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Move DolphinQt2 to DolphinQt
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171
Source/Core/DolphinQt/Settings.h
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171
Source/Core/DolphinQt/Settings.h
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// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <QFont>
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#include <QObject>
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#include <QSettings>
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#include <QVector>
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#include "Core/NetPlayClient.h"
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#include "Core/NetPlayServer.h"
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namespace Core
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{
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enum class State;
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}
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namespace DiscIO
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{
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enum class Language;
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}
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class GameListModel;
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class InputConfig;
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class QFont;
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// UI settings to be stored in the config directory.
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class Settings final : public QObject
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{
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Q_OBJECT
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public:
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Settings(const Settings&) = delete;
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Settings& operator=(const Settings&) = delete;
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Settings(Settings&&) = delete;
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Settings& operator=(Settings&&) = delete;
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static Settings& Instance();
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static QSettings& GetQSettings();
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// UI
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void SetThemeName(const QString& theme_name);
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void SetCurrentUserStyle(const QString& stylesheet_path);
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QString GetCurrentUserStyle() const;
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void SetUserStylesEnabled(bool enabled);
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bool AreUserStylesEnabled() const;
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bool IsLogVisible() const;
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void SetLogVisible(bool visible);
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bool IsLogConfigVisible() const;
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void SetLogConfigVisible(bool visible);
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bool IsControllerStateNeeded() const;
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void SetControllerStateNeeded(bool needed);
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void SetToolBarVisible(bool visible);
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bool IsToolBarVisible() const;
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void SetWidgetsLocked(bool visible);
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bool AreWidgetsLocked() const;
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// GameList
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QStringList GetPaths() const;
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void AddPath(const QString& path);
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void RemovePath(const QString& path);
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bool GetPreferredView() const;
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void SetPreferredView(bool list);
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QString GetDefaultGame() const;
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void SetDefaultGame(QString path);
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void RefreshGameList();
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void ReloadTitleDB();
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bool IsAutoRefreshEnabled() const;
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void SetAutoRefreshEnabled(bool enabled);
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// Emulation
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int GetStateSlot() const;
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void SetStateSlot(int);
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bool IsBatchModeEnabled() const;
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void SetBatchModeEnabled(bool batch);
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// Graphics
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void SetHideCursor(bool hide_cursor);
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bool GetHideCursor() const;
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void SetKeepWindowOnTop(bool top);
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bool IsKeepWindowOnTopEnabled() const;
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// Audio
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int GetVolume() const;
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void SetVolume(int volume);
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void IncreaseVolume(int volume);
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void DecreaseVolume(int volume);
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// NetPlay
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NetPlayClient* GetNetPlayClient();
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void ResetNetPlayClient(NetPlayClient* client = nullptr);
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NetPlayServer* GetNetPlayServer();
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void ResetNetPlayServer(NetPlayServer* server = nullptr);
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// Cheats
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bool GetCheatsEnabled() const;
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void SetCheatsEnabled(bool enabled);
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// Debug
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void SetDebugModeEnabled(bool enabled);
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bool IsDebugModeEnabled() const;
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void SetRegistersVisible(bool enabled);
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bool IsRegistersVisible() const;
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void SetWatchVisible(bool enabled);
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bool IsWatchVisible() const;
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void SetBreakpointsVisible(bool enabled);
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bool IsBreakpointsVisible() const;
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void SetCodeVisible(bool enabled);
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bool IsCodeVisible() const;
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void SetMemoryVisible(bool enabled);
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bool IsMemoryVisible() const;
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void SetJITVisible(bool enabled);
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bool IsJITVisible() const;
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QFont GetDebugFont() const;
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void SetDebugFont(QFont font);
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// Auto-Update
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QString GetAutoUpdateTrack() const;
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void SetAutoUpdateTrack(const QString& mode);
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// Analytics
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bool IsAnalyticsEnabled() const;
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void SetAnalyticsEnabled(bool enabled);
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// Other
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GameListModel* GetGameListModel() const;
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signals:
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void ConfigChanged();
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void EmulationStateChanged(Core::State new_state);
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void ThemeChanged();
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void PathAdded(const QString&);
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void PathRemoved(const QString&);
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void DefaultGameChanged(const QString&);
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void GameListRefreshRequested();
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void TitleDBReloadRequested();
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void AutoRefreshToggled(bool enabled);
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void HideCursorChanged();
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void KeepWindowOnTopChanged(bool top);
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void VolumeChanged(int volume);
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void NANDRefresh();
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void RegistersVisibilityChanged(bool visible);
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void LogVisibilityChanged(bool visible);
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void LogConfigVisibilityChanged(bool visible);
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void ToolBarVisibilityChanged(bool visible);
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void WidgetLockChanged(bool locked);
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void EnableCheatsChanged(bool enabled);
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void WatchVisibilityChanged(bool visible);
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void BreakpointsVisibilityChanged(bool visible);
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void CodeVisibilityChanged(bool visible);
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void MemoryVisibilityChanged(bool visible);
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void JITVisibilityChanged(bool visible);
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void DebugModeToggled(bool enabled);
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void DebugFontChanged(QFont font);
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void AutoUpdateTrackChanged(const QString& mode);
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void AnalyticsToggled(bool enabled);
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private:
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bool m_batch = false;
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bool m_controller_state_needed = false;
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std::unique_ptr<NetPlayClient> m_client;
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std::unique_ptr<NetPlayServer> m_server;
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Settings();
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};
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Q_DECLARE_METATYPE(Core::State);
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