 4" },
{ OSDOPTION_SHADER_SCREEN "5", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 5" },
{ OSDOPTION_SHADER_SCREEN "6", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 6" },
{ OSDOPTION_SHADER_SCREEN "7", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 7" },
{ OSDOPTION_SHADER_SCREEN "8", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 8" },
{ OSDOPTION_SHADER_SCREEN "9", "none", OPTION_STRING, "custom OpenGL GLSL shader screen bitmap 9" },
{ OSDOPTION_SOUND, "auto", OPTION_STRING, "sound output method: " },
{ OSDOPTION_AUDIO_LATENCY "(1-5)", "2", OPTION_INTEGER, "set audio latency (increase to reduce glitches, decrease for responsiveness)" },
{ OSDOPTION_PA_API, "none", OPTION_STRING, "PortAudio API" },
{ OSDOPTION_PA_DEVICE, "none", OPTION_STRING, "PortAudio device" },
{ OSDOPTION_PA_LATENCY "(0-0.25)", "0", OPTION_FLOAT, "suggested latency in seconds, 0 for default" },
{ OSDOPTION_BGFX_PATH, "bgfx", OPTION_STRING, "path to BGFX-related files" },
{ OSDOPTION_BGFX_BACKEND, "auto", OPTION_STRING, "BGFX backend to use (d3d9, d3d11, metal, opengl, gles)" },
{ OSDOPTION_BGFX_DEBUG, "0", OPTION_BOOLEAN, "enable BGFX debugging statistics" },
{ OSDOPTION_BGFX_SCREEN_CHAINS, "default", OPTION_STRING, "comma-delimited list of screen chain JSON names, colon-delimited per-window" },
{ OSDOPTION_BGFX_SHADOW_MASK, "slot-mask.png", OPTION_STRING, "shadow mask texture name" },
{ OSDOPTION_BGFX_AVI_NAME, "auto", OPTION_STRING, "filename for BGFX output logging" },
{ WINOPTION_PRIORITY "(-15-1)", "0", OPTION_INTEGER, "thread priority for the main game thread; range from -15 to 1" },
{ WINOPTION_PROFILE, "0", OPTION_INTEGER, "enables profiling, specifying the stack depth to track" },
{ WINOPTION_MENU, "0", OPTION_BOOLEAN, "enables menu bar if available by UI implementation" },
{ WINOPTION_HLSLPATH, "hlsl", OPTION_STRING, "path to hlsl files" },
{ WINOPTION_HLSL_ENABLE";hlsl", "0", OPTION_BOOLEAN, "enables HLSL post-processing (PS3.0 required)" },
{ WINOPTION_HLSL_OVERSAMPLING, "0", OPTION_BOOLEAN, "enables HLSL oversampling" },
{ WINOPTION_HLSL_WRITE, "auto", OPTION_STRING, "enables HLSL AVI writing (huge disk bandwidth suggested)" },
{ WINOPTION_HLSL_SNAP_WIDTH, "2048", OPTION_STRING, "HLSL upscaled-snapshot width" },
{ WINOPTION_HLSL_SNAP_HEIGHT, "1536", OPTION_STRING, "HLSL upscaled-snapshot height" },
{ WINOPTION_SHADOW_MASK_TILE_MODE, "0", OPTION_INTEGER, "shadow mask tile mode (0 for screen based, 1 for source based)" },
{ WINOPTION_SHADOW_MASK_ALPHA";fs_shadwa(0.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask alpha-blend value (1.0 is fully blended, 0.0 is no mask)" },
{ WINOPTION_SHADOW_MASK_TEXTURE";fs_shadwt(0.0-1.0)", "shadow-mask.png", OPTION_STRING, "shadow mask texture name" },
{ WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "6", OPTION_INTEGER, "shadow mask tile width, in screen dimensions" },
{ WINOPTION_SHADOW_MASK_COUNT_Y";fs_shadwh", "4", OPTION_INTEGER, "shadow mask tile height, in screen dimensions" },
{ WINOPTION_SHADOW_MASK_USIZE";fs_shadwu(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture width, in U/V dimensions" },
{ WINOPTION_SHADOW_MASK_VSIZE";fs_shadwv(0.0-1.0)", "0.25", OPTION_FLOAT, "shadow mask texture height, in U/V dimensions" },
