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Diffstat (limited to 'src/yuzu_cmd/config.cpp')
-rw-r--r--src/yuzu_cmd/config.cpp29
1 files changed, 18 insertions, 11 deletions
diff --git a/src/yuzu_cmd/config.cpp b/src/yuzu_cmd/config.cpp
index 8a63fd191..e1adbbf2b 100644
--- a/src/yuzu_cmd/config.cpp
+++ b/src/yuzu_cmd/config.cpp
@@ -228,24 +228,24 @@ static const std::array<int, 8> keyboard_mods{
void Config::ReadValues() {
// Controls
- for (std::size_t p = 0; p < Settings::values.players.size(); ++p) {
+ for (std::size_t p = 0; p < Settings::values.players.GetValue().size(); ++p) {
const auto group = fmt::format("ControlsP{}", p);
for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) {
std::string default_param = InputCommon::GenerateKeyboardParam(default_buttons[i]);
- Settings::values.players[p].buttons[i] =
+ Settings::values.players.GetValue()[p].buttons[i] =
sdl2_config->Get(group, Settings::NativeButton::mapping[i], default_param);
- if (Settings::values.players[p].buttons[i].empty())
- Settings::values.players[p].buttons[i] = default_param;
+ if (Settings::values.players.GetValue()[p].buttons[i].empty())
+ Settings::values.players.GetValue()[p].buttons[i] = default_param;
}
for (int i = 0; i < Settings::NativeAnalog::NumAnalogs; ++i) {
std::string default_param = InputCommon::GenerateAnalogParamFromKeys(
default_analogs[i][0], default_analogs[i][1], default_analogs[i][2],
default_analogs[i][3], default_analogs[i][4], 0.5f);
- Settings::values.players[p].analogs[i] =
+ Settings::values.players.GetValue()[p].analogs[i] =
sdl2_config->Get(group, Settings::NativeAnalog::mapping[i], default_param);
- if (Settings::values.players[p].analogs[i].empty())
- Settings::values.players[p].analogs[i] = default_param;
+ if (Settings::values.players.GetValue()[p].analogs[i].empty())
+ Settings::values.players.GetValue()[p].analogs[i] = default_param;
}
}
@@ -288,6 +288,12 @@ void Config::ReadValues() {
Settings::values.debug_pad_analogs[i] = default_param;
}
+ Settings::values.vibration_enabled.SetValue(
+ sdl2_config->GetBoolean("ControlsGeneral", "vibration_enabled", true));
+ Settings::values.enable_accurate_vibrations.SetValue(
+ sdl2_config->GetBoolean("ControlsGeneral", "enable_accurate_vibrations", false));
+ Settings::values.motion_enabled.SetValue(
+ sdl2_config->GetBoolean("ControlsGeneral", "motion_enabled", true));
Settings::values.touchscreen.enabled =
sdl2_config->GetBoolean("ControlsGeneral", "touch_enabled", true);
Settings::values.touchscreen.device =
@@ -339,7 +345,8 @@ void Config::ReadValues() {
Settings::values.gamecard_path = sdl2_config->Get("Data Storage", "gamecard_path", "");
// System
- Settings::values.use_docked_mode = sdl2_config->GetBoolean("System", "use_docked_mode", false);
+ Settings::values.use_docked_mode.SetValue(
+ sdl2_config->GetBoolean("System", "use_docked_mode", false));
const auto size = sdl2_config->GetInteger("System", "users_size", 0);
Settings::values.current_user = std::clamp<int>(
@@ -367,7 +374,7 @@ void Config::ReadValues() {
// Core
Settings::values.use_multi_core.SetValue(
- sdl2_config->GetBoolean("Core", "use_multi_core", false));
+ sdl2_config->GetBoolean("Core", "use_multi_core", true));
// Renderer
const int renderer_backend = sdl2_config->GetInteger(
@@ -391,11 +398,11 @@ void Config::ReadValues() {
const int gpu_accuracy_level = sdl2_config->GetInteger("Renderer", "gpu_accuracy", 0);
Settings::values.gpu_accuracy.SetValue(static_cast<Settings::GPUAccuracy>(gpu_accuracy_level));
Settings::values.use_asynchronous_gpu_emulation.SetValue(
- sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false));
+ sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", true));
Settings::values.use_vsync.SetValue(
static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1)));
Settings::values.use_assembly_shaders.SetValue(
- sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", false));
+ sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", true));
Settings::values.use_asynchronous_shaders.SetValue(
sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false));
Settings::values.use_asynchronous_shaders.SetValue(