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rpcs3/Utilities/Config.h

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#pragma once
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#include "util/types.hpp"
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#include "Utilities/StrUtil.h"
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#include "util/logs.hpp"
#include "util/atomic.hpp"
#include "util/shared_ptr.hpp"
#include <utility>
#include <string>
#include <vector>
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#include <set>
#include <map>
namespace cfg
{
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// Format min and max values
std::vector<std::string> make_int_range(s64 min, s64 max);
// Format min and max unsigned values
std::vector<std::string> make_uint_range(u64 min, u64 max);
// Internal hack
bool try_to_enum_value(u64* out, decltype(&fmt_class_string<int>::format) func, const std::string&);
// Internal hack
std::vector<std::string> try_to_enum_list(decltype(&fmt_class_string<int>::format) func);
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// Config tree entry type.
enum class type : unsigned
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{
node = 0, // cfg::node type
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_bool, // cfg::_bool type
_enum, // cfg::_enum type
_int, // cfg::_int type
uint, // cfg::uint type
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string, // cfg::string type
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set, // cfg::set_entry type
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map, // cfg::map_entry type
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log,
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};
// Config tree entry abstract base class
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class _base
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{
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const type m_type{};
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protected:
bool m_dynamic = true;
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const std::string m_name{};
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// Ownerless entry constructor
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_base(type _type);
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// Owned entry constructor
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_base(type _type, class node* owner, const std::string& name, bool dynamic);
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public:
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_base(const _base&) = delete;
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_base& operator=(const _base&) = delete;
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virtual ~_base() = default;
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// Get type
type get_type() const { return m_type; }
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const std::string& get_name() const { return m_name; }
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// Get dynamic property for reloading configs during games
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bool get_is_dynamic() const { return m_dynamic; }
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// Reset defaults
virtual void from_default() = 0;
// Convert to string (optional)
virtual std::string to_string() const
{
return{};
}
// Try to convert from string (optional)
virtual bool from_string(const std::string&, bool /*dynamic*/ = false);
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// Get string list (optional)
virtual std::vector<std::string> to_list() const
{
return{};
}
// Set multiple values. Implementation-specific, optional.
virtual bool from_list(std::vector<std::string>&&);
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};
// Config tree node which contains another nodes
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class node : public _base
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{
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std::vector<_base*> m_nodes{};
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friend class _base;
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public:
// Root node constructor
node()
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: _base(type::node)
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{
}
// Registered node constructor
node(node* owner, const std::string& name, bool dynamic = true)
: _base(type::node, owner, name, dynamic)
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{
}
// Get child nodes
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const auto& get_nodes() const
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{
return m_nodes;
}
// Serialize node
std::string to_string() const override;
// Deserialize node
bool from_string(const std::string& value, bool dynamic = false) override;
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// Set default values
void from_default() override;
};
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class _bool final : public _base
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{
atomic_t<bool> m_value;
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public:
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bool def;
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_bool(node* owner, const std::string& name, bool def = false, bool dynamic = false)
: _base(type::_bool, owner, name, dynamic)
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, m_value(def)
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, def(def)
{
}
explicit operator bool() const
{
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return m_value;
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}
bool get() const
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{
return m_value;
}
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void from_default() override;
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std::string to_string() const override
{
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return m_value ? "true" : "false";
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}
bool from_string(const std::string& value, bool /*dynamic*/ = false) override
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{
if (value == "false")
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m_value = false;
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else if (value == "true")
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m_value = true;
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else
return false;
return true;
}
[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
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void set(const bool& value)
{
m_value = value;
}
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};
// Value node with fixed set of possible values, each maps to an enum value of type T.
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template <typename T>
class _enum final : public _base
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{
atomic_t<T> m_value;
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public:
const T def;
_enum(node* owner, const std::string& name, T value = {}, bool dynamic = false)
: _base(type::_enum, owner, name, dynamic)
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, m_value(value)
, def(value)
{
}
operator T() const
{
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return m_value;
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}
T get() const
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{
return m_value;
}
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void set(T value)
{
m_value = value;
}
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void from_default() override
{
m_value = def;
}
std::string to_string() const override
{
std::string result;
fmt_class_string<T>::format(result, fmt_unveil<T>::get(m_value.load()));
return result; // TODO: ???
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}
bool from_string(const std::string& value, bool /*dynamic*/ = false) override
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{
u64 result;
if (try_to_enum_value(&result, &fmt_class_string<T>::format, value))
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{
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// No narrowing check, it's hard to do right there
m_value = static_cast<T>(static_cast<std::underlying_type_t<T>>(result));
return true;
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}
return false;
}
std::vector<std::string> to_list() const override
{
return try_to_enum_list(&fmt_class_string<T>::format);
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}
};
// Signed 32/64-bit integer entry with custom Min/Max range.
