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At first there weren't many enums in Volume.h, but the number has been growing, and I'm planning to add one more for regions. To not make Volume.h too large, and to avoid needing to include Volume.h in code that doesn't use volume objects, I'm moving the enums to a new file. I'm also turning them into enum classes while I'm at it.
321 lines
7.3 KiB
C++
321 lines
7.3 KiB
C++
// Copyright 2008 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 <string>
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#include <vector>
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#include "Common/IniFile.h"
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#include "Common/NonCopyable.h"
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#include "Common/SysConf.h"
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#include "Core/HW/EXI_Device.h"
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#include "Core/HW/SI_Device.h"
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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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// DSP Backend Types
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#define BACKEND_NULLSOUND _trans("No audio output")
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#define BACKEND_ALSA "ALSA"
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#define BACKEND_AOSOUND "AOSound"
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#define BACKEND_COREAUDIO "CoreAudio"
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#define BACKEND_OPENAL "OpenAL"
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#define BACKEND_PULSEAUDIO "Pulse"
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#define BACKEND_XAUDIO2 "XAudio2"
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#define BACKEND_OPENSLES "OpenSLES"
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enum GPUDeterminismMode
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{
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GPU_DETERMINISM_AUTO,
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GPU_DETERMINISM_NONE,
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// This is currently the only mode. There will probably be at least
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// one more at some point.
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GPU_DETERMINISM_FAKE_COMPLETION,
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};
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struct SConfig : NonCopyable
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{
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// Wii Devices
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bool m_WiiSDCard;
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bool m_WiiKeyboard;
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bool m_WiimoteContinuousScanning;
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bool m_WiimoteEnableSpeaker;
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// name of the last used filename
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std::string m_LastFilename;
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// ISO folder
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std::vector<std::string> m_ISOFolder;
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bool m_RecursiveISOFolder;
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// Settings
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bool bEnableDebugging;
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#ifdef USE_GDBSTUB
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int iGDBPort;
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#ifndef _WIN32
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std::string gdb_socket;
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#endif
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#endif
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bool bAutomaticStart;
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bool bBootToPause;
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int iCPUCore;
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// JIT (shared between JIT and JITIL)
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bool bJITNoBlockCache, bJITNoBlockLinking;
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bool bJITOff;
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bool bJITLoadStoreOff, bJITLoadStorelXzOff, bJITLoadStorelwzOff, bJITLoadStorelbzxOff;
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bool bJITLoadStoreFloatingOff;
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bool bJITLoadStorePairedOff;
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bool bJITFloatingPointOff;
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bool bJITIntegerOff;
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bool bJITPairedOff;
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bool bJITSystemRegistersOff;
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bool bJITBranchOff;
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bool bJITILTimeProfiling;
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bool bJITILOutputIR;
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bool bFastmem;
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bool bFPRF;
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bool bAccurateNaNs;
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int iTimingVariance; // in milli secounds
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bool bCPUThread;
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bool bDSPThread;
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bool bDSPHLE;
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bool bSkipIdle;
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bool bSyncGPUOnSkipIdleHack;
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bool bNTSC;
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bool bForceNTSCJ;
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bool bHLE_BS2;
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bool bEnableCheats;
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bool bEnableMemcardSdWriting;
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bool bDPL2Decoder;
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int iLatency;
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bool bRunCompareServer;
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bool bRunCompareClient;
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bool bMMU;
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bool bDCBZOFF;
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int iBBDumpPort;
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bool bFastDiscSpeed;
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bool bSyncGPU;
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int iSyncGpuMaxDistance;
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int iSyncGpuMinDistance;
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float fSyncGpuOverclock;
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int SelectedLanguage;
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bool bOverrideGCLanguage;
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bool bWii;
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// Interface settings
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bool bConfirmStop, bHideCursor, bAutoHideCursor, bUsePanicHandlers, bOnScreenDisplayMessages;
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std::string theme_name;
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// Display settings
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std::string strFullscreenResolution;
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int iRenderWindowXPos, iRenderWindowYPos;
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int iRenderWindowWidth, iRenderWindowHeight;
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bool bRenderWindowAutoSize, bKeepWindowOnTop;
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bool bFullscreen, bRenderToMain;
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bool bProgressive, bPAL60;
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bool bDisableScreenSaver;
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int iPosX, iPosY, iWidth, iHeight;
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// Analytics settings.
