cdf951e589
actual IPreference defaults according to Defaults.ini. This way, we can access default values immediately, without having to load and parse a file. Since this simply changes the value in the preference, this doesn't use any more memory.
306 lines
12 KiB
C++
306 lines
12 KiB
C++
/* PrefsManager - Holds user-chosen preferences that are saved between sessions. */
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#ifndef PREFSMANAGER_H
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#define PREFSMANAGER_H
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#include "PlayerNumber.h"
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#include "GameConstantsAndTypes.h"
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#include "Preference.h"
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class IniFile;
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const int MAX_SONGS_PER_PLAY = 7;
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#define ASPECT_AUTO -1
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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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void Init();
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void SetCurrentGame( const CString &sGame );
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CString GetCurrentGame() { return m_sCurrentGame; }
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protected:
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Preference<CString> m_sCurrentGame;
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public:
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// Game-specific prefs. Copy these off and save them every time the game changes
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Preference<CString> m_sAnnouncer;
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Preference<CString> m_sTheme;
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Preference<CString> m_sDefaultModifiers;
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protected:
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void StoreGamePrefs();
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void RestoreGamePrefs();
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struct GamePrefs
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{
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CString m_sAnnouncer;
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CString m_sTheme;
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CString m_sDefaultModifiers;
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};
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map<CString, GamePrefs> m_mapGameNameToGamePrefs;
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public:
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Preference<bool> m_bWindowed;
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Preference<int> m_iDisplayWidth;
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Preference<int> m_iDisplayHeight;
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Preference<int> m_iDisplayColorDepth;
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Preference<int> m_iTextureColorDepth;
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Preference<int> m_iMovieColorDepth;
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Preference<int> m_iMaxTextureResolution;
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Preference<int> m_iRefreshRate;
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Preference<float> m_fDisplayAspectRatio; // -1 == auto
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Preference<bool> m_bAllowMultitexture;
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Preference<bool> m_bShowStats;
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Preference<bool> m_bShowBanners;
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Preference<bool> m_bSongBackgrounds;
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enum RandomBackgroundMode { BGMODE_OFF, BGMODE_ANIMATIONS, BGMODE_RANDOMMOVIES, NUM_RandomBackgroundMode };
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Preference<RandomBackgroundMode,int> m_RandomBackgroundMode;
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Preference<int> m_iNumBackgrounds;
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Preference<float> m_fBGBrightness;
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Preference<bool> m_bHiddenSongs;
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Preference<bool> m_bVsync;
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Preference<bool> m_bInterlaced;
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Preference<bool> m_bPAL;
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Preference<bool> m_bDelayedTextureDelete;
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Preference<bool> m_bDelayedScreenLoad;
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Preference<bool> m_bDelayedModelDelete;
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enum BannerCache {
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BNCACHE_OFF,
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BNCACHE_LOW_RES_PRELOAD, // preload low-res on start
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BNCACHE_LOW_RES_LOAD_ON_DEMAND, // preload low-res on screen load
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BNCACHE_FULL };
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Preference<BannerCache,int> m_BannerCache;
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Preference<bool> m_bPalettedBannerCache;
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Preference<bool> m_bFastLoad;
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Preference<bool> m_bOnlyDedicatedMenuButtons;
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Preference<bool> m_bMenuTimer;
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Preference<bool> m_bShowDanger;
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Preference<float> m_fTimingWindowScale;
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Preference<float> m_fTimingWindowAdd; // this is useful for compensating for changes in sampling rate between devices
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Preference1D<float> m_fTimingWindowSeconds;
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Preference<float> m_fLifeDifficultyScale;
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// Whoever added these: Please add a comment saying what they do. -Chris
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Preference<int> m_iRegenComboAfterFail;
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Preference<int> m_iRegenComboAfterMiss;
