Files
itgmania212121/stepmania/src/PrefsManager.h
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2005-08-18 02:28:54 +00:00

404 lines
17 KiB
C++

/* PrefsManager - Holds user-chosen preferences that are saved between sessions. */
#ifndef PREFSMANAGER_H
#define PREFSMANAGER_H
#include "PlayerNumber.h"
#include "GameConstantsAndTypes.h"
#include "Grade.h" // for NUM_GRADE_TIERS
#include "Preference.h"
#include "RageSoundReader_Resample.h" // for ResampleQuality
class IniFile;
const int MAX_SONGS_PER_PLAY = 7;
class PrefsManager
{
public:
PrefsManager();
~PrefsManager();
IPreference *GetPreferenceByName( const CString &sName );
void Init();
// GameOptions (ARE saved between sessions)
Preference<bool> m_bWindowed;
Preference<int> m_iDisplayWidth;
Preference<int> m_iDisplayHeight;
Preference<int> m_iDisplayColorDepth;
Preference<int> m_iTextureColorDepth;
Preference<int> m_iMovieColorDepth;
Preference<int> m_iMaxTextureResolution;
Preference<int> m_iRefreshRate;
Preference<float> m_fDisplayAspectRatio;
Preference<bool> m_bShowStats;
Preference<bool> m_bShowBanners;
enum BackgroundMode { BGMODE_OFF, BGMODE_ANIMATIONS, BGMODE_RANDOMMOVIES, NUM_BackgroundMode };
Preference<BackgroundMode> m_BackgroundMode;
Preference<int> m_iNumBackgrounds;
Preference<float> m_fBGBrightness;
Preference<bool> m_bHiddenSongs;
Preference<bool> m_bVsync;
Preference<bool> m_bInterlaced;
Preference<bool> m_bPAL;
Preference<bool> m_bDelayedTextureDelete;
Preference<bool> m_bTexturePreload;
Preference<bool> m_bDelayedScreenLoad;
Preference<bool> m_bDelayedModelDelete;
enum BannerCache {
BNCACHE_OFF,
BNCACHE_LOW_RES_PRELOAD, // preload low-res on start
BNCACHE_LOW_RES_LOAD_ON_DEMAND, // preload low-res on screen load
BNCACHE_FULL };
Preference<BannerCache> m_BannerCache;
Preference<bool> m_bPalettedBannerCache;
Preference<bool> m_bFastLoad;
Preference<bool> m_bOnlyDedicatedMenuButtons;
Preference<bool> m_bMenuTimer;
Preference<bool> m_bShowDanger;
Preference<float> m_fJudgeWindowScale;
Preference<float> m_fJudgeWindowAdd; // this is useful for compensating for changes in sampling rate between devices
Preference<float> m_fJudgeWindowSecondsMarvelous;
Preference<float> m_fJudgeWindowSecondsPerfect;
Preference<float> m_fJudgeWindowSecondsGreat;
Preference<float> m_fJudgeWindowSecondsGood;
Preference<float> m_fJudgeWindowSecondsBoo;
Preference<float> m_fJudgeWindowSecondsOK;
Preference<float> m_fJudgeWindowSecondsRoll;
Preference<float> m_fJudgeWindowSecondsMine;
Preference<float> m_fJudgeWindowSecondsAttack;
Preference<float> m_fLifeDifficultyScale;
Preference<float> m_fLifeDeltaPercentChangeMarvelous;
Preference<float> m_fLifeDeltaPercentChangePerfect;
Preference<float> m_fLifeDeltaPercentChangeGreat;
Preference<float> m_fLifeDeltaPercentChangeGood;
Preference<float> m_fLifeDeltaPercentChangeBoo;
Preference<float> m_fLifeDeltaPercentChangeMiss;
Preference<float> m_fLifeDeltaPercentChangeHitMine;
Preference<float> m_fLifeDeltaPercentChangeOK;
Preference<float> m_fLifeDeltaPercentChangeNG;
// tug meter used in rave
Preference<float> m_fTugMeterPercentChangeMarvelous;
Preference<float> m_fTugMeterPercentChangePerfect;
Preference<float> m_fTugMeterPercentChangeGreat;
Preference<float> m_fTugMeterPercentChangeGood;
Preference<float> m_fTugMeterPercentChangeBoo;
Preference<float> m_fTugMeterPercentChangeMiss;
Preference<float> m_fTugMeterPercentChangeHitMine;
Preference<float> m_fTugMeterPercentChangeOK;