{ WINOPTION_SHADOW_MASK_UOFFSET";fs_shadwou(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset, in U direction" },
{ WINOPTION_SHADOW_MASK_VOFFSET";fs_shadwov(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset, in V direction" },
{ WINOPTION_DISTORTION";fs_dist(-1.0-1.0)", "0.0", OPTION_FLOAT, "screen distortion amount" },
{ WINOPTION_CUBIC_DISTORTION";fs_cubedist(-1.0-1.0)", "0.0", OPTION_FLOAT, "screen cubic distortion amount" },
{ WINOPTION_DISTORT_CORNER";fs_distc(0.0-1.0)", "0.0", OPTION_FLOAT, "screen distort corner amount" },
{ WINOPTION_ROUND_CORNER";fs_rndc(0.0-1.0)", "0.0", OPTION_FLOAT, "screen round corner amount" },
{ WINOPTION_SMOOTH_BORDER";fs_smob(0.0-1.0)", "0.0", OPTION_FLOAT, "screen smooth border amount" },
{ WINOPTION_REFLECTION";fs_ref(0.0-1.0)", "0.0", OPTION_FLOAT, "screen reflection amount" },
{ WINOPTION_VIGNETTING";fs_vig(0.0-1.0)", "0.0", OPTION_FLOAT, "image vignetting amount" },
{ WINOPTION_SCANLINE_AMOUNT";fs_scanam(0.0-4.0)", "0.0", OPTION_FLOAT, "overall alpha scaling value for scanlines" },
{ WINOPTION_SCANLINE_SCALE";fs_scansc(0.0-4.0)", "1.0", OPTION_FLOAT, "overall height scaling value for scanlines" },
{ WINOPTION_SCANLINE_HEIGHT";fs_scanh(0.0-4.0)", "1.0", OPTION_FLOAT, "individual height scaling value for scanlines" },
{ WINOPTION_SCANLINE_VARIATION";fs_scanv(0.0-4.0)", "1.0", OPTION_FLOAT, "individual height varying value for scanlines" },
{ WINOPTION_SCANLINE_BRIGHT_SCALE";fs_scanbs(0.0-2.0)", "1.0", OPTION_FLOAT, "overall brightness scaling value for scanlines (multiplicative)" },
{ WINOPTION_SCANLINE_BRIGHT_OFFSET";fs_scanbo(0.0-1.0)", "0.0", OPTION_FLOAT, "overall brightness offset value for scanlines (additive)" },
{ WINOPTION_SCANLINE_JITTER";fs_scanjt(0.0-4.0)", "0.0", OPTION_FLOAT, "overall interlace jitter scaling value for scanlines" },
{ WINOPTION_HUM_BAR_ALPHA";fs_humba(0.0-1.0)", "0.0", OPTION_FLOAT, "overall alpha scaling value for hum bar" },
{ WINOPTION_DEFOCUS";fs_focus", "0.0,0.0", OPTION_STRING, "overall defocus value in screen-relative coords" },
{ WINOPTION_CONVERGE_X";fs_convx", "0.0,0.0,0.0", OPTION_STRING, "convergence in screen-relative X direction" },
{ WINOPTION_CONVERGE_Y";fs_convy", "0.0,0.0,0.0", OPTION_STRING, "convergence in screen-relative Y direction" },
{ WINOPTION_RADIAL_CONVERGE_X";fs_rconvx", "0.0,0.0,0.0", OPTION_STRING, "radial convergence in screen-relative X direction" },
{ WINOPTION_RADIAL_CONVERGE_Y";fs_rconvy", "0.0,0.0,0.0", OPTION_STRING, "radial convergence in screen-relative Y direction" },
{ WINOPTION_RED_RATIO";fs_redratio", "1.0,0.0,0.0", OPTION_STRING, "red output signal generated by input signal" },
{ WINOPTION_GRN_RATIO";fs_grnratio", "0.0,1.0,0.0", OPTION_STRING, "green output signal generated by input signal" },
{ WINOPTION_BLU_RATIO";fs_bluratio", "0.0,0.0,1.0", OPTION_STRING, "blue output signal generated by input signal" },
{ WINOPTION_SATURATION";fs_sat(0.0-4.0)", "1.0", OPTION_FLOAT, "saturation scaling value" },
{ WINOPTION_OFFSET";fs_offset", "0.0,0.0,0.0", OPTION_STRING, "signal offset value (additive)" },
{ WINOPTION_SCALE";fs_scale", "1.0,1.0,1.0", OPTION_STRING, "signal scaling value (multiplicative)" },