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Preference<int> m_iMaxRegenComboAfterFail;
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Preference<int> m_iMaxRegenComboAfterMiss;
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Preference<bool> m_bTwoPlayerRecovery;
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Preference<bool> m_bMercifulDrain; // negative life deltas are scaled by the players life percentage
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Preference<bool> m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter
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Preference<bool> m_bFailOffInBeginner;
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Preference<bool> m_bFailOffForFirstStageEasy;
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Preference<bool> m_bMercifulBeginner; // don't subtract from percent score or grade DP, larger W5 window
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// percent score (the number that is shown on the screen and saved to memory card)
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Preference1D<int> m_iPercentScoreWeight;
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// grades are calculated based on a percentage, but might have different weights than the percent score
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Preference1D<int> m_iGradeWeight;
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// super meter used in rave
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Preference1D<float> m_fSuperMeterPercentChange;
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Preference<float> m_bMercifulSuperMeter; // negative super deltas are scaled by the players life percentage
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// time meter used in survival
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Preference1D<float> m_fTimeMeterSecondsChange;
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Preference<PlayerController,int> m_AutoPlay;
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Preference<bool> m_bDelayedBack;
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Preference<bool> m_bShowInstructions;
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Preference<bool> m_bShowSelectGroup;
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Preference<bool> m_bShowCaution;
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Preference<bool> m_bShowNativeLanguage;
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Preference<bool> m_bArcadeOptionsNavigation;
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enum MusicWheelUsesSections { NEVER, ALWAYS, ABC_ONLY };
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Preference<MusicWheelUsesSections,int> m_MusicWheelUsesSections;
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Preference<int> m_iMusicWheelSwitchSpeed;
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Preference<bool> m_bEasterEggs;
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enum AllowW1 { ALLOW_W1_NEVER, ALLOW_W1_COURSES_ONLY, ALLOW_W1_EVERYWHERE };
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Preference<AllowW1,int> m_AllowW1;
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Preference<bool> m_bEventMode;
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Preference<int> m_iCoinsPerCredit;
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Preference<int> m_iSongsPerPlay;
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// These options have weird interactions depending on m_bEventMode,
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// so wrap them in GameState.
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Preference<CoinMode,int> m_CoinMode;
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Preference<Premium,int> m_Premium;
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Preference<bool> m_bDelayedCreditsReconcile;
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Preference<bool> m_bPickExtraStage;
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Preference<bool> m_bComboContinuesBetweenSongs;
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Preference<float> m_fLongVerSongSeconds;
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Preference<float> m_fMarathonVerSongSeconds;
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enum Maybe { ASK = -1, NO = 0, YES = 1 };
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Preference<Maybe,int> m_ShowSongOptions;
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Preference<bool> m_bSoloSingle;
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Preference<bool> m_bDancePointsForOni;
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Preference<bool> m_bPercentageScoring;
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Preference<float> m_fMinPercentageForMachineSongHighScore;
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Preference<float> m_fMinPercentageForMachineCourseHighScore;
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Preference<bool> m_bDisqualification;
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Preference<bool> m_bShowLyrics;
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Preference<bool> m_bAutogenSteps;
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Preference<bool> m_bAutogenGroupCourses;
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Preference<bool> m_bBreakComboToGetItem;
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Preference<bool> m_bLockCourseDifficulties;
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enum ShowDancingCharacters { SDC_Off = 0, SDC_Random = 1, SDC_Select = 2};
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Preference<ShowDancingCharacters,int> m_ShowDancingCharacters;
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Preference<bool> m_bUseUnlockSystem;
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Preference<float> m_fGlobalOffsetSeconds;
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Preference<int> m_iProgressiveLifebar;
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Preference<int> m_iProgressiveStageLifebar;
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Preference<int> m_iProgressiveNonstopLifebar;
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Preference<bool> m_bShowBeginnerHelper;
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Preference<bool> m_bDisableScreenSaver;
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Preference<CString> m_sLanguage;
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Preference<CString> m_sMemoryCardProfileSubdir; // the directory on a memory card to look in for a profile
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Preference<int> m_iProductID; // Saved in HighScore to track what software version a score came from.
