suyu/src/common/settings_setting.h

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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <map>
#include <optional>
#include <stdexcept>
#include <string>
#include <typeindex>
#include <typeinfo>
#include "common/common_types.h"
#include "common/settings_common.h"
#include "common/settings_enums.h"
namespace Settings {
/** The Setting class is a simple resource manager. It defines a label and default value
* alongside the actual value of the setting for simpler and less-error prone use with frontend
* configurations. Specifying a default value and label is required. A minimum and maximum range
* can be specified for sanitization.
*/
template <typename Type, bool ranged = false>
class Setting : public BasicSetting {
protected:
Setting() = default;
public:
/**
* Sets a default value, label, and setting value.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit Setting(Linkage& linkage, const Type& default_val, const std::string& name,
enum Category category_, u32 specialization = Specialization::Default,
bool save_ = true, bool runtime_modifiable_ = false,
BasicSetting* other_setting = nullptr)
requires(!ranged)
: BasicSetting(linkage, name, category_, save_, runtime_modifiable_, specialization,
other_setting),
value{default_val}, default_value{default_val} {}
virtual ~Setting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit Setting(Linkage& linkage, const Type& default_val, const Type& min_val,
const Type& max_val, const std::string& name, enum Category category_,
u32 specialization = Specialization::Default, bool save_ = true,
bool runtime_modifiable_ = false, BasicSetting* other_setting = nullptr)
requires(ranged)
: BasicSetting(linkage, name, category_, save_, runtime_modifiable_, specialization,
other_setting),
value{default_val}, default_value{default_val}, maximum{max_val}, minimum{min_val} {}
/**
* Returns a reference to the setting's value.
*
* @returns A reference to the setting
*/
[[nodiscard]] virtual const Type& GetValue() const {
return value;
}
/**
* Sets the setting to the given value.
*
* @param val The desired value
*/
virtual void SetValue(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
}
/**
* Returns the value that this setting was created with.
*
* @returns A reference to the default value
*/
[[nodiscard]] const Type& GetDefault() const {
return default_value;
}
[[nodiscard]] constexpr bool IsEnum() const override {
return std::is_enum<Type>::value;
}
protected:
std::string ToString(const Type& value_) const {
if constexpr (std::is_same<Type, std::string>()) {
return value_;
} else if constexpr (std::is_same<Type, std::optional<u32>>()) {
return value_.has_value() ? std::to_string(*value_) : "none";
} else if constexpr (std::is_same<Type, bool>()) {
return value_ ? "true" : "false";
} else if constexpr (std::is_same<Type, AudioEngine>()) {
return CanonicalizeEnum(value_);
} else {
return std::to_string(static_cast<u64>(value_));
}
}
public:
/**
* Converts the value of the setting to a std::string. Respects the global state if the setting
* has one.
*
* @returns The current setting as a std::string
*/
std::string ToString() const override {
return ToString(this->GetValue());
}
/**
* Returns the default value of the setting as a std::string.
*
* @returns The default value as a string.
*/
std::string DefaultToString() const override {
return ToString(default_value);
}
/**
* Assigns a value to the setting.
*
* @param val The desired setting value
*
* @returns A reference to the setting
*/
virtual const Type& operator=(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
return value;
}
/**
* Returns a reference to the setting.
*
* @returns A reference to the setting
*/
explicit virtual operator const Type&() const {
return value;
}
/**
* Converts the given value to the Setting's type of value. Uses SetValue to enter the setting,
* thus respecting its constraints.
*
* @param input The desired value
*/
void LoadString(const std::string& input) override {
if (input.empty()) {
this->SetValue(this->GetDefault());
return;
}
try {
if constexpr (std::is_same<Type, std::string>()) {
this->SetValue(input);
} else if constexpr (std::is_same<Type, std::optional<u32>>()) {
this->SetValue(static_cast<u32>(std::stoul(input)));
} else if constexpr (std::is_same<Type, bool>()) {
this->SetValue(input == "true");
} else if constexpr (std::is_same<Type, AudioEngine>()) {
this->SetValue(ToEnum<Type>(input));
} else {
this->SetValue(static_cast<Type>(std::stoll(input)));
}
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} catch (std::invalid_argument&) {
this->SetValue(this->GetDefault());
}
}
[[nodiscard]] std::string constexpr Canonicalize() const override {
if constexpr (std::is_enum<Type>::value) {
return CanonicalizeEnum(this->GetValue());
} else {
return ToString(this->GetValue());
}
}
/**
* Gives us another way to identify the setting without having to go through a string.