Preference<float> m_fTugMeterPercentChangeNG;
// Whoever added these: Please add a comment saying what they do. -Chris
Preference<int> m_iRegenComboAfterFail;
Preference<int> m_iRegenComboAfterMiss;
Preference<int> m_iMaxRegenComboAfterFail;
Preference<int> m_iMaxRegenComboAfterMiss;
Preference<bool> m_bTwoPlayerRecovery;
Preference<bool> m_bMercifulDrain; // negative life deltas are scaled by the players life percentage
Preference<bool> m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter
Preference<bool> m_bFailOffInBeginner;
Preference<bool> m_bFailOffForFirstStageEasy;
Preference<bool> m_bMercifulBeginner; // don't subtract from percent score or grade DP, larger boo window
// percent score (the number that is shown on the screen and saved to memory card)
Preference<int> m_iPercentScoreWeightMarvelous;
Preference<int> m_iPercentScoreWeightPerfect;
Preference<int> m_iPercentScoreWeightGreat;
Preference<int> m_iPercentScoreWeightGood;
Preference<int> m_iPercentScoreWeightBoo;
Preference<int> m_iPercentScoreWeightMiss;
Preference<int> m_iPercentScoreWeightHitMine;
Preference<int> m_iPercentScoreWeightOK;
Preference<int> m_iPercentScoreWeightNG;
// grades are calculated based on a percentage, but might have different weights than the percent score
Preference<int> m_iGradeWeightMarvelous;
Preference<int> m_iGradeWeightPerfect;
Preference<int> m_iGradeWeightGreat;
Preference<int> m_iGradeWeightGood;
Preference<int> m_iGradeWeightBoo;
Preference<int> m_iGradeWeightMiss;
Preference<int> m_iGradeWeightHitMine;
Preference<int> m_iGradeWeightOK;
Preference<int> m_iGradeWeightNG;
// super meter used in rave
Preference<float> m_fSuperMeterPercentChangeMarvelous;
Preference<float> m_fSuperMeterPercentChangePerfect;
Preference<float> m_fSuperMeterPercentChangeGreat;
Preference<float> m_fSuperMeterPercentChangeGood;
Preference<float> m_fSuperMeterPercentChangeBoo;
Preference<float> m_fSuperMeterPercentChangeMiss;
Preference<float> m_fSuperMeterPercentChangeHitMine;
Preference<float> m_fSuperMeterPercentChangeOK;
Preference<float> m_fSuperMeterPercentChangeNG;
Preference<float> m_bMercifulSuperMeter; // negative super deltas are scaled by the players life percentage
// time meter used in survival
Preference<float> m_fTimeMeterSecondsChangeMarvelous;
Preference<float> m_fTimeMeterSecondsChangePerfect;
Preference<float> m_fTimeMeterSecondsChangeGreat;
Preference<float> m_fTimeMeterSecondsChangeGood;
Preference<float> m_fTimeMeterSecondsChangeBoo;
Preference<float> m_fTimeMeterSecondsChangeMiss;
Preference<float> m_fTimeMeterSecondsChangeHitMine;
Preference<float> m_fTimeMeterSecondsChangeOK;
Preference<float> m_fTimeMeterSecondsChangeNG;
Preference<PlayerController> m_AutoPlay;
Preference<bool> m_bDelayedBack;
Preference<bool> m_bShowInstructions;
Preference<bool> m_bShowSelectGroup;
Preference<bool> m_bShowCaution;
Preference<bool> m_bShowNativeLanguage;
Preference<bool> m_bArcadeOptionsNavigation;
enum MusicWheelUsesSections { NEVER, ALWAYS, ABC_ONLY };
Preference<MusicWheelUsesSections> m_MusicWheelUsesSections;
Preference<int> m_iMusicWheelSwitchSpeed;
Preference<bool> m_bEasterEggs;
enum MarvelousTiming { MARVELOUS_NEVER, MARVELOUS_COURSES_ONLY, MARVELOUS_EVERYWHERE };
Preference<MarvelousTiming> m_MarvelousTiming;
Preference<bool> m_bEventMode;
Preference<int> m_iCoinsPerCredit;
Preference<int> m_iSongsPerPlay;
// These options have weird interactions depending on m_bEventMode,
// so wrap them in GameState.
