/*  SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
 *  Copyright (C) 2010-2011 - Hans-Kristian Arntzen
 *
 *  Some code herein may be based on code found in BSNES.
 * 
 *  SSNES is free software: you can redistribute it and/or modify it under the terms
 *  of the GNU General Public License as published by the Free Software Found-
 *  ation, either version 3 of the License, or (at your option) any later version.
 *
 *  SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 *  without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
 *  PURPOSE.  See the GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License along with SSNES.
 *  If not, see <http://www.gnu.org/licenses/>.
 */

/// Config header for SSNES
//
//

#ifndef __CONFIG_DEF_H
#define __CONFIG_DEF_H

#include "boolean.h"
#include "libsnes.hpp"
#include "driver.h"

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

#include "input/keysym.h"

///////////////// Drivers
#define VIDEO_GL 0
#define VIDEO_XVIDEO 11
#define VIDEO_SDL 13
#define VIDEO_EXT 14
#define VIDEO_WII 24
#define VIDEO_XENON360 25
////////////////////////
#define AUDIO_RSOUND 1
#define AUDIO_OSS 2
#define AUDIO_ALSA 3
#define AUDIO_ROAR 4
#define AUDIO_AL 5
#define AUDIO_JACK 6
#define AUDIO_SDL 8
#define AUDIO_XAUDIO 9
#define AUDIO_PULSE 10
#define AUDIO_EXT 15
#define AUDIO_DSOUND 16
#define AUDIO_COREAUDIO 17
#define AUDIO_PS3 18
#define AUDIO_XENON360 20
#define AUDIO_WII 22
////////////////////////
#define INPUT_SDL 7
#define INPUT_X 12
#define INPUT_PS3 19
#define INPUT_XENON360 21
#define INPUT_WII 23
////////////////////////

#if defined(HAVE_OPENGL) || defined(__CELLOS_LV2__)
#define VIDEO_DEFAULT_DRIVER VIDEO_GL
#elif defined(GEKKO)
#define VIDEO_DEFAULT_DRIVER VIDEO_WII
#elif defined(XENON)
#define VIDEO_DEFAULT_DRIVER VIDEO_XENON360
#elif defined(HAVE_XVIDEO)
#define VIDEO_DEFAULT_DRIVER VIDEO_XVIDEO
#elif defined(HAVE_SDL)
#define VIDEO_DEFAULT_DRIVER VIDEO_SDL
#elif defined(HAVE_DYLIB)
#define VIDEO_DEFAULT_DRIVER VIDEO_EXT
#else
#error "Need at least one video driver!"
#endif

#if defined(__CELLOS_LV2__)
#define AUDIO_DEFAULT_DRIVER AUDIO_PS3
#elif defined(XENON)
#define AUDIO_DEFAULT_DRIVER AUDIO_XENON360
#elif defined(GEKKO)
#define AUDIO_DEFAULT_DRIVER AUDIO_WII
#elif defined(HAVE_ALSA)
#define AUDIO_DEFAULT_DRIVER AUDIO_ALSA
#elif defined(HAVE_PULSE)
#define AUDIO_DEFAULT_DRIVER AUDIO_PULSE
#elif defined(HAVE_OSS)
#define AUDIO_DEFAULT_DRIVER AUDIO_OSS
#elif defined(HAVE_JACK)
#define AUDIO_DEFAULT_DRIVER AUDIO_JACK
#elif defined(HAVE_COREAUDIO)
#define AUDIO_DEFAULT_DRIVER AUDIO_COREAUDIO
#elif defined(HAVE_AL)
#define AUDIO_DEFAULT_DRIVER AUDIO_AL
#elif defined(HAVE_DSOUND)
#define AUDIO_DEFAULT_DRIVER AUDIO_DSOUND
#elif defined(HAVE_SDL)
#define AUDIO_DEFAULT_DRIVER AUDIO_SDL
#elif defined(HAVE_XAUDIO)
#define AUDIO_DEFAULT_DRIVER AUDIO_XAUDIO
#elif defined(HAVE_RSOUND)
#define AUDIO_DEFAULT_DRIVER AUDIO_RSOUND
#elif defined(HAVE_ROAR)
#define AUDIO_DEFAULT_DRIVER AUDIO_ROAR
#elif defined(HAVE_DYLIB)
#define AUDIO_DEFAULT_DRIVER AUDIO_EXT
#else
#error "Need at least one audio driver!"
#endif

