using JsonPrettyPrinterPlus; using Ryujinx.Common.Logging; using System; using System.Collections.Generic; using System.IO; using System.Text; using Utf8Json; using Utf8Json.Resolvers; using Ryujinx.Configuration.System; using Ryujinx.Configuration.Hid; using Ryujinx.Common.Configuration.Hid; using Ryujinx.UI.Input; using Ryujinx.Configuration.Ui; namespace Ryujinx.Configuration { public class ConfigurationFileFormat { /// <summary> /// The current version of the file format /// </summary> public const int CurrentVersion = 4; public int Version { get; set; } /// <summary> /// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide. /// </summary> public float MaxAnisotropy { get; set; } /// <summary> /// Dumps shaders in this local directory /// </summary> public string GraphicsShadersDumpPath { get; set; } /// <summary> /// Enables printing debug log messages /// </summary> public bool LoggingEnableDebug { get; set; } /// <summary> /// Enables printing stub log messages /// </summary> public bool LoggingEnableStub { get; set; } /// <summary> /// Enables printing info log messages /// </summary> public bool LoggingEnableInfo { get; set; } /// <summary> /// Enables printing warning log messages /// </summary> public bool LoggingEnableWarn { get; set; } /// <summary> /// Enables printing error log messages /// </summary> public bool LoggingEnableError { get; set; } /// <summary> /// Enables printing guest log messages /// </summary> public bool LoggingEnableGuest { get; set; } /// <summary> /// Enables printing FS access log messages /// </summary> public bool LoggingEnableFsAccessLog { get; set; } /// <summary> /// Controls which log messages are written to the log targets /// </summary> public LogClass[] LoggingFilteredClasses { get; set; } /// <summary> /// Enables or disables logging to a file on disk /// </summary> public bool EnableFileLog { get; set; } /// <summary> /// Change System Language /// </summary> public Language SystemLanguage { get; set; } /// <summary> /// Change System Region /// </summary> public Region SystemRegion { get; set; } /// <summary> /// Change System TimeZone /// </summary> public string SystemTimeZone { get; set; } /// <summary> /// Enables or disables Docked Mode /// </summary> public bool DockedMode { get; set; } /// <summary> /// Enables or disables Discord Rich Presence /// </summary> public bool EnableDiscordIntegration { get; set; } /// <summary> /// Enables or disables Vertical Sync /// </summary> public bool EnableVsync { get; set; } /// <summary> /// Enables or disables multi-core scheduling of threads /// </summary> public bool EnableMulticoreScheduling { get; set; } /// <summary> /// Enables integrity checks on Game content files /// </summary> public bool EnableFsIntegrityChecks { get; set; } /// <summary> /// Enables FS access log output to the console. Possible modes are 0-3 /// </summary> public int FsGlobalAccessLogMode { get; set; } /// <summary> /// Enable or disable ignoring missing services /// </summary> public bool IgnoreMissingServices { get; set; } /// <summary> /// The primary controller's type /// </summary> public ControllerType ControllerType { get; set; } /// <summary> /// Used to toggle columns in the GUI /// </summary> public GuiColumns GuiColumns { get; set; } /// <summary> /// A list of directories containing games to be used to load games into the games list /// </summary> public List<string> GameDirs { get; set; } /// <summary> /// Enable or disable custom themes in the GUI /// </summary> public bool EnableCustomTheme { get; set; } /// <summary> /// Path to custom GUI theme /// </summary> public string CustomThemePath { get; set; } /// <summary> /// Enable or disable keyboard support (Independent from controllers binding) /// </summary> public bool EnableKeyboard { get; set; } /// <summary> /// Keyboard control bindings /// </summary> public NpadKeyboard KeyboardControls { get; set; } /// <summary> /// Controller control bindings /// </summary> public NpadController JoystickControls { get; set; } /// <summary> /// Loads a configuration file from disk /// </summary> /// <param name="path">The path to the JSON configuration file</param> public static ConfigurationFileFormat Load(string path) { var resolver = CompositeResolver.Create( new[] { new ConfigurationEnumFormatter<Key>() }, new[] { StandardResolver.AllowPrivateSnakeCase } ); using (Stream stream = File.OpenRead(path)) { return JsonSerializer.Deserialize<ConfigurationFileFormat>(stream, resolver); } } /// <summary> /// Save a configuration file to disk /// </summary> /// <param name="path">The path to the JSON configuration file</param> public void SaveConfig(string path) { IJsonFormatterResolver resolver = CompositeResolver.Create( new[] { new ConfigurationEnumFormatter<Key>() }, new[] { StandardResolver.AllowPrivateSnakeCase } ); byte[] data = JsonSerializer.Serialize(this, resolver); File.WriteAllText(path, Encoding.UTF8.GetString(data, 0, data.Length).PrettyPrintJson()); } private class ConfigurationEnumFormatter<T> : IJsonFormatter<T> where T : struct { public void Serialize(ref JsonWriter writer, T value, IJsonFormatterResolver formatterResolver) { formatterResolver.GetFormatterWithVerify<string>() .Serialize(ref writer, value.ToString(), formatterResolver); } public T Deserialize(ref JsonReader reader, IJsonFormatterResolver formatterResolver) { if (reader.ReadIsNull()) { return default(T); } string enumName = formatterResolver.GetFormatterWithVerify<string>() .Deserialize(ref reader, formatterResolver); if (Enum.TryParse<T>(enumName, out T result)) { return result; } return default(T); } } } }