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Preference<bool> m_bMemoryCards;
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Preference<int> m_iCenterImageTranslateX;
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Preference<int> m_iCenterImageTranslateY;
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Preference<int> m_fCenterImageAddWidth;
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Preference<int> m_fCenterImageAddHeight;
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Preference<float> m_fBrightnessAdd;
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enum AttractSoundFrequency { ASF_NEVER, ASF_EVERY_TIME, ASF_EVERY_2_TIMES, ASF_EVERY_3_TIMES, ASF_EVERY_4_TIMES, ASF_EVERY_5_TIMES };
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Preference<AttractSoundFrequency,int> m_AttractSoundFrequency;
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Preference<bool> m_bAllowExtraStage;
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Preference<bool> m_bHideDefaultNoteSkin;
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Preference<int> m_iMaxHighScoresPerListForMachine;
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Preference<int> m_iMaxHighScoresPerListForPlayer;
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Preference<int> m_iMaxRecentScoresForMachine;
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Preference<int> m_iMaxRecentScoresForPlayer;
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Preference<bool> m_bAllowMultipleHighScoreWithSameName;
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Preference<bool> m_bCelShadeModels;
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Preference<bool> m_bPreferredSortUsesGroups;
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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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Preference<float> m_fPadStickSeconds;
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// Useful for non 4:3 displays and resolutions < 640x480 where texels don't
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// map directly to pixels.
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Preference<bool> m_bForceMipMaps;
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Preference<bool> m_bTrilinearFiltering; // has no effect without mipmaps on
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Preference<bool> m_bAnisotropicFiltering; // has no effect without mipmaps on. Not mutually exclusive with trilinear.
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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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Preference<bool> m_bSignProfileData;
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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 };
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Preference<CourseSortOrders,int> m_CourseSortOrder;
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Preference<bool> m_bMoveRandomToEnd;
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Preference<bool> m_bSubSortByNumSteps;
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enum GetRankingName { RANKING_OFF, RANKING_ON, RANKING_LIST };
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Preference<GetRankingName,int> m_GetRankingName;
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enum ScoringType { SCORING_NEW, SCORING_OLD };
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Preference<ScoringType,int> m_ScoringType;
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Preference<CString> m_sAdditionalSongFolders;
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Preference<CString> m_sAdditionalFolders;
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Preference<CString> m_sLastSeenVideoDriver;
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Preference<CString> m_sVideoRenderers; // StepMania.cpp sets these on first run based on the card
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Preference<bool> m_bSmoothLines;
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Preference<float> m_fSoundVolume;
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Preference<int> m_iSoundWriteAhead;
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Preference<CString> m_iSoundDevice;
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Preference<int> m_iSoundPreferredSampleRate;
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Preference<CString> m_sLightsStepsDifficulty;
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Preference<bool> m_bBlinkGameplayButtonLightsOnNote;
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Preference<bool> m_bAllowUnacceleratedRenderer;
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Preference<bool> m_bThreadedInput;
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Preference<bool> m_bThreadedMovieDecode;
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Preference<bool> m_bScreenTestMode;
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Preference<bool> m_bDebugLights;
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Preference<bool> m_bMonkeyInput;
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Preference<CString> m_sMachineName;
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Preference<CString> m_sCoursesToShowRanking;
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/* Debug: */
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Preference<bool> m_bLogToDisk;
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Preference<bool> m_bForceLogFlush;
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Preference<bool> m_bShowLogOutput;
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Preference<bool> m_bLogSkips;
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Preference<bool> m_bLogCheckpoints;
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Preference<bool> m_bShowLoadingWindow;
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Preference<bool> m_bPseudoLocalize;
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#if !defined(WITHOUT_NETWORKING)
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Preference<bool> m_bEnableScoreboard; //Alows disabling of scoreboard in network play
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#endif
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// wrappers
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float GetSoundVolume();
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void ReadPrefsFromIni( const IniFile &ini, const CString &sSection );
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void ReadGamePrefsFromIni( const CString &sIni );
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void ReadDefaultsFromIni( const IniFile &ini, const CString &sSection );
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void SavePrefsToIni( IniFile &ini );
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void ReadPrefsFromDisk();
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void SavePrefsToDisk();
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void ResetToFactoryDefaults();
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CString GetPreferencesSection() const;
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// Lua
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void PushSelf( lua_State *L );
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protected:
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void ReadPrefsFromFile( const CString &sIni, const CString &sSection );
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void ReadDefaultsFromFile( const CString &sIni, const CString &sSection );
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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 that
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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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/*
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* (c) 2001-2004 Chris Danford, Chris Gomez
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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