{ WINOPTION_POWER";fs_power", "1.0,1.0,1.0", OPTION_STRING, "signal power value (exponential)" },
{ WINOPTION_FLOOR";fs_floor", "0.0,0.0,0.0", OPTION_STRING, "signal floor level" },
{ WINOPTION_PHOSPHOR";fs_phosphor", "0.0,0.0,0.0", OPTION_STRING, "phosphorescence decay rate (0.0 is instant, 1.0 is forever)" },
{ WINOPTION_YIQ_ENABLE";yiq", "0", OPTION_BOOLEAN, "enables YIQ-space HLSL post-processing" },
{ WINOPTION_YIQ_JITTER";yiqj", "0.0", OPTION_FLOAT, "Jitter for the NTSC signal processing" },
{ WINOPTION_YIQ_CCVALUE";yiqcc", "3.57954545", OPTION_FLOAT, "Color Carrier frequency for NTSC signal processing" },
{ WINOPTION_YIQ_AVALUE";yiqa", "0.5", OPTION_FLOAT, "A value for NTSC signal processing" },
{ WINOPTION_YIQ_BVALUE";yiqb", "0.5", OPTION_FLOAT, "B value for NTSC signal processing" },
{ WINOPTION_YIQ_OVALUE";yiqo", "0.0", OPTION_FLOAT, "Outgoing Color Carrier phase offset for NTSC signal processing" },
{ WINOPTION_YIQ_PVALUE";yiqp", "1.0", OPTION_FLOAT, "Incoming Pixel Clock scaling value for NTSC signal processing" },
{ WINOPTION_YIQ_NVALUE";yiqn", "1.0", OPTION_FLOAT, "Y filter notch width for NTSC signal processing" },
{ WINOPTION_YIQ_YVALUE";yiqy", "6.0", OPTION_FLOAT, "Y filter cutoff frequency for NTSC signal processing" },
{ WINOPTION_YIQ_IVALUE";yiqi", "1.2", OPTION_FLOAT, "I filter cutoff frequency for NTSC signal processing" },
{ WINOPTION_YIQ_QVALUE";yiqq", "0.6", OPTION_FLOAT, "Q filter cutoff frequency for NTSC signal processing" },
{ WINOPTION_YIQ_SCAN_TIME";yiqsc", "52.6", OPTION_FLOAT, "Horizontal scanline duration for NTSC signal processing (in usec)" },
{ WINOPTION_YIQ_PHASE_COUNT";yiqpc", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" },
{ WINOPTION_VECTOR_BEAM_SMOOTH";vecsmooth", "0.0", OPTION_FLOAT, "The vector beam smoothness" },
{ WINOPTION_VECTOR_LENGTH_SCALE";vecscale", "0.5", OPTION_FLOAT, "The maximum vector attenuation" },
{ WINOPTION_VECTOR_LENGTH_RATIO";vecratio", "0.5", OPTION_FLOAT, "The minimum vector length (vector length to screen size ratio) that is affected by the attenuation" },
{ WINOPTION_BLOOM_BLEND_MODE, "0", OPTION_INTEGER, "bloom blend mode (0 for brighten, 1 for darken)" },
{ WINOPTION_BLOOM_SCALE, "0.0", OPTION_FLOAT, "Intensity factor for bloom" },
{ WINOPTION_BLOOM_OVERDRIVE, "1.0,1.0,1.0", OPTION_STRING, "Overdrive factor for bloom" },
{ WINOPTION_BLOOM_LEVEL0_WEIGHT, "1.0", OPTION_FLOAT, "Bloom level 0 weight (full-size target)" },
{ WINOPTION_BLOOM_LEVEL1_WEIGHT, "0.64", OPTION_FLOAT, "Bloom level 1 weight (1/4 smaller that level 0 target)" },
{ WINOPTION_BLOOM_LEVEL2_WEIGHT, "0.32", OPTION_FLOAT, "Bloom level 2 weight (1/4 smaller that level 1 target)" },
{ WINOPTION_BLOOM_LEVEL3_WEIGHT, "0.16", OPTION_FLOAT, "Bloom level 3 weight (1/4 smaller that level 2 target)" },
{ WINOPTION_BLOOM_LEVEL4_WEIGHT, "0.08", OPTION_FLOAT, "Bloom level 4 weight (1/4 smaller that level 3 target)" },
{ WINOPTION_BLOOM_LEVEL5_WEIGHT, "0.06", OPTION_FLOAT, "Bloom level 5 weight (1/4 smaller that level 4 target)" },
{ WINOPTION_BLOOM_LEVEL6_WEIGHT, "0.04", OPTION_FLOAT, "Bloom level 6 weight (1/4 smaller that level 5 target)" },
{ WINOPTION_BLOOM_LEVEL7_WEIGHT, "0.02", OPTION_FLOAT, "Bloom level 7 weight (1/4 smaller that level 6 target)" },