Preference<CoinMode> m_CoinMode;
Preference<Premium> m_Premium;
Preference<bool> m_bDelayedCreditsReconcile;
Preference<bool> m_bPickExtraStage; // DDR Extreme-style extra stage support.
Preference<bool> m_bComboContinuesBetweenSongs;
Preference<float> m_fLongVerSongSeconds;
Preference<float> m_fMarathonVerSongSeconds;
enum Maybe { ASK = -1, NO = 0, YES = 1 };
Preference<Maybe> m_ShowSongOptions;
Preference<bool> m_bSoloSingle;
Preference<bool> m_bDancePointsForOni; //DDR-Extreme style dance points instead of max2 percent
Preference<bool> m_bPercentageScoring;
Preference<float> m_fMinPercentageForMachineSongHighScore;
Preference<float> m_fMinPercentageForMachineCourseHighScore;
Preference<bool> m_bDisqualification;
Preference<bool> m_bShowLyrics;
Preference<bool> m_bAutogenSteps;
Preference<bool> m_bAutogenGroupCourses;
Preference<bool> m_bBreakComboToGetItem;
Preference<bool> m_bLockCourseDifficulties;
enum CharacterOption { CO_OFF = 0, CO_RANDOM = 1, CO_SELECT = 2};
Preference<CharacterOption> m_ShowDancingCharacters;
Preference<bool> m_bUseUnlockSystem;
Preference<bool> m_bAutoMapOnJoyChange;
Preference<float> m_fGlobalOffsetSeconds;
Preference<int> m_iProgressiveLifebar;
Preference<int> m_iProgressiveStageLifebar;
Preference<int> m_iProgressiveNonstopLifebar;
Preference<bool> m_bShowBeginnerHelper;
Preference<bool> m_bDisableScreenSaver;
Preference<CString> m_sLanguage;
Preference<CString> m_sMemoryCardProfileSubdir; // the directory on a memory card to look in for a profile
Preference<int> m_iProductID; // Saved in HighScore to track what software version a score came from.