#if defined(XENON)
#define INPUT_DEFAULT_DRIVER INPUT_XENON360
#elif defined(HAVE_SDL)
#define INPUT_DEFAULT_DRIVER INPUT_SDL
#elif defined(__CELLOS_LV2__)
#define INPUT_DEFAULT_DRIVER INPUT_PS3
#elif defined(GEKKO)
#define INPUT_DEFAULT_DRIVER INPUT_WII
#elif defined(HAVE_XVIDEO)
#define INPUT_DEFAULT_DRIVER INPUT_X
#else
#error "Need at least one input driver!"
#endif


////////////////
// Video
////////////////

// Windowed
static const float xscale = 3.0; // Real x res = aspect * base_size * xscale
static const float yscale = 3.0; // Real y res = base_size * yscale

// Fullscreen
static const bool fullscreen = false;  // To start in Fullscreen or not
static const unsigned fullscreen_x = 0; // Fullscreen resolution. A value of 0 uses the desktop resolution.
static const unsigned fullscreen_y = 0;

// Force 16-bit colors.
static const bool force_16bit = false;

// Forcibly disable composition. Only valid on Windows Vista/7 for now.
static const bool disable_composition = false;

// Video VSYNC (recommended)
static const bool vsync = true;

// Smooths picture
static const bool video_smooth = true;

// On resize and fullscreen, rendering area will stay 4:3
static const bool force_aspect = true; 

// Crop overscanned frames (7/8 or 15/15 for interlaced frames).
static const bool crop_overscan = true;

// Font size for on-screen messages.
static const unsigned font_size = 48;

// Offset for where messages will be placed on-screen. Values are in range [0.0, 1.0].
static const float message_pos_offset_x = 0.05;
static const float message_pos_offset_y = 0.05;
// Color of the message.
static const uint32_t message_color = 0xffff00; // RGB hex value.

// Render-to-texture before rendering to screen (multi-pass shaders)
static const bool render_to_texture = false;
static const float fbo_scale_x = 2.0;
static const float fbo_scale_y = 2.0;
static const bool second_pass_smooth = true;

// Record video assuming game runs hi-res.
static const bool hires_record = false;

// Record post-filtered (CPU filter) video rather than raw SNES output.
static const bool post_filter_record = false;

// OSD-messages
static const bool font_enable = true;

// The accurate refresh rate of your monitor (Hz).
// This is used to calculate audio input rate with the formula:
// audio_input_rate = game_input_rate * display_refresh_rate / game_refresh_rate.
// If the implementation does not report any values,
// SNES NTSC defaults will be assumed for compatibility.
// This value should stay close to 60Hz to avoid large pitch changes.
// If your monitor does not run at 60Hz, or something close to it, disable VSync,
// and leave this at its default.
#if defined(__CELLOS_LV2__) || defined(XENON) || defined(GEKKO)
static const float refresh_rate = 59.92; 
#else
static const float refresh_rate = 59.95; 
#endif

////////////////
// Audio
////////////////

// Will enable audio or not.
static const bool audio_enable = true;

// Output samplerate
static const unsigned out_rate = 48000; 

// When changing input rate on-the-fly
static const float audio_rate_step = 0.25;

// Audio device (e.g. hw:0,0 or /dev/audio). If NULL, will use defaults.
static const char *audio_device = NULL;

// Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
static const int out_latency = 64;

// Will sync audio. (recommended) 
static const bool audio_sync = true;

// Enables use of rewind. This will incur some memory footprint depending on the save state buffer.
// This rewind only works when using bSNES core atm.
static const bool rewind_enable = false;

// The buffer size for the rewind buffer. This needs to be about 15-20MB per minute. Very game dependant.
static const unsigned rewind_buffer_size = 20 << 20; // 20MiB

// How many frames to rewind at a time.
static const unsigned rewind_granularity = 1;

// Pause gameplay when gameplay loses focus.
static const bool pause_nonactive = false;

// Saves non-volatile SRAM at a regular interval. It is measured in seconds. A value of 0 disables autosave.
static const unsigned autosave_interval = 0;

// When being client over netplay, use keybinds for player 1 rather than player 2.
static const bool netplay_client_swap_input = true;

// On save state load, block SRAM from being overwritten.
// This could potentially lead to buggy games.
static const bool block_sram_overwrite = false;

