common: Move settings to common from core.
- Removes a dependency on core and input_common from common.
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116 changed files with 144 additions and 146 deletions
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <atomic>
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#include <chrono>
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#include <map>
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#include <optional>
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#include <string>
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#include <vector>
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#include "common/common_types.h"
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#include "input_common/settings.h"
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namespace Core {
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class System;
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}
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namespace Settings {
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enum class RendererBackend {
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OpenGL = 0,
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Vulkan = 1,
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};
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enum class GPUAccuracy : u32 {
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Normal = 0,
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High = 1,
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Extreme = 2,
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};
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enum class CPUAccuracy {
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Accurate = 0,
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Unsafe = 1,
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DebugMode = 2,
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};
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template <typename Type>
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class Setting final {
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public:
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Setting() = default;
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explicit Setting(Type val) : global{val} {}
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~Setting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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bool UsingGlobal() const {
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return use_global;
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}
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Type GetValue(bool need_global = false) const {
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if (use_global || need_global) {
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return global;
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}
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return local;
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}
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void SetValue(const Type& value) {
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if (use_global) {
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global = value;
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} else {
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local = value;
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}
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}
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private:
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bool use_global = true;
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Type global{};
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Type local{};
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};
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/**
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* The InputSetting class allows for getting a reference to either the global or local members.
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* This is required as we cannot easily modify the values of user-defined types within containers
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* using the SetValue() member function found in the Setting class. The primary purpose of this
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* class is to store an array of 10 PlayerInput structs for both the global and local (per-game)
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* setting and allows for easily accessing and modifying both settings.
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*/
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template <typename Type>
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class InputSetting final {
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public:
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InputSetting() = default;
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explicit InputSetting(Type val) : global{val} {}
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~InputSetting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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bool UsingGlobal() const {
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return use_global;
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}
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Type& GetValue(bool need_global = false) {
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if (use_global || need_global) {
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return global;
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}
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return local;
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}
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private:
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bool use_global = true;
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Type global{};
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Type local{};
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};
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struct TouchFromButtonMap {
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std::string name;
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std::vector<std::string> buttons;
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};
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struct Values {
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// Audio
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std::string audio_device_id;
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std::string sink_id;
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bool audio_muted;
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Setting<bool> enable_audio_stretching;
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Setting<float> volume;
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// Core
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Setting<bool> use_multi_core;
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// Cpu
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CPUAccuracy cpu_accuracy;
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bool cpuopt_page_tables;
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bool cpuopt_block_linking;
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bool cpuopt_return_stack_buffer;
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bool cpuopt_fast_dispatcher;
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bool cpuopt_context_elimination;
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bool cpuopt_const_prop;
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bool cpuopt_misc_ir;
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bool cpuopt_reduce_misalign_checks;
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bool cpuopt_unsafe_unfuse_fma;
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bool cpuopt_unsafe_reduce_fp_error;
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bool cpuopt_unsafe_inaccurate_nan;
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// Renderer
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Setting<RendererBackend> renderer_backend;
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bool renderer_debug;
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Setting<int> vulkan_device;
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Setting<u16> resolution_factor{1};
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Setting<int> fullscreen_mode;
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Setting<int> aspect_ratio;
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Setting<int> max_anisotropy;
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Setting<bool> use_frame_limit;
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Setting<u16> frame_limit;
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Setting<bool> use_disk_shader_cache;
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Setting<GPUAccuracy> gpu_accuracy;
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Setting<bool> use_asynchronous_gpu_emulation;
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Setting<bool> use_nvdec_emulation;
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Setting<bool> use_vsync;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_asynchronous_shaders;
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Setting<bool> use_fast_gpu_time;
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Setting<float> bg_red;
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Setting<float> bg_green;
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Setting<float> bg_blue;
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// System
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Setting<std::optional<u32>> rng_seed;
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// Measured in seconds since epoch
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Setting<std::optional<std::chrono::seconds>> custom_rtc;
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// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
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std::chrono::seconds custom_rtc_differential;
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s32 current_user;
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Setting<s32> language_index;
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Setting<s32> region_index;
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Setting<s32> time_zone_index;
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Setting<s32> sound_index;
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// Controls
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InputSetting<std::array<PlayerInput, 10>> players;
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Setting<bool> use_docked_mode;
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Setting<bool> vibration_enabled;
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Setting<bool> enable_accurate_vibrations;
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Setting<bool> motion_enabled;
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std::string motion_device;
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std::string udp_input_servers;
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bool mouse_panning;
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float mouse_panning_sensitivity;
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bool mouse_enabled;
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std::string mouse_device;
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MouseButtonsRaw mouse_buttons;
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bool emulate_analog_keyboard;
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bool keyboard_enabled;
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KeyboardKeysRaw keyboard_keys;
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KeyboardModsRaw keyboard_mods;
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bool debug_pad_enabled;
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ButtonsRaw debug_pad_buttons;
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AnalogsRaw debug_pad_analogs;
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TouchscreenInput touchscreen;
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bool use_touch_from_button;
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std::string touch_device;
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int touch_from_button_map_index;
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std::vector<TouchFromButtonMap> touch_from_button_maps;
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std::atomic_bool is_device_reload_pending{true};
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// Data Storage
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bool use_virtual_sd;
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bool gamecard_inserted;
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bool gamecard_current_game;
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std::string gamecard_path;
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// Debugging
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bool record_frame_times;
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bool use_gdbstub;
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u16 gdbstub_port;
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std::string program_args;
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bool dump_exefs;
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bool dump_nso;
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bool reporting_services;
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bool quest_flag;
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bool disable_macro_jit;
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bool extended_logging;
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bool use_debug_asserts;
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bool use_auto_stub;
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// Miscellaneous
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std::string log_filter;
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bool use_dev_keys;
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// Services
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std::string bcat_backend;
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bool bcat_boxcat_local;
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// WebService
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bool enable_telemetry;
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std::string web_api_url;
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std::string yuzu_username;
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std::string yuzu_token;
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// Add-Ons
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std::map<u64, std::vector<std::string>> disabled_addons;
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};
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extern Values values;
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bool IsConfiguringGlobal();
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void SetConfiguringGlobal(bool is_global);
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bool IsGPULevelExtreme();
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bool IsGPULevelHigh();
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float Volume();
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std::string GetTimeZoneString();
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void Apply(Core::System& system);
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void LogSettings();
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// Restore the global state of all applicable settings in the Values struct
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void RestoreGlobalState(bool is_powered_on);
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} // namespace Settings
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