sharpemu/src/SharpEmu.GUI/GuiSettings.cs

258 lines
9.8 KiB
C#

// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using System.Text.Json;
namespace SharpEmu.GUI;
public sealed class GuiSettings
{
private static readonly JsonSerializerOptions SerializerOptions = new()
{
WriteIndented = true,
};
public List<string> GameFolders { get; set; } = new();
/// <summary>Eboot paths hidden from the library via "Remove from library".</summary>
public List<string> ExcludedGames { get; set; } = new();
public string LogLevel { get; set; } = "Info";
public int ImportTraceLimit { get; set; }
public bool StrictDynlibResolution { get; set; }
/// <summary>
/// Mirror emulator output to user/logs/&lt;titleId&gt;-&lt;timestamp&gt;.log, if <see cref="LogFilePath"/> is null.
/// </summary>
public bool LogToFile { get; set; }
/// <summary>If <see cref="LogToFile"/> is true it logs to this file path.</summary>
public string? LogFilePath { get; set; }
/// <summary>
/// If <see cref="OverrideLogFile"/> is false it appends &lt;titleId&gt;-&lt;timestamp&gt; to the filename specified by
/// <see cref="LogFilePath"/>. Otherwise it uses the exact filename from <see cref="LogFilePath"/>
/// </summary>
public bool OverrideLogFile { get; set; }
/// <summary>Loop the selected game's sce_sys/snd0.at9 preview music.</summary>
public bool PlayTitleMusic { get; set; } = true;
public string LibraryLayout { get; set; } = "Carousel";
public double EmbeddedConsoleHeight { get; set; } = 240;
public double ConsoleWindowWidth { get; set; } = 980;
public double ConsoleWindowHeight { get; set; } = 620;
public int? ConsoleWindowLeft { get; set; }
public int? ConsoleWindowTop { get; set; }
public bool ConsoleWindowMaximized { get; set; }
public string? EmulatorPath { get; set; }
/// <summary>UI language, matching a file code under Languages/ (e.g. "en", "tr").</summary>
public string Language { get; set; } = "en";
public string ConsoleType { get; set; } = "PS5";
public string ConsoleLanguage { get; set; } = "EnglishUS";
/// <summary>Default text-entry profile exposed to games.</summary>
public string DefaultProfile { get; set; } = "Sharp";
/// <summary>Publish launcher/game status to Discord Rich Presence.</summary>
public bool DiscordRichPresence { get; set; } = true;
public bool CheckForUpdatesOnStartup { get; set; } = true;
public string WindowMode { get; set; } = "Windowed";
public string Resolution { get; set; } = "1920x1080";
public int DisplayIndex { get; set; }
public int RefreshRate { get; set; }
public string ScalingMode { get; set; } = "Fit";
public bool VSync { get; set; } = true;
public string HdrMode { get; set; } = "Auto";
public bool OverlayEnabled { get; set; } = true;
public string OverlayCorner { get; set; } = "TopRight";
public string OverlayMode { get; set; } = "TitleBar";
/// <summary>Names of SHARPEMU_* switches set to "1" in the emulator's environment at launch.</summary>
public List<string> EnvironmentToggles { get; set; } = ["SHARPEMU_WRITABLE_APP0", "SHARPEMU_DISABLE_IMPORT_LOOP_GUARD"];
public string BinkPlaybackMode { get; set; } = "Guest";
/// <summary>Internal render resolution scale (1.0 = native, 0.5 = half).</summary>
public double RenderResolutionScale { get; set; } = 1.0;
/// <summary>
/// Discord application ID used for Rich Presence; the default is the
/// SharpEmu application. Override to rebrand what Discord shows as
/// "Playing …" (register at discord.com/developers/applications).
/// </summary>
public string DiscordClientId { get; set; } = "1525606762248540221";
// The emulator is portable and keeps its data next to the executable;
// the GUI follows the same convention.
public static string SettingsPath => Path.Combine(AppContext.BaseDirectory, "gui-settings.json");
public static GuiSettings Load()
{
try
{
if (File.Exists(SettingsPath))
{
var json = File.ReadAllText(SettingsPath);
return NormalizeFromJson(json);
}
}
catch (Exception)
{
// Corrupt or unreadable settings fall back to defaults.
}
return new GuiSettings();
}
/// <summary>
/// Deserializes settings and normalizes null references and null or empty list
/// entries introduced by JSON. Empty scalar strings remain unchanged.