Preference<CString> m_sDefaultLocalProfileIDP1, m_sDefaultLocalProfileIDP2;
Preference<CString>& GetDefaultLocalProfileID( PlayerNumber pn )
{ switch(pn) { case PLAYER_1: return m_sDefaultLocalProfileIDP1; case PLAYER_2: return m_sDefaultLocalProfileIDP2; default: ASSERT(0); } }
Preference<bool> m_bMemoryCards;
Preference<CString> m_sMemoryCardOsMountPointP1, m_sMemoryCardOsMountPointP2; // if set, always use the device that mounts to this point
Preference<CString>& GetMemoryCardOsMountPoint( PlayerNumber pn )
{ switch(pn) { case PLAYER_1: return m_sMemoryCardOsMountPointP1; case PLAYER_2: return m_sMemoryCardOsMountPointP2; default: ASSERT(0); } }
Preference<int> m_iMemoryCardUsbBusP1, m_iMemoryCardUsbBusP2; // look for this bus when assigning cards. -1 = match any
Preference<int>& GetMemoryCardUsbBus( PlayerNumber pn )
{ switch(pn) { case PLAYER_1: return m_iMemoryCardUsbBusP1; case PLAYER_2: return m_iMemoryCardUsbBusP2; default: ASSERT(0); } }
Preference<int> m_iMemoryCardUsbPortP1, m_iMemoryCardUsbPortP2; // look for this port when assigning cards. -1 = match any
Preference<int>& GetMemoryCardUsbPort( PlayerNumber pn )
{ switch(pn) { case PLAYER_1: return m_iMemoryCardUsbPortP1; case PLAYER_2: return m_iMemoryCardUsbPortP2; default: ASSERT(0); } }
Preference<int> m_iMemoryCardUsbLevelP1, m_iMemoryCardUsbLevelP2; // look for this level when assigning cards. -1 = match any
Preference<int>& GetMemoryCardUsbLevel( PlayerNumber pn )
{ switch(pn) { case PLAYER_1: return m_iMemoryCardUsbLevelP1; case PLAYER_2: return m_iMemoryCardUsbLevelP2; default: ASSERT(0); } }
Preference<int> m_iCenterImageTranslateX;
Preference<int> m_iCenterImageTranslateY;
Preference<int> m_fCenterImageAddWidth;
Preference<int> m_fCenterImageAddHeight;
Preference<float> m_fBrightnessAdd;
enum AttractSoundFrequency { ASF_NEVER, ASF_EVERY_TIME, ASF_EVERY_2_TIMES, ASF_EVERY_3_TIMES, ASF_EVERY_4_TIMES, ASF_EVERY_5_TIMES };
Preference<AttractSoundFrequency> m_AttractSoundFrequency;
Preference<bool> m_bAllowExtraStage;
Preference<bool> m_bHideDefaultNoteSkin;
Preference<int> m_iMaxHighScoresPerListForMachine;
Preference<int> m_iMaxHighScoresPerListForPlayer;
Preference<int> m_iMaxRecentScoresForMachine;
Preference<int> m_iMaxRecentScoresForPlayer;
Preference<bool> m_bAllowMultipleHighScoreWithSameName;
Preference<bool> m_bCelShadeModels;
Preference<bool> m_bPreferredSortUsesGroups;
/* experimental: force a specific update rate. This prevents big
* animation jumps on frame skips. */
Preference<float> m_fConstantUpdateDeltaSeconds; // 0 to disable
// Number of seconds it takes for a button on the controller to release
// after pressed.
Preference<float> m_fPadStickSeconds;
// Useful for non 4:3 displays and resolutions < 640x480 where texels don't
// map directly to pixels.
Preference<bool> m_bForceMipMaps;
Preference<bool> m_bTrilinearFiltering; // has no effect without mipmaps on
Preference<bool> m_bAnisotropicFiltering; // has no effect without mipmaps on. Not mutually exclusive with trilinear.
// If true, then signatures created when writing profile data
// and verified when reading profile data. Leave this false if
// you want to use a profile on different machines that don't
// have the same key, or else the profile's data will be discarded.
