Files
itgmania212121/src/PrefsManager.h
T
2011-04-10 22:22:25 -04:00

356 lines
11 KiB
C++

#ifndef PREFSMANAGER_H
#define PREFSMANAGER_H
#include "Preference.h"
class IniFile;
/** @brief How many songs can be played during a normal game max?
*
* This assumes no extra stages, no event mode, no course modes. */
const int MAX_SONGS_PER_PLAY = 7;
enum MusicWheelUsesSections
{
MusicWheelUsesSections_NEVER,
MusicWheelUsesSections_ALWAYS,
MusicWheelUsesSections_ABC_ONLY,
NUM_MusicWheelUsesSections,
MusicWheelUsesSections_Invalid
};
/** @brief The options for allowing the W1 timing. */
enum AllowW1
{
ALLOW_W1_NEVER, /**< The W1 timing is not used. */
ALLOW_W1_COURSES_ONLY, /**< The W1 timing is used for courses only. */
ALLOW_W1_EVERYWHERE, /**< The W1 timing is used for all modes. */
NUM_AllowW1,
AllowW1_Invalid
};
enum Maybe
{
Maybe_ASK,
Maybe_NO,
Maybe_YES,
NUM_Maybe,
Maybe_Invalid
};
enum GetRankingName
{
RANKING_OFF,
RANKING_ON,
RANKING_LIST,
NUM_GetRankingName,
GetRankingName_Invalid
};
enum RandomBackgroundMode
{
BGMODE_OFF,
BGMODE_ANIMATIONS,
BGMODE_RANDOMMOVIES,
NUM_RandomBackgroundMode,
RandomBackgroundMode_Invalid
};
enum ShowDancingCharacters
{
SDC_Off,
SDC_Random,
SDC_Select,
NUM_ShowDancingCharacters,
ShowDancingCharacters_Invalid
};
enum BannerCacheMode
{
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,
NUM_BannerCacheMode,
BannerCacheMode_Invalid
};
/*
enum BackgroundCacheMode
{
BGCACHE_OFF,
BGCACHE_LOW_RES_PRELOAD, // preload low-res on start
BGCACHE_LOW_RES_LOAD_ON_DEMAND, // preload low-res on screen load
BGCACHE_FULL,
NUM_BackgroundCacheMode,
BackgroundCacheMode_Invalid
};
*/
enum HighResolutionTextures
{
HighResolutionTextures_Auto,
HighResolutionTextures_ForceOff,
HighResolutionTextures_ForceOn,
NUM_HighResolutionTextures,
HighResolutionTextures_Invalid,
};
enum AttractSoundFrequency
{
ASF_NEVER,
ASF_EVERY_TIME,
ASF_EVERY_2_TIMES,
ASF_EVERY_3_TIMES,
ASF_EVERY_4_TIMES,
ASF_EVERY_5_TIMES,
NUM_AttractSoundFrequency,
AttractSoundFrequency_Invalid
};
enum CourseSortOrders
{
COURSE_SORT_PREFERRED,
COURSE_SORT_SONGS,
COURSE_SORT_METER,
COURSE_SORT_METER_SUM,
COURSE_SORT_RANK,
NUM_CourseSortOrders,
CourseSortOrders_Invalid
};
enum DefaultFailType
{
FAIL_IMMEDIATE,
FAIL_IMMEDIATECONTINUE,
FAIL_ENDOFSONG,
FAIL_OFF,
NUM_DefaultFailType,
DefaultFailType_Invalid
};
/** @brief Holds user-chosen preferences that are saved between sessions. */
class PrefsManager
{
public:
PrefsManager();
~PrefsManager();
void Init();
void SetCurrentGame( const RString &sGame );
RString GetCurrentGame() { return m_sCurrentGame; }
protected:
Preference<RString> m_sCurrentGame;
public:
// Game-specific prefs. Copy these off and save them every time the game changes
Preference<RString> m_sAnnouncer;
Preference<RString> m_sTheme;
Preference<RString> m_sDefaultModifiers;
protected:
void StoreGamePrefs();
void RestoreGamePrefs();
struct GamePrefs
{
// See GamePrefs::GamePrefs in PrefsManager.cpp for some default settings
GamePrefs();
RString m_sAnnouncer;
RString m_sTheme;
RString m_sDefaultModifiers;
};
map<RString, GamePrefs> m_mapGameNameToGamePrefs;
public:
Preference<bool> m_bWindowed;
Preference<int> m_iDisplayWidth;
Preference<int> m_iDisplayHeight;
Preference<float> m_fDisplayAspectRatio;
Preference<int> m_iDisplayColorDepth;
Preference<int> m_iTextureColorDepth;
Preference<int> m_iMovieColorDepth;
Preference<HighResolutionTextures> m_HighResolutionTextures;
Preference<int> m_iMaxTextureResolution;
Preference<int> m_iRefreshRate;
Preference<bool> m_bAllowMultitexture;
Preference<bool> m_bShowStats;
Preference<bool> m_bShowBanners;
Preference<bool> m_bHiddenSongs;
Preference<bool> m_bVsync;
Preference<bool> m_bInterlaced;
Preference<bool> m_bPAL;
Preference<bool> m_bDelayedTextureDelete;
