274 lines
8.9 KiB
C++
274 lines
8.9 KiB
C++
#ifndef PREFSMANAGER_H
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#define PREFSMANAGER_H
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/*
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-----------------------------------------------------------------------------
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Class: PrefsManager
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Desc: Holds user-chosen preferences that are saved between sessions.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
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Chris Gomez
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-----------------------------------------------------------------------------
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*/
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#include "PlayerNumber.h"
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#include "Grade.h" // for NUM_GRADE_TIERS
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class PrefsManager
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{
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public:
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PrefsManager();
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~PrefsManager();
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// GameOptions (ARE saved between sessions)
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bool m_bWindowed;
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int m_iDisplayWidth;
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int m_iDisplayHeight;
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int m_iDisplayColorDepth;
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int m_iTextureColorDepth;
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int m_iMovieColorDepth;
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int m_iMaxTextureResolution;
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int m_iRefreshRate;
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bool m_bShowStats;
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bool m_bShowBanners;
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enum BackgroundModes { BGMODE_OFF, BGMODE_ANIMATIONS, BGMODE_MOVIEVIS, BGMODE_RANDOMMOVIES } m_BackgroundMode;
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int m_iNumBackgrounds;
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float m_fBGBrightness;
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bool m_bHiddenSongs;
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bool m_bVsync;
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bool m_bInterlaced;
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#ifdef _XBOX
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bool m_bPAL;
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float m_fScreenPosX;
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float m_fScreenPosY;
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float m_fScreenWidth;
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float m_fScreenHeight;
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#endif
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bool m_bDelayedTextureDelete;
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bool m_bTexturePreload;
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bool m_bDelayedScreenLoad;
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enum BannerCacheMode { BNCACHE_OFF, BNCACHE_LOW_RES, BNCACHE_FULL };
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BannerCacheMode m_BannerCache;
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bool m_bFastLoad;
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bool m_bOnlyDedicatedMenuButtons;
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bool m_bMenuTimer;
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bool m_bShowDanger;
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int m_iNumArcadeStages;
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bool m_bEventMode;
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float m_fJudgeWindowScale;
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float m_fJudgeWindowSecondsMarvelous;
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float m_fJudgeWindowSecondsPerfect;
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float m_fJudgeWindowSecondsGreat;
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float m_fJudgeWindowSecondsGood;
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float m_fJudgeWindowSecondsBoo;
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float m_fJudgeWindowSecondsOK;
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float m_fJudgeWindowSecondsMine;
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float m_fJudgeWindowSecondsAttack;
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float m_fLifeDifficultyScale;
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float m_fLifeDeltaPercentChangeMarvelous;
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float m_fLifeDeltaPercentChangePerfect;
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float m_fLifeDeltaPercentChangeGreat;
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float m_fLifeDeltaPercentChangeGood;
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float m_fLifeDeltaPercentChangeBoo;
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float m_fLifeDeltaPercentChangeMiss;
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float m_fLifeDeltaPercentChangeHitMine;
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float m_fLifeDeltaPercentChangeOK;
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float m_fLifeDeltaPercentChangeNG;
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// tug meter used in rave
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float m_fTugMeterPercentChangeMarvelous;
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float m_fTugMeterPercentChangePerfect;
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float m_fTugMeterPercentChangeGreat;
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float m_fTugMeterPercentChangeGood;
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float m_fTugMeterPercentChangeBoo;
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float m_fTugMeterPercentChangeMiss;
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float m_fTugMeterPercentChangeHitMine;
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float m_fTugMeterPercentChangeOK;
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float m_fTugMeterPercentChangeNG;
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// Whoever added these: Please add a comment saying what they do. -Chris
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int m_iRegenComboAfterFail;
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int m_iRegenComboAfterMiss;
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int m_iMaxRegenComboAfterFail;
