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Previously there was only one function under the NetPlay namespace, which is kind of silly considering we have all of these other types and functions existing outside of the namespace. This moves the rest of them into the namespace. This gets some general names, like Player, for example, out of the global namespace.
171 lines
4.6 KiB
C++
171 lines
4.6 KiB
C++
// Copyright 2015 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 <memory>
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#include <QFont>
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#include <QObject>
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#include <QSettings>
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#include <QVector>
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#include "Core/NetPlayClient.h"
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#include "Core/NetPlayServer.h"
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namespace Core
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{
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enum class State;
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}
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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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class GameListModel;
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class InputConfig;
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class QFont;
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// UI settings to be stored in the config directory.
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class Settings final : public QObject
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{
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Q_OBJECT
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public:
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Settings(const Settings&) = delete;
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Settings& operator=(const Settings&) = delete;
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Settings(Settings&&) = delete;
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Settings& operator=(Settings&&) = delete;
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static Settings& Instance();
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static QSettings& GetQSettings();
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// UI
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void SetThemeName(const QString& theme_name);
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void SetCurrentUserStyle(const QString& stylesheet_path);
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QString GetCurrentUserStyle() const;
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void SetUserStylesEnabled(bool enabled);
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bool AreUserStylesEnabled() const;
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bool IsLogVisible() const;
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void SetLogVisible(bool visible);
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bool IsLogConfigVisible() const;
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void SetLogConfigVisible(bool visible);
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bool IsControllerStateNeeded() const;
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void SetControllerStateNeeded(bool needed);
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void SetToolBarVisible(bool visible);
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bool IsToolBarVisible() const;
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void SetWidgetsLocked(bool visible);
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bool AreWidgetsLocked() const;
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// GameList
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QStringList GetPaths() const;
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void AddPath(const QString& path);
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void RemovePath(const QString& path);
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bool GetPreferredView() const;
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void SetPreferredView(bool list);
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QString GetDefaultGame() const;
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void SetDefaultGame(QString path);
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void RefreshGameList();
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void ReloadTitleDB();
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bool IsAutoRefreshEnabled() const;
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void SetAutoRefreshEnabled(bool enabled);
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// Emulation
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int GetStateSlot() const;
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void SetStateSlot(int);
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bool IsBatchModeEnabled() const;
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void SetBatchModeEnabled(bool batch);
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// Graphics
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void SetHideCursor(bool hide_cursor);
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bool GetHideCursor() const;
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void SetKeepWindowOnTop(bool top);
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bool IsKeepWindowOnTopEnabled() const;
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// Audio
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int GetVolume() const;
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void SetVolume(int volume);
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void IncreaseVolume(int volume);
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void DecreaseVolume(int volume);
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// NetPlay
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NetPlay::NetPlayClient* GetNetPlayClient();
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void ResetNetPlayClient(NetPlay::NetPlayClient* client = nullptr);
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NetPlay::NetPlayServer* GetNetPlayServer();
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void ResetNetPlayServer(NetPlay::NetPlayServer* server = nullptr);
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// Cheats
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bool GetCheatsEnabled() const;
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void SetCheatsEnabled(bool enabled);
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// Debug
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void SetDebugModeEnabled(bool enabled);
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bool IsDebugModeEnabled() const;
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void SetRegistersVisible(bool enabled);
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bool IsRegistersVisible() const;
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void SetWatchVisible(bool enabled);
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bool IsWatchVisible() const;
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void SetBreakpointsVisible(bool enabled);
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bool IsBreakpointsVisible() const;
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void SetCodeVisible(bool enabled);
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bool IsCodeVisible() const;
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void SetMemoryVisible(bool enabled);
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bool IsMemoryVisible() const;
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void SetJITVisible(bool enabled);
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bool IsJITVisible() const;
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QFont GetDebugFont() const;
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void SetDebugFont(QFont font);
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// Auto-Update
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QString GetAutoUpdateTrack() const;
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void SetAutoUpdateTrack(const QString& mode);
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// Analytics
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bool IsAnalyticsEnabled() const;
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void SetAnalyticsEnabled(bool enabled);
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// Other
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GameListModel* GetGameListModel() const;
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signals:
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void ConfigChanged();
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void EmulationStateChanged(Core::State new_state);
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void ThemeChanged();
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void PathAdded(const QString&);
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void PathRemoved(const QString&);
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void DefaultGameChanged(const QString&);
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void GameListRefreshRequested();
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void TitleDBReloadRequested();
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void AutoRefreshToggled(bool enabled);
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void HideCursorChanged();
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void KeepWindowOnTopChanged(bool top);
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void VolumeChanged(int volume);
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void NANDRefresh();
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void RegistersVisibilityChanged(bool visible);
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void LogVisibilityChanged(bool visible);
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void LogConfigVisibilityChanged(bool visible);
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void ToolBarVisibilityChanged(bool visible);
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void WidgetLockChanged(bool locked);
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void EnableCheatsChanged(bool enabled);
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void WatchVisibilityChanged(bool visible);
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void BreakpointsVisibilityChanged(bool visible);
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void CodeVisibilityChanged(bool visible);
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void MemoryVisibilityChanged(bool visible);
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void JITVisibilityChanged(bool visible);
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void DebugModeToggled(bool enabled);
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void DebugFontChanged(QFont font);
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void AutoUpdateTrackChanged(const QString& mode);
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void AnalyticsToggled(bool enabled);
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private:
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bool m_batch = false;
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bool m_controller_state_needed = false;
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std::unique_ptr<NetPlay::NetPlayClient> m_client;
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std::unique_ptr<NetPlay::NetPlayServer> m_server;
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Settings();
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};
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Q_DECLARE_METATYPE(Core::State);
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