/// </summary>
internal static GuiSettings NormalizeFromJson(string json)
{
var settings = JsonSerializer.Deserialize<GuiSettings>(json, SerializerOptions) ?? new GuiSettings();
settings.GameFolders = FilterNullOrEmpty(settings.GameFolders);
settings.ExcludedGames = FilterNullOrEmpty(settings.ExcludedGames);
settings.EnvironmentToggles = FilterNullOrEmpty(settings.EnvironmentToggles ?? ["SHARPEMU_WRITABLE_APP0", "SHARPEMU_DISABLE_IMPORT_LOOP_GUARD"]);
settings.LogLevel ??= "Info";
settings.Language ??= "en";
var legacyProfile = settings.EnvironmentToggles
.Select(entry => entry.Split('=', 2, StringSplitOptions.TrimEntries))
.FirstOrDefault(parts =>
parts.Length == 2 &&
string.Equals(parts[0], "SHARPEMU_DEFAULT_PROFILE", StringComparison.OrdinalIgnoreCase));
settings.EnvironmentToggles.RemoveAll(entry =>
string.Equals(
entry.Split('=', 2, StringSplitOptions.TrimEntries)[0],
"SHARPEMU_DEFAULT_PROFILE",
StringComparison.OrdinalIgnoreCase));
settings.DefaultProfile = NormalizeDefaultProfile(
legacyProfile is { Length: 2 } ? legacyProfile[1] : settings.DefaultProfile);
settings.DiscordClientId ??= "1525606762248540221";
settings.LibraryLayout = NormalizeChoice(settings.LibraryLayout, "Carousel", "Grid");
settings.ConsoleType = NormalizeChoice(settings.ConsoleType, "PS5");
settings.ConsoleLanguage = NormalizeChoice(
settings.ConsoleLanguage,
"EnglishUS",
"Japanese",
"French",
"SpanishSpain",
"German",
"Italian",
"Dutch",
"PortuguesePortugal",
"Russian",
"Korean",
"ChineseTraditional",
"ChineseSimplified",
"Finnish",
"Swedish",
"Danish",
"Norwegian",
"Polish",
"PortugueseBrazil",
"EnglishUK",
"Turkish",
"SpanishLatinAmerica",
"Arabic",
"FrenchCanada",
"Czech",
"Hungarian",
"Greek",
"Romanian",
"Thai",
"Vietnamese",
"Indonesian",
"Ukrainian");
settings.WindowMode = NormalizeChoice(settings.WindowMode, "Windowed", "Borderless", "Exclusive");
settings.Resolution = NormalizeResolution(settings.Resolution);
settings.ScalingMode = NormalizeChoice(settings.ScalingMode, "Fit", "Cover", "Stretch", "Integer");
settings.HdrMode = NormalizeChoice(settings.HdrMode, "Auto", "On", "Off");
settings.BinkPlaybackMode = NormalizeChoice(settings.BinkPlaybackMode, "Guest", "Host", "Skip");
settings.OverlayCorner = NormalizeChoice(settings.OverlayCorner, "TopRight", "TopLeft", "BottomRight", "BottomLeft");
settings.OverlayMode = NormalizeChoice(settings.OverlayMode, "TitleBar", "Full", "Minimal");
settings.DisplayIndex = Math.Max(0, settings.DisplayIndex);
settings.RefreshRate = Math.Clamp(settings.RefreshRate, 0, 1000);
settings.EmbeddedConsoleHeight = NormalizeConsoleSize(settings.EmbeddedConsoleHeight, 240, 120);
settings.ConsoleWindowWidth = NormalizeConsoleSize(settings.ConsoleWindowWidth, 980, 520);
settings.ConsoleWindowHeight = NormalizeConsoleSize(settings.ConsoleWindowHeight, 620, 320);
if (!settings.ConsoleWindowLeft.HasValue || !settings.ConsoleWindowTop.HasValue)
{
settings.ConsoleWindowLeft = null;
settings.ConsoleWindowTop = null;
}
return settings;
}
// JSON can populate non-nullable lists with null references and entries.
private static List<string> FilterNullOrEmpty(List<string>? source)
{
if (source is null)
{
return [];
}
return source.Where(entry => !string.IsNullOrEmpty(entry)).ToList();
}
private static string NormalizeChoice(string? value, string fallback, params string[] choices) =>
choices.Prepend(fallback).FirstOrDefault(
choice => string.Equals(choice, value, StringComparison.OrdinalIgnoreCase)) ?? fallback;
private static double NormalizeConsoleSize(double value, double fallback, double minimum) =>
double.IsFinite(value) && value >= minimum ? Math.Min(value, 16384) : fallback;
private static string NormalizeResolution(string? value)
{
if (!HostDisplayOptions.TryParseResolution(value, out var width, out var height))
{
return "1920x1080";
}
return $"{width}x{height}";
}
internal static string NormalizeDefaultProfile(string? value)
{
var trimmed = value?.Trim();
return string.IsNullOrEmpty(trimmed) ? "Sharp" : trimmed;
}
public void Save()
{
try
{
var directory = Path.GetDirectoryName(SettingsPath);
if (!string.IsNullOrEmpty(directory))
{
Directory.CreateDirectory(directory);
}
File.WriteAllText(SettingsPath, JsonSerializer.Serialize(this, SerializerOptions));
}
catch (Exception)
{
// Settings persistence is best-effort.
}
}
}