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int m_iMaxRegenComboAfterMiss;
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bool m_bTwoPlayerRecovery;
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bool m_bMercifulDrain; // negative life deltas are scaled by the players life percentage
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// percent score (the number that is shown on the screen and saved to memory card)
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int m_iPercentScoreWeightMarvelous;
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int m_iPercentScoreWeightPerfect;
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int m_iPercentScoreWeightGreat;
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int m_iPercentScoreWeightGood;
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int m_iPercentScoreWeightBoo;
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int m_iPercentScoreWeightMiss;
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int m_iPercentScoreWeightHitMine;
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int m_iPercentScoreWeightOK;
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int m_iPercentScoreWeightNG;
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// grades are calculated based on a percentage, but might have different weights than the percent score
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int m_iGradeWeightMarvelous;
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int m_iGradeWeightPerfect;
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int m_iGradeWeightGreat;
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int m_iGradeWeightGood;
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int m_iGradeWeightBoo;
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int m_iGradeWeightMiss;
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int m_iGradeWeightHitMine;
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int m_iGradeWeightOK;
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int m_iGradeWeightNG;
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int m_iNumGradeTiersUsed;
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float m_fGradePercent[NUM_GRADE_TIERS]; // the minimum percent necessary achieve a grade
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bool m_bGradeTier02IsAllPerfects; // DDR special case. If true, m_fGradePercentTier[GRADE_TIER_2] is ignored
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float m_fSuperMeterPercentChangeMarvelous;
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float m_fSuperMeterPercentChangePerfect;
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float m_fSuperMeterPercentChangeGreat;
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float m_fSuperMeterPercentChangeGood;
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float m_fSuperMeterPercentChangeBoo;
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float m_fSuperMeterPercentChangeMiss;
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float m_fSuperMeterPercentChangeHitMine;
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float m_fSuperMeterPercentChangeOK;
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float m_fSuperMeterPercentChangeNG;
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bool m_bMercifulSuperMeter; // negative super deltas are scaled by the players life percentage
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bool m_bAutoPlay;
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bool m_bDelayedEscape;
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bool m_bInstructions, m_bShowDontDie, m_bShowSelectGroup;
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bool m_bShowNative;
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bool m_bArcadeOptionsNavigation;
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enum MusicWheelUsesSections { NEVER, ALWAYS, ABC_ONLY } m_MusicWheelUsesSections;
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int m_iMusicWheelSwitchSpeed;
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bool m_bEasterEggs;
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int m_iMarvelousTiming;
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int m_iCoinMode;
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int m_iCoinsPerCredit;
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enum Premium { NO_PREMIUM, DOUBLES_PREMIUM, JOINT_PREMIUM };
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Premium m_Premium;
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bool m_bPickExtraStage;
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bool m_bComboContinuesBetweenSongs;
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float m_fLongVerSongSeconds;
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float m_fMarathonVerSongSeconds;
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enum Maybe { ASK = -1, NO = 0, YES = 1 };
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Maybe m_ShowSongOptions;
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bool m_bSoloSingle;
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bool m_bDancePointsForOni; //DDR-Extreme style dance points instead of max2 percent
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bool m_bPercentageScoring;
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float m_fMinPercentageForHighScore;
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bool m_bDisqualification;
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bool m_bShowLyrics;
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bool m_bAutogenSteps;
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bool m_bAutogenGroupCourses;
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bool m_bBreakComboToGetItem;
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bool m_bLockCourseDifficulties;
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enum CharacterOption { CO_OFF = 0, CO_RANDOM = 1, CO_SELECT = 2};
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CharacterOption m_ShowDancingCharacters;
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bool m_bUseUnlockSystem;
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bool m_bFirstRun;
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bool m_bAutoMapOnJoyChange;
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float m_fGlobalOffsetSeconds;
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int m_iProgressiveLifebar;
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int m_iProgressiveStageLifebar;
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int m_iProgressiveNonstopLifebar;
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bool m_bShowBeginnerHelper;
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bool m_bEndlessBreakEnabled;
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int m_iEndlessNumStagesUntilBreak;
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int m_iEndlessBreakLength;