// When saving savestates, state index is automatically incremented before saving.
// When the ROM is loaded, state index will be set to the highest existing value.
static const bool savestate_auto_index = false;


////////////////////
// Keybinds, Joypad
////////////////////

// Axis threshold (between 0.0 and 1.0)
// How far an axis must be tilted to result in a button press
static const float axis_threshold = 0.5;

// To figure out which joypad buttons to use, check jstest or similar.
// SDL sometimes reverses the axes for some odd reason, but hey. :D

// Player 1
static const struct snes_keybind snes_keybinds_1[] = {
   // SNES button               | keyboard key | js btn | js axis |
   { SNES_DEVICE_ID_JOYPAD_A,          SK_x,      NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_B,          SK_z,      NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_X,          SK_s,      NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_Y,          SK_a,      NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_L,          SK_q,      NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_R,          SK_w,      NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_LEFT,       SK_LEFT,   NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_RIGHT,      SK_RIGHT,  NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_UP,         SK_UP,     NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_DOWN,       SK_DOWN,   NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_START,      SK_RETURN, NO_BTN,      AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_SELECT,     SK_RSHIFT, NO_BTN,      AXIS_NONE },
   { SSNES_FAST_FORWARD_KEY,           SK_SPACE,  NO_BTN,      AXIS_NONE },
   { SSNES_FAST_FORWARD_HOLD_KEY,      SK_l,      NO_BTN,      AXIS_NONE },
   { SSNES_SAVE_STATE_KEY,             SK_F2,     NO_BTN,      AXIS_NONE },
   { SSNES_LOAD_STATE_KEY,             SK_F4,     NO_BTN,      AXIS_NONE },
   { SSNES_FULLSCREEN_TOGGLE_KEY,      SK_f,      NO_BTN,      AXIS_NONE },
   { SSNES_QUIT_KEY,                   SK_ESCAPE, NO_BTN,      AXIS_NONE },
   { SSNES_STATE_SLOT_MINUS,           SK_F6,     NO_BTN,      AXIS_NONE },
   { SSNES_STATE_SLOT_PLUS,            SK_F7,     NO_BTN,      AXIS_NONE },
   { SSNES_AUDIO_INPUT_RATE_PLUS,      SK_KP_PLUS, NO_BTN,     AXIS_NONE },
   { SSNES_AUDIO_INPUT_RATE_MINUS,     SK_KP_MINUS, NO_BTN,    AXIS_NONE },
   { SSNES_REWIND,                     SK_r,      NO_BTN,      AXIS_NONE },
   { SSNES_MOVIE_RECORD_TOGGLE,        SK_o,      NO_BTN,      AXIS_NONE },
   { SSNES_PAUSE_TOGGLE,               SK_p,      NO_BTN,      AXIS_NONE },
   { SSNES_FRAMEADVANCE,               SK_k,      NO_BTN,      AXIS_NONE },
   { SSNES_RESET,                      SK_h,      NO_BTN,      AXIS_NONE },
   { SSNES_SHADER_NEXT,                SK_m,      NO_BTN,      AXIS_NONE },
   { SSNES_SHADER_PREV,                SK_n,      NO_BTN,      AXIS_NONE },
   { SSNES_CHEAT_INDEX_PLUS,           SK_y,      NO_BTN,      AXIS_NONE },
   { SSNES_CHEAT_INDEX_MINUS,          SK_t,      NO_BTN,      AXIS_NONE },
   { SSNES_CHEAT_TOGGLE,               SK_u,      NO_BTN,      AXIS_NONE },
   { SSNES_SCREENSHOT,                 SK_PRINT,  NO_BTN,      AXIS_NONE },
   { SSNES_DSP_CONFIG,                 SK_c,      NO_BTN,      AXIS_NONE },
   { SSNES_MUTE,                       SK_F9,     NO_BTN,      AXIS_NONE },
   { -1 }
};

// Player 2-5
static const struct snes_keybind snes_keybinds_rest[] = {
   { SNES_DEVICE_ID_JOYPAD_A,          SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_B,          SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_X,          SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_Y,          SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_L,          SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_R,          SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_LEFT,       SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_RIGHT,      SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_UP,         SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_DOWN,       SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_START,      SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { SNES_DEVICE_ID_JOYPAD_SELECT,     SK_UNKNOWN, NO_BTN, AXIS_NONE },
   { -1 }
};

#endif