Preference<bool> m_bSignProfileData;
/* Editor prefs: */
Preference<bool> m_bEditorShowBGChangesPlay;
// course ranking
enum CourseSortOrders { COURSE_SORT_SONGS, COURSE_SORT_METER, COURSE_SORT_METER_SUM, COURSE_SORT_RANK };
Preference<CourseSortOrders> m_CourseSortOrder;
Preference<bool> m_bMoveRandomToEnd;
Preference<bool> m_bSubSortByNumSteps;
enum GetRankingName { RANKING_OFF, RANKING_ON, RANKING_LIST };
Preference<GetRankingName> m_GetRankingName;
// scoring type; SCORING_MAX2 should always be first
enum ScoringTypes { SCORING_MAX2, SCORING_5TH };
Preference<ScoringTypes> m_ScoringType;
enum BoostAppPriority { BOOST_NO, BOOST_YES, BOOST_AUTO }; /* auto = do whatever is appropriate for the arch. */
Preference<BoostAppPriority> m_BoostAppPriority;
Preference<CString> m_sAdditionalSongFolders;
Preference<CString> m_sAdditionalFolders;
Preference<CString> m_sLastSeenVideoDriver;
Preference<CString> m_sLastSeenInputDevices;
#if defined(WIN32)
Preference<int> m_iLastSeenMemory;
#endif
Preference<CString> m_sVideoRenderers; // StepMania.cpp sets these on first run based on the card
Preference<bool> m_bSmoothLines;
private:
Preference<CString> m_sSoundDrivers; // "" == default
public:
Preference<float> m_fSoundVolume; // -1 == default
Preference<int> m_iSoundWriteAhead;
Preference<CString> m_iSoundDevice;
Preference<RageSoundReader_Resample::ResampleQuality> m_SoundResampleQuality;
private:
Preference<CString> m_sInputDrivers; // "" == default
Preference<CString> m_sLightsDriver; // "" == default
public:
Preference<CString> m_sMovieDrivers; // "" == default
Preference<CString> m_sLightsStepsDifficulty;
Preference<bool> m_bBlinkGameplayButtonLightsOnNote;
Preference<bool> m_bAllowUnacceleratedRenderer;
Preference<bool> m_bThreadedInput;
Preference<bool> m_bThreadedMovieDecode;
Preference<bool> m_bScreenTestMode;
Preference<bool> m_bDebugLights;
Preference<bool> m_bMonkeyInput;
Preference<CString> m_sMachineName;
Preference<CString> m_sIgnoredMessageWindows;
Preference<CString> m_sCoursesToShowRanking;
/* Debug: */
Preference<bool> m_bLogToDisk;
Preference<bool> m_bForceLogFlush;
Preference<bool> m_bShowLogOutput;
Preference<bool> m_bTimestamping;
Preference<bool> m_bLogSkips;
Preference<bool> m_bLogCheckpoints;
Preference<bool> m_bShowLoadingWindow;
/* Game-specific prefs: */
Preference<CString> m_sDefaultModifiers;
#if defined(XBOX)
// Virtual memory preferences
Preference<bool> m_bEnableVirtualMemory;
Preference<int> m_iPageFileSize; // page file size in megabytes
Preference<int> m_iPageSize; // page size in kilobytes
Preference<int> m_iPageThreshold; // threshold in kilobytes where virtual memory will be used
Preference<bool> m_bLogVirtualMemory; // (under debug) log the virtual memory allocation, etc.
#endif
#if !defined(WITHOUT_NETWORKING)
Preference<bool> m_bEnableScoreboard; //Alows disabling of scoreboard in network play
#endif
// wrappers
CString GetVideoRenderers();
CString GetSoundDrivers();
float GetSoundVolume();
CString GetInputDrivers();
CString GetMovieDrivers();
CString GetLightsDriver();
void ReadGlobalPrefsFromIni( const IniFile &ini );
void SaveGlobalPrefsToIni( IniFile &ini ) const;
void ReadGlobalPrefsFromDisk();
void SaveGlobalPrefsToDisk() const;
void ResetToFactoryDefaults();
//
// For self-registering prefs
//
static void Subscribe( IPreference *p );
static void Unsubscribe( IPreference *p );
// Lua
void PushSelf( lua_State *L );
protected:
void ReadPrefsFromFile( CString sIni );
};
/* This is global, because it can be accessed by crash handlers and error handlers
* that are run after PREFSMAN shuts down (and probably don't want to deref tht
* pointer anyway). */
extern bool g_bAutoRestart;
extern PrefsManager* PREFSMAN; // global and accessable from anywhere in our program
#endif
/*
* (c) 2001-2004 Chris Danford, Chris Gomez
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/