Avalonia UI - Part 1 (#3270)
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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Ryujinx.Ui.Common/Configuration/ConfigurationFileFormat.cs
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Ryujinx.Ui.Common/Configuration/ConfigurationFileFormat.cs
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Utilities;
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using Ryujinx.Ui.Common.Configuration.System;
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using Ryujinx.Ui.Common.Configuration.Ui;
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using System.Collections.Generic;
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using System.IO;
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namespace Ryujinx.Ui.Common.Configuration
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{
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public class ConfigurationFileFormat
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{
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/// <summary>
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/// The current version of the file format
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/// </summary>
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public const int CurrentVersion = 38;
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/// <summary>
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/// Version of the configuration file format
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/// </summary>
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public int Version { get; set; }
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/// <summary>
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/// Enables or disables logging to a file on disk
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/// </summary>
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public bool EnableFileLog { get; set; }
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/// <summary>
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/// Whether or not backend threading is enabled. The "Auto" setting will determine whether threading should be enabled at runtime.
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/// </summary>
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public BackendThreading BackendThreading { get; set; }
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/// <summary>
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/// Resolution Scale. An integer scale applied to applicable render targets. Values 1-4, or -1 to use a custom floating point scale instead.
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/// </summary>
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public int ResScale { get; set; }
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/// <summary>
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/// Custom Resolution Scale. A custom floating point scale applied to applicable render targets. Only active when Resolution Scale is -1.
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/// </summary>
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public float ResScaleCustom { get; set; }
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/// <summary>
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/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
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/// </summary>
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public float MaxAnisotropy { get; set; }
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/// <summary>
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/// Aspect Ratio applied to the renderer window.
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/// </summary>
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public AspectRatio AspectRatio { get; set; }
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/// <summary>
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/// Dumps shaders in this local directory
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/// </summary>
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public string GraphicsShadersDumpPath { get; set; }
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/// <summary>
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/// Enables printing debug log messages
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/// </summary>
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public bool LoggingEnableDebug { get; set; }
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/// <summary>
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/// Enables printing stub log messages
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/// </summary>
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public bool LoggingEnableStub { get; set; }
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/// <summary>
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/// Enables printing info log messages
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/// </summary>
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public bool LoggingEnableInfo { get; set; }
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/// <summary>
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/// Enables printing warning log messages
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/// </summary>
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public bool LoggingEnableWarn { get; set; }
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/// <summary>
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/// Enables printing error log messages
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/// </summary>
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public bool LoggingEnableError { get; set; }
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/// <summary>
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/// Enables printing trace log messages
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/// </summary>
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public bool LoggingEnableTrace { get; set; }
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/// <summary>
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/// Enables printing guest log messages
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/// </summary>
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public bool LoggingEnableGuest { get; set; }
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/// <summary>
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/// Enables printing FS access log messages
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/// </summary>
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public bool LoggingEnableFsAccessLog { get; set; }
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/// <summary>
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/// Controls which log messages are written to the log targets
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/// </summary>
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public LogClass[] LoggingFilteredClasses { get; set; }
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/// <summary>
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/// Change Graphics API debug log level
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/// </summary>
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public GraphicsDebugLevel LoggingGraphicsDebugLevel { get; set; }
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/// <summary>
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/// Change System Language
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/// </summary>
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public Language SystemLanguage { get; set; }
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/// <summary>
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/// Change System Region
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/// </summary>
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public Region SystemRegion { get; set; }
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/// <summary>
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/// Change System TimeZone
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/// </summary>
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public string SystemTimeZone { get; set; }
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/// <summary>
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/// Change System Time Offset in seconds
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/// </summary>
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public long SystemTimeOffset { get; set; }
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/// <summary>
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/// Enables or disables Docked Mode
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/// </summary>
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public bool DockedMode { get; set; }
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/// <summary>
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/// Enables or disables Discord Rich Presence
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/// </summary>
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public bool EnableDiscordIntegration { get; set; }
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/// <summary>
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/// Checks for updates when Ryujinx starts when enabled
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/// </summary>
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public bool CheckUpdatesOnStart { get; set; }
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/// <summary>
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/// Show "Confirm Exit" Dialog
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/// </summary>
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public bool ShowConfirmExit { get; set; }
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/// <summary>
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/// Hide Cursor on Idle
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/// </summary>
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public bool HideCursorOnIdle { get; set; }
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/// <summary>
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/// Enables or disables Vertical Sync
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/// </summary>
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public bool EnableVsync { get; set; }
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/// <summary>
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/// Enables or disables Shader cache
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/// </summary>
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public bool EnableShaderCache { get; set; }
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/// <summary>
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/// Enables or disables profiled translation cache persistency
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/// </summary>
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public bool EnablePtc { get; set; }
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/// <summary>
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/// Enables or disables guest Internet access
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/// </summary>
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public bool EnableInternetAccess { get; set; }