{ WINOPTION_BLOOM_LEVEL8_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 8 weight (1/4 smaller that level 7 target)" },
{ WINOPTION_TRIPLEBUFFER ";tb", "0", OPTION_BOOLEAN, "enables triple buffering" },
{ WINOPTION_FULLSCREENBRIGHTNESS ";fsb(0.1-2.0)", "1.0", OPTION_FLOAT, "brightness value in full screen mode" },
{ WINOPTION_FULLSCREENCONTRAST ";fsc(0.1-2.0)", "1.0", OPTION_FLOAT, "contrast value in full screen mode" },
{ WINOPTION_FULLSCREENGAMMA ";fsg(0.1-3.0)", "1.0", OPTION_FLOAT, "gamma value in full screen mode" },
{ WINOPTION_GLOBAL_INPUTS, "0", OPTION_BOOLEAN, "enables global inputs" },
{ WINOPTION_DUAL_LIGHTGUN ";dual", "0", OPTION_BOOLEAN, "enables dual lightgun input" },
{ "$end" }
};
class winui_ini_options
{
std::map<std::string, std::string> m_list;
const char *m_filename;
void create_index(std::ifstream &fp)
{
if (!fp.good())
return;
bool is_ready = false;
std::string file_line;
std::getline(fp, file_line);
while (fp.good())
{
if (is_ready)
{
char s[file_line.length()+1];
strcpy(s, file_line.c_str());
const char* name = strtok(s, "\t"); // get adjustment name
char* data = strtok(NULL, "\t"); // get next part (there's no next tab, so just return whatever is left)
if (name)
m_list[name] = data ? data : "";
}
else
{
if (file_line == "$start")
is_ready = true;
}
std::getline(fp, file_line);
}
fp.close();
return;
}
public:
// construction/destruction
winui_ini_options()
{
// set up default values
for (int i = 0; option_entries[i].name != "$end"; i++)
m_list[option_entries[i].name] = option_entries[i].value;
//printf("*** START DUMP OF DEFAULT ***\n");
//for (auto const &it : m_list)
// printf("%s = %s\n", it.first.c_str(), it.second.c_str());
//printf("*** END DUMP OF DEFAULT ***\n");
}
void load_file(const char *filename)
{
if (!m_filename)
m_filename = filename;
std::ifstream infile (filename);
create_index(infile);
}
void save_file(const char *filename)
{
if (!filename)
return;
std::string inistring = std::string("\n -- message for the user --.\n\n$start\n");
for (auto const &it : m_list)
inistring.append(it.first).append("\t").append(it.second).append("\n");
std::ofstream outfile (filename, std::ios::out | std::ios::trunc);
size_t size = inistring.size();
char t1[size+1];
strcpy(t1, inistring.c_str());
outfile.write(t1, size);
outfile.close();
return;
}
void reset_and_save(const char *filename)
{
// set up default values
for (int i = 0; option_entries[i].name != "$end"; i++)
m_list[option_entries[i].name] = option_entries[i].value;
save_file(filename);
}
void setter(const char* name, std::string value)
{
m_list[name] = value;
save_file(m_filename);
}
// cannot be "setter" otherwise most strings use it, causing "1" to be saved.
//void bool_setter(const char* name, bool value)
//{
// m_list[name] = value ? "1" : "0";
// save_file(m_filename);
//}
void setter(const char* name, int value)
{
m_list[name] = std::to_string(value);
save_file(m_filename);
}
std::string getter(const char* name)
{
if (m_list.count(name))
return m_list.find(name)->second;
else
return "";
}
int int_value(const char* name)
{
return std::stoi(getter(name));
}
bool bool_value(const char* name)
{
return int_value(name) ? 1 : 0;
}
};
#endif // INI_OPTS_H
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