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bool m_bDisableScreenSaver;
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CString m_sLanguage;
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CString m_sMemoryCardProfileSubdir; // if set, always use the device that mounts to this point
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CString m_sDefaultLocalProfileID[NUM_PLAYERS];
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CString m_sMemoryCardOsMountPoint[NUM_PLAYERS]; // if set, always use the device that mounts to this point
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int m_iMemoryCardUsbBus[NUM_PLAYERS]; // take the first storage device on this usb bus
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int m_iMemoryCardUsbPort[NUM_PLAYERS]; // take the first storage device on this usb bus
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int m_iCenterImageTranslateX;
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int m_iCenterImageTranslateY;
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float m_fCenterImageScaleX;
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float m_fCenterImageScaleY;
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int m_iAttractSoundFrequency; // 0 = never, 1 = every time
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bool m_bAllowExtraStage;
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bool m_bLockWheelAfterRandom;
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bool m_bHideDefaultNoteSkin;
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int m_iMaxHighScoresPerList;
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// Number of seconds it takes for a button on the controller to release
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// after pressed.
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float m_fPadStickSeconds;
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// If true, then signatures created when writing profile data
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// and verified when reading profile data. Leave this false if
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// you want to use a profile on different machines that don't
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// have the same key, or else the profile's data will be discarded.
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bool m_bSignProfileData;
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/* Editor prefs: */
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bool m_bEditorShowBGChangesPlay;
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// course ranking
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enum CourseSortOrders { COURSE_SORT_SONGS, COURSE_SORT_METER, COURSE_SORT_METER_SUM, COURSE_SORT_RANK } m_iCourseSortOrder;
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bool m_bMoveRandomToEnd;
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enum GetRankingName { RANKING_OFF, RANKING_ON, RANKING_LIST } m_iGetRankingName;
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// scoring type; SCORING_MAX2 should always be first
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enum ScoringTypes { SCORING_MAX2, SCORING_5TH } m_iScoringType;
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/* 0 = no; 1 = yes; -1 = auto (do whatever is appropriate for the arch). */
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int m_iBoostAppPriority;
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CString m_sAdditionalSongFolders;
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CString m_sAdditionalFolders;
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CString m_sLastSeenVideoDriver;
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CString m_sLastSeenInputDevices;
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#if defined(WIN32)
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int m_iLastSeenMemory;
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#endif
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CString m_sVideoRenderers;
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bool m_bSmoothLines;
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CString m_sSoundDrivers;
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int m_iSoundWriteAhead;
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float m_fSoundVolume;
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int m_iSoundResampleQuality;
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CString m_sMovieDrivers;
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CString m_sLightsDriver;
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bool m_bAllowUnacceleratedRenderer;
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bool m_bThreadedInput;
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bool m_bThreadedMovieDecode;
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bool m_bScreenTestMode;
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CString m_sMachineName;
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CString m_sIgnoredMessageWindows;
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CString m_sCoursesToShowRanking;
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/* Debug: */
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bool m_bLogToDisk;
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bool m_bForceLogFlush;
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bool m_bShowLogOutput;
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bool m_bTimestamping;
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bool m_bLogSkips;
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bool m_bLogCheckpoints;
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bool m_bShowLoadingWindow;
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/* Game-specific prefs: */
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CString m_sDefaultModifiers;
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void ReadGlobalPrefsFromDisk();
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void SaveGlobalPrefsToDisk() const;
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void ReadGamePrefsFromDisk();
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void SaveGamePrefsToDisk();
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};
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/* This is global, because it can be accessed by crash handlers and error handlers
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* that are run after PREFSMAN shuts down (and probably don't want to deref tht
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* pointer anyway). */
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extern bool g_bAutoRestart;
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extern PrefsManager* PREFSMAN; // global and accessable from anywhere in our program
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#endif
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