// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#pragma once

namespace DefaultINI {

const char* sdl2_config_file = R"(
[Controls]
# The input devices and parameters for each 3DS native input
# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values

# for button input, the following devices are available:
#  - "keyboard" (default) for keyboard input. Required parameters:
#      - "code": the code of the key to bind
#  - "sdl" for joystick input using SDL. Required parameters:
#      - "joystick": the index of the joystick to bind
#      - "button"(optional): the index of the button to bind
#      - "hat"(optional): the index of the hat to bind as direction buttons
#      - "axis"(optional): the index of the axis to bind
#      - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
#      - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
#          triggered if the axis value crosses
#      - "direction"(only used for axis): "+" means the button is triggered when the axis value
#          is greater than the threshold; "-" means the button is triggered when the axis value
#          is smaller than the threshold
button_a=
button_b=
button_x=
button_y=
button_up=
button_down=
button_left=
button_right=
button_l=
button_r=
button_start=
button_select=
button_zl=
button_zr=
button_home=

# for analog input, the following devices are available:
#  - "analog_from_button" (default) for emulating analog input from direction buttons.  Required parameters:
#      - "up", "down", "left", "right": sub-devices for each direction.
#          Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
#      - "modifier": sub-devices as a modifier.
#      - "modifier_scale": a float number representing the applied modifier scale to the analog input.
#          Must be in range of 0.0-1.0. Defaults to 0.5
#  - "sdl" for joystick input using SDL. Required parameters:
#      - "joystick": the index of the joystick to bind
#      - "axis_x": the index of the axis to bind as x-axis (default to 0)
#      - "axis_y": the index of the axis to bind as y-axis (default to 1)
circle_pad=
c_stick=

[Core]
# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)
use_cpu_jit =

[Renderer]
# Whether to use software or hardware rendering.
# 0: Software, 1 (default): Hardware
use_hw_renderer =

# Whether to use the Just-In-Time (JIT) compiler for shader emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)
use_shader_jit =

# Resolution scale factor
# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
# factor for the 3DS resolution
resolution_factor =

# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
# 0 (default): Off, 1: On
use_vsync =

# The clear color for the renderer. What shows up on the sides of the bottom screen.
# Must be in range of 0.0-1.0. Defaults to 1.0 for all.
bg_red =
bg_blue =
bg_green =

[Layout]
# Layout for the screen inside the render window.
# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen
layout_option =

# Toggle custom layout (using the settings below) on or off.
# 0 (default): Off , 1: On
custom_layout =

# Screen placement when using Custom layout option
# 0x, 0y is the top left corner of the render window.
custom_top_left =
custom_top_top =
custom_top_right =
custom_top_bottom =
custom_bottom_left =
custom_bottom_top =
custom_bottom_right =
custom_bottom_bottom =

#Whether to toggle frame limiter on or off.
# 0: Off , 1  (default): On
toggle_framelimit =

# Swaps the prominent screen with the other screen.
# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
swap_screen =

[Audio]
# Which audio output engine to use.
# auto (default): Auto-select, null: No audio output, sdl2: SDL2 (if available)
output_engine =

# Whether or not to enable the audio-stretching post-processing effect.
# This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
# at the cost of increasing audio latency.
# 0: No, 1 (default): Yes
enable_audio_stretching =

# Which audio device to use.
# auto (default): Auto-select
output_device =

[Data Storage]
# Whether to create a virtual SD card.
# 1 (default): Yes, 0: No
use_virtual_sd =

[System]
# The system model that Citra will try to emulate
# 0: Old 3DS (default), 1: New 3DS
is_new_3ds =

# The system region that Citra will use during emulation
# -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
region_value =

[Camera]
# Which camera engine to use for the right outer camera
# blank (default): a dummy camera that always returns black image
camera_outer_right_name =

# A config string for the right outer camera. Its meaning is defined by the camera engine
camera_outer_right_config =

# ... for the left outer camera
camera_outer_left_name =
camera_outer_left_config =

# ... for the inner camera
camera_inner_name =
camera_inner_config =

[Miscellaneous]
# A filter which removes logs below a certain logging level.
# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
log_filter = *:Info

[Debugging]
# Port for listening to GDB connections.
use_gdbstub=false
gdbstub_port=24689

[WebService]
# Endpoint URL for submitting telemetry data
telemetry_endpoint_url =
)";
}