*
* @returns the type_index of the setting's type
*/
virtual std::type_index TypeId() const override {
return std::type_index(typeid(Type));
}
virtual std::string MinVal() const override {
return this->ToString(minimum);
}
virtual std::string MaxVal() const override {
return this->ToString(maximum);
}
constexpr bool Ranged() const override {
return ranged;
}
protected:
Type value{}; ///< The setting
const Type default_value{}; ///< The default value
const Type maximum{}; ///< Maximum allowed value of the setting
const Type minimum{}; ///< Minimum allowed value of the setting
};
/**
* The SwitchableSetting class is a slightly more complex version of the Setting class. This adds a
* custom setting to switch to when a guest application specifically requires it. The effect is that
* other components of the emulator can access the setting's intended value without any need for the
* component to ask whether the custom or global setting is needed at the moment.
*
* By default, the global setting is used.
*/
template <typename Type, bool ranged = false>
class SwitchableSetting : virtual public Setting<Type, ranged> {
public:
/**
* Sets a default value, label, and setting value.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit SwitchableSetting(Linkage& linkage, const Type& default_val, const std::string& name,
Category category_, u32 specialization = Specialization::Default,
bool save_ = true, bool runtime_modifiable_ = false,
BasicSetting* other_setting = nullptr)
requires(!ranged)
: Setting<Type, false>{
linkage, default_val, name, category_, specialization,
save_, runtime_modifiable_, other_setting} {
linkage.restore_functions.emplace_back([this]() { this->SetGlobal(true); });
}
virtual ~SwitchableSetting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param linkage Setting registry
* @param default_val Initial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
* @param category_ Category of the setting AKA INI group
*/
explicit SwitchableSetting(Linkage& linkage, const Type& default_val, const Type& min_val,
const Type& max_val, const std::string& name, Category category_,
u32 specialization = Specialization::Default, bool save_ = true,
bool runtime_modifiable_ = false,
BasicSetting* other_setting = nullptr)
requires(ranged)
: Setting<Type, true>{
linkage, default_val, min_val, max_val, name, category_, specialization,
save_, runtime_modifiable_, other_setting} {
linkage.restore_functions.emplace_back([this]() { this->SetGlobal(true); });
}
/**
* Tells this setting to represent either the global or custom setting when other member
* functions are used.
*
* @param to_global Whether to use the global or custom setting.
*/
void SetGlobal(bool to_global) override {
use_global = to_global;
}
/**
* Returns whether this setting is using the global setting or not.
*
* @returns The global state
*/
[[nodiscard]] bool UsingGlobal() const override {
return use_global;
}
/**
* Returns either the global or custom setting depending on the values of this setting's global
* state or if the global value was specifically requested.
*
* @param need_global Request global value regardless of setting's state; defaults to false
*
* @returns The required value of the setting
*/
[[nodiscard]] virtual const Type& GetValue() const override {
if (use_global) {
return this->value;
}
return custom;
}
[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
if (use_global || need_global) {
return this->value;
}
return custom;
}
/**
* Sets the current setting value depending on the global state.
*
* @param val The new value
*/
void SetValue(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
} else {
std::swap(custom, temp);
}
}
[[nodiscard]] virtual constexpr bool Switchable() const override {
return true;
}
[[nodiscard]] virtual std::string ToStringGlobal() const override {
return this->ToString(this->value);
}
/**
* Assigns the current setting value depending on the global state.
*
* @param val The new value
*
* @returns A reference to the current setting value
*/
const Type& operator=(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
return this->value;
}
std::swap(custom, temp);
return custom;
}
/**
* Returns the current setting value depending on the global state.
*
* @returns A reference to the current setting value
*/
virtual explicit operator const Type&() const override {
if (use_global) {
return this->value;
}
return custom;
}
protected:
bool use_global{true}; ///< The setting's global state
Type custom{}; ///< The custom value of the setting
};
} // namespace Settings