Files
ryujinx-ryubing/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs
Goodfeat 6602693477 feature: add the ability to skip profile select dialog when opening games that use it
the skip behavior is done by passing the user id of the profile you have selected in Options > Manage User Profiles.

See merge request ryubing/ryujinx!9
2025-03-30 22:29:57 -05:00

890 lines
36 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>
/// 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));
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; }
/// <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>>();
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; }
/// <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);
}
}