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template <s64 Min, s64 Max>
class _int final : public _base
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{
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static_assert(Min < Max, "Invalid cfg::_int range");
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// Prefer 32 bit type if possible
using int_type = std::conditional_t<Min >= s32{smin} && Max <= s32{smax}, s32, s64>;
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atomic_t<int_type> m_value;
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public:
[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
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int_type def;
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// Expose range
static const s64 max = Max;
static const s64 min = Min;
_int(node* owner, const std::string& name, int_type def = std::min<int_type>(Max, std::max<int_type>(Min, 0)), bool dynamic = false)
: _base(type::_int, owner, name, dynamic)
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, m_value(def)
, def(def)
{
}
operator int_type() const
{
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return m_value;
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}
int_type get() const
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{
return m_value;
}
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void from_default() override
{
m_value = def;
}
std::string to_string() const override
{
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return std::to_string(m_value);
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}
bool from_string(const std::string& value, bool /*dynamic*/ = false) override
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{
s64 result;
if (try_to_int64(&result, value, Min, Max))
{
m_value = static_cast<int_type>(result);
return true;
}
return false;
}
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[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
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void set(const s64& value)
{
m_value = static_cast<int_type>(value);
}
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std::vector<std::string> to_list() const override
{
return make_int_range(Min, Max);
}
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};
// Alias for 32 bit int
using int32 = _int<s32{smin}, s32{smax}>;
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// Alias for 64 bit int
using int64 = _int<s64{smin}, s64{smax}>;
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// Unsigned 32/64-bit integer entry with custom Min/Max range.
template <u64 Min, u64 Max>
class uint final : public _base
{
static_assert(Min < Max, "Invalid cfg::uint range");
// Prefer 32 bit type if possible
using int_type = std::conditional_t<Max <= u32{umax}, u32, u64>;
atomic_t<int_type> m_value;
public:
int_type def;
// Expose range
static const u64 max = Max;
static const u64 min = Min;
uint(node* owner, const std::string& name, int_type def = std::max<int_type>(Min, 0), bool dynamic = false)
: _base(type::uint, owner, name, dynamic)
, m_value(def)
, def(def)
{
}
operator int_type() const
{
return m_value;
}
int_type get() const
{
return m_value;
}
void from_default() override
{
m_value = def;
}
std::string to_string() const override
{
return std::to_string(m_value);
}
bool from_string(const std::string& value, bool /*dynamic*/ = false) override
{
u64 result;
if (try_to_uint64(&result, value, Min, Max))
{
m_value = static_cast<int_type>(result);
return true;
}
return false;
}
void set(const u64& value)
{
m_value = static_cast<int_type>(value);
}
std::vector<std::string> to_list() const override
{
return make_uint_range(Min, Max);
}
};
// Alias for 32 bit uint
using uint32 = uint<0, u32{umax}>;
// Alias for 64 bit int
using uint64 = uint<0, u64{umax}>;
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// Simple string entry with mutex
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class string : public _base
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{
atomic_ptr<std::string> m_value;
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public:
[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
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std::string def;
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string(node* owner, std::string name, std::string def = {}, bool dynamic = false)
: _base(type::string, owner, name, dynamic)
, m_value(def)
, def(std::move(def))
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{
}
operator std::string() const
{
return *m_value.load().get();
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}
std::pair<const std::string&, shared_ptr<std::string>> get() const
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{
auto v = m_value.load();
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if (auto s = v.get())
{
return {*s, std::move(v)};
}
else
{
static const std::string _empty;
return {_empty, {}};
}
}
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void from_default() override;
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std::string to_string() const override
{
return *m_value.load().get();
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}
bool from_string(const std::string& value, bool /*dynamic*/ = false) override
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{
m_value = value;
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return true;
}
};
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// Simple set entry (TODO: template for various types)
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class set_entry final : public _base
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{
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std::set<std::string> m_set{};
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public:
// Default value is empty list in current implementation
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set_entry(node* owner, const std::string& name)
: _base(type::set, owner, name, false)
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{
}
const std::set<std::string>& get_set() const
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{
return m_set;
}
void set_set(std::set<std::string>&& set)
{
m_set = std::move(set);
}
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void from_default() override;
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std::vector<std::string> to_list() const override
{
return{ m_set.begin(), m_set.end() };
}
bool from_list(std::vector<std::string>&& list) override
{
m_set = { std::make_move_iterator(list.begin()), std::make_move_iterator(list.end()) };
return true;
}
};
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class map_entry final : public _base
{
std::map<std::string, std::string> m_map{};
public:
map_entry(node* owner, const std::string& name)
: _base(type::map, owner, name, true)
{
}
const std::map<std::string, std::string>& get_map() const
{
return m_map;
}
std::string get_value(const std::string& key);
void set_value(const std::string& key, const std::string& value);
void set_map(std::map<std::string, std::string>&& map);
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void erase(const std::string& key);
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void from_default() override;
};
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class log_entry final : public _base
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{
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std::map<std::string, logs::level> m_map{};
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public:
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log_entry(node* owner, const std::string& name)
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: _base(type::log, owner, name, true)
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{
}
const std::map<std::string, logs::level>& get_map() const
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{
return m_map;
}
void set_map(std::map<std::string, logs::level>&& map);
void from_default() override;
};
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}