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std::string m_analytics_id;
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bool m_analytics_enabled;
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bool m_analytics_permission_asked;
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// Fifo Player related settings
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bool bLoopFifoReplay;
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enum EBootBS2
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{
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BOOT_DEFAULT,
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BOOT_BS2_JAP,
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BOOT_BS2_USA,
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BOOT_BS2_EUR,
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};
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enum EBootType
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{
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BOOT_ISO,
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BOOT_ELF,
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BOOT_DOL,
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BOOT_WII_NAND,
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BOOT_BS2,
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BOOT_DFF
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};
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EBootType m_BootType;
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std::string m_strVideoBackend;
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std::string m_strGPUDeterminismMode;
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// set based on the string version
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GPUDeterminismMode m_GPUDeterminismMode;
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// files
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std::string m_strFilename;
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std::string m_strBootROM;
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std::string m_strSRAM;
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std::string m_strDefaultISO;
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std::string m_strDVDRoot;
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std::string m_strApploader;
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std::string m_strUniqueID;
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std::string m_strName;
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u16 m_revision;
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std::string m_perfDir;
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void LoadDefaults();
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bool AutoSetup(EBootBS2 _BootBS2);
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const std::string& GetUniqueID() const { return m_strUniqueID; }
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void CheckMemcardPath(std::string& memcardPath, const std::string& gameRegion, bool isSlotA);
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DiscIO::Language GetCurrentLanguage(bool wii) const;
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IniFile LoadDefaultGameIni() const;
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IniFile LoadLocalGameIni() const;
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IniFile LoadGameIni() const;
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static IniFile LoadDefaultGameIni(const std::string& id, u16 revision);
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static IniFile LoadLocalGameIni(const std::string& id, u16 revision);
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static IniFile LoadGameIni(const std::string& id, u16 revision);
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static std::vector<std::string> GetGameIniFilenames(const std::string& id, u16 revision);
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std::string m_NANDPath;
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std::string m_DumpPath;
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std::string m_strMemoryCardA;
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std::string m_strMemoryCardB;
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std::string m_strGbaCartA;
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std::string m_strGbaCartB;
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TEXIDevices m_EXIDevice[3];
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SIDevices m_SIDevice[4];
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std::string m_bba_mac;
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// interface language
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int m_InterfaceLanguage;
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float m_EmulationSpeed;
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bool m_OCEnable;
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float m_OCFactor;
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// other interface settings
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bool m_InterfaceToolbar;
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bool m_InterfaceStatusbar;
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bool m_InterfaceLogWindow;
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bool m_InterfaceLogConfigWindow;
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bool m_InterfaceExtendedFPSInfo;
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bool m_ListDrives;
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bool m_ListWad;
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bool m_ListElfDol;
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bool m_ListWii;
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bool m_ListGC;
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bool m_ListPal;
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bool m_ListUsa;
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bool m_ListJap;
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bool m_ListAustralia;
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bool m_ListFrance;
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bool m_ListGermany;
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bool m_ListItaly;
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bool m_ListKorea;
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bool m_ListNetherlands;
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bool m_ListRussia;
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bool m_ListSpain;
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bool m_ListTaiwan;
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bool m_ListWorld;
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bool m_ListUnknown;
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int m_ListSort;
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int m_ListSort2;
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// Game list column toggles
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bool m_showSystemColumn;
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bool m_showBannerColumn;
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bool m_showMakerColumn;
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bool m_showFileNameColumn;
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bool m_showIDColumn;
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bool m_showRegionColumn;
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bool m_showSizeColumn;
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bool m_showStateColumn;
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// Toggles whether compressed titles show up in blue in the game list
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bool m_ColorCompressed;
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std::string m_WirelessMac;
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bool m_PauseMovie;
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bool m_ShowLag;
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bool m_ShowFrameCount;
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std::string m_strMovieAuthor;
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unsigned int m_FrameSkip;
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bool m_DumpFrames;
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bool m_DumpFramesSilent;
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bool m_ShowInputDisplay;
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bool m_PauseOnFocusLost;
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// DSP settings
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bool m_DSPEnableJIT;
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bool m_DSPCaptureLog;
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bool m_DumpAudio;
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bool m_IsMuted;
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bool m_DumpUCode;
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int m_Volume;
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std::string sBackend;
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// Input settings
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bool m_BackgroundInput;
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bool m_AdapterRumble[4];
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bool m_AdapterKonga[4];
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SysConf* m_SYSCONF;
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// Save settings
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void SaveSettings();
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// Load settings
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void LoadSettings();
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// Return the permanent and somewhat globally used instance of this struct
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static SConfig& GetInstance() { return (*m_Instance); }
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static void Init();
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static void Shutdown();
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private:
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SConfig();
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~SConfig();
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void SaveGeneralSettings(IniFile& ini);
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void SaveInterfaceSettings(IniFile& ini);
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void SaveDisplaySettings(IniFile& ini);
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void SaveGameListSettings(IniFile& ini);
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void SaveCoreSettings(IniFile& ini);
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void SaveDSPSettings(IniFile& ini);
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void SaveInputSettings(IniFile& ini);
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void SaveMovieSettings(IniFile& ini);
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void SaveFifoPlayerSettings(IniFile& ini);
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void SaveAnalyticsSettings(IniFile& ini);
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void LoadGeneralSettings(IniFile& ini);
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void LoadInterfaceSettings(IniFile& ini);
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void LoadDisplaySettings(IniFile& ini);
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void LoadGameListSettings(IniFile& ini);
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void LoadCoreSettings(IniFile& ini);
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void LoadDSPSettings(IniFile& ini);
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void LoadInputSettings(IniFile& ini);
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void LoadMovieSettings(IniFile& ini);
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void LoadFifoPlayerSettings(IniFile& ini);
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void LoadAnalyticsSettings(IniFile& ini);
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static SConfig* m_Instance;
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};
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