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/// <summary>
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/// Enables integrity checks on Game content files
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/// </summary>
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public bool EnableFsIntegrityChecks { get; set; }
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/// <summary>
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/// Enables FS access log output to the console. Possible modes are 0-3
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/// </summary>
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public int FsGlobalAccessLogMode { get; set; }
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/// <summary>
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/// The selected audio backend
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/// </summary>
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public AudioBackend AudioBackend { get; set; }
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/// <summary>
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/// The audio volume
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/// </summary>
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public float AudioVolume { get; set; }
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/// <summary>
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/// The selected memory manager mode
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/// </summary>
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public MemoryManagerMode MemoryManagerMode { get; set; }
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/// <summary>
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/// Expands the RAM amount on the emulated system from 4GB to 6GB
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/// </summary>
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public bool ExpandRam { get; set; }
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/// <summary>
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/// Enable or disable ignoring missing services
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/// </summary>
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public bool IgnoreMissingServices { get; set; }
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/// <summary>
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/// Used to toggle columns in the GUI
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/// </summary>
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public GuiColumns GuiColumns { get; set; }
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/// <summary>
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/// Used to configure column sort settings in the GUI
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/// </summary>
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public ColumnSort ColumnSort { get; set; }
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/// <summary>
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/// A list of directories containing games to be used to load games into the games list
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/// </summary>
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public List<string> GameDirs { get; set; }
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/// <summary>
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/// Language Code for the UI
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/// </summary>
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public string LanguageCode { get; set; }
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/// <summary>
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/// Enable or disable custom themes in the GUI
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/// </summary>
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public bool EnableCustomTheme { get; set; }
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/// <summary>
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/// Path to custom GUI theme
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/// </summary>
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public string CustomThemePath { get; set; }
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/// <summary>
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/// Chooses the base style // Not Used
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/// </summary>
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public string BaseStyle { get; set; }
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/// <summary>
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/// Chooses the view mode of the game list // Not Used
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/// </summary>
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public int GameListViewMode { get; set; }
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/// <summary>
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/// Show application name in Grid Mode // Not Used
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/// </summary>
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public bool ShowNames { get; set; }
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/// <summary>
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/// Sets App Icon Size // Not Used
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/// </summary>
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public int GridSize { get; set; }
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/// <summary>
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/// Sorts Apps in the game list // Not Used
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/// </summary>
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public int ApplicationSort { get; set; }
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/// <summary>
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/// Sets if Grid is ordered in Ascending Order // Not Used
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/// </summary>
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public bool IsAscendingOrder { get; set; }
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/// <summary>
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/// Start games in fullscreen mode
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/// </summary>
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public bool StartFullscreen { get; set; }
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/// <summary>
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/// Show console window
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/// </summary>
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public bool ShowConsole { get; set; }
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/// <summary>
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/// Enable or disable keyboard support (Independent from controllers binding)
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/// </summary>
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public bool EnableKeyboard { get; set; }
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/// <summary>
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/// Enable or disable mouse support (Independent from controllers binding)
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/// </summary>
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public bool EnableMouse { get; set; }
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/// <summary>
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/// Hotkey Keyboard Bindings
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/// </summary>
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public KeyboardHotkeys Hotkeys { get; set; }
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/// <summary>
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/// Legacy keyboard control bindings
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/// </summary>
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/// <remarks>Kept for file format compatibility (to avoid possible failure when parsing configuration on old versions)</remarks>
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/// TODO: Remove this when those older versions aren't in use anymore.
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public List<object> KeyboardConfig { get; set; }
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/// <summary>
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/// Legacy controller control bindings
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/// </summary>
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/// <remarks>Kept for file format compatibility (to avoid possible failure when parsing configuration on old versions)</remarks>
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/// TODO: Remove this when those older versions aren't in use anymore.
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public List<object> ControllerConfig { get; set; }
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/// <summary>
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/// Input configurations
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/// </summary>
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public List<InputConfig> InputConfig { get; set; }
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/// <summary>
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/// Loads a configuration file from disk
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/// </summary>
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/// <param name="path">The path to the JSON configuration file</param>
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public static bool TryLoad(string path, out ConfigurationFileFormat configurationFileFormat)
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{
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try
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{
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configurationFileFormat = JsonHelper.DeserializeFromFile<ConfigurationFileFormat>(path);
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return true;
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}
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catch
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{
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configurationFileFormat = null;
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return false;
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}
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}
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/// <summary>
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/// Save a configuration file to disk
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/// </summary>
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/// <param name="path">The path to the JSON configuration file</param>
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public void SaveConfig(string path)
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{
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using FileStream fileStream = File.Create(path, 4096, FileOptions.WriteThrough);
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JsonHelper.Serialize(fileStream, this, true);
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}
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}
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}
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