Preference<bool> m_bDelayedModelDelete;
Preference<BannerCacheMode> m_BannerCache;
//Preference<BackgroundCacheMode> m_BackgroundCache;
Preference<bool> m_bFastLoad;
Preference<bool> m_bFastLoadAdditionalSongs;
Preference<bool> m_bOnlyDedicatedMenuButtons;
Preference<bool> m_bMenuTimer;
Preference<float> m_fLifeDifficultyScale;
// Whoever added these: Please add a comment saying what they do. -Chris
Preference<int> m_iRegenComboAfterMiss;
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 W5 window
Preference<bool> m_bMercifulSuperMeter; // negative super deltas are scaled by the players life percentage
Preference<bool> m_bDelayedBack;
Preference<bool> m_bShowInstructions; // how to play a mode
Preference<bool> m_bShowCaution;
Preference<bool> m_bShowNativeLanguage;
Preference<int> m_iArcadeOptionsNavigation;
Preference<MusicWheelUsesSections> m_MusicWheelUsesSections;
Preference<int> m_iMusicWheelSwitchSpeed;
Preference<AllowW1> m_AllowW1; // this should almost always be on, given use cases. -aj
Preference<bool> m_bEventMode;
Preference<int> m_iCoinsPerCredit;
Preference<int> m_iSongsPerPlay;
Preference<bool> m_bDelayedCreditsReconcile; // zuh?
Preference<Maybe> m_ShowSongOptions;
Preference<bool> m_bDancePointsForOni;
Preference<bool> m_bPercentageScoring;
Preference<float> m_fMinPercentageForMachineSongHighScore;
Preference<float> m_fMinPercentageForMachineCourseHighScore;
Preference<bool> m_bDisqualification;
Preference<bool> m_bAutogenSteps;
Preference<bool> m_bAutogenGroupCourses;
Preference<bool> m_bOnlyPreferredDifficulties;
Preference<bool> m_bBreakComboToGetItem;
Preference<bool> m_bLockCourseDifficulties;
Preference<ShowDancingCharacters> m_ShowDancingCharacters;
Preference<bool> m_bUseUnlockSystem;
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<RString> m_sLanguage;
Preference<RString> 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<int> m_iCenterImageTranslateX;
Preference<int> m_iCenterImageTranslateY;
Preference<int> m_fCenterImageAddWidth;
Preference<int> m_fCenterImageAddHeight;
Preference<AttractSoundFrequency> m_AttractSoundFrequency;
Preference<bool> m_bAllowExtraStage;
Preference<int> m_iMaxHighScoresPerListForMachine;
Preference<int> m_iMaxHighScoresPerListForPlayer;
Preference<bool> m_bAllowMultipleHighScoreWithSameName;
Preference<bool> m_bCelShadeModels;
Preference<bool> m_bPreferredSortUsesGroups;
// 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;
// course ranking
Preference<CourseSortOrders> m_CourseSortOrder;
Preference<bool> m_bSubSortByNumSteps;
Preference<GetRankingName> m_GetRankingName;
Preference<RString> m_sAdditionalSongFolders;
Preference<RString> m_sAdditionalCourseFolders;
Preference<RString> m_sAdditionalFolders;
// failsafe
Preference<RString> m_sDefaultTheme;
Preference<RString> m_sLastSeenVideoDriver;
Preference<RString> m_sVideoRenderers; // StepMania.cpp sets these on first run based on the card
Preference<bool> m_bSmoothLines;
Preference<int> m_iSoundWriteAhead;
Preference<RString> m_iSoundDevice;
Preference<int> m_iSoundPreferredSampleRate;
Preference<RString> m_sLightsStepsDifficulty;
Preference<bool> m_bAllowUnacceleratedRenderer;
Preference<bool> m_bThreadedInput;
Preference<bool> m_bThreadedMovieDecode;
Preference<RString> m_sTestInitialScreen;
Preference<bool> m_bDebugLights;
Preference<bool> m_bMonkeyInput;
Preference<RString> m_sMachineName;
Preference<RString> m_sCoursesToShowRanking;
/** @brief Enable some quirky behavior used by some older versions of StepMania. */
Preference<bool> m_bQuirksMode;
// Preference<RString> m_sDefaultFailType; // XXX: Fix fail bug?
// Debug:
Preference<bool> m_bLogToDisk;
Preference<bool> m_bForceLogFlush;
Preference<bool> m_bShowLogOutput;
Preference<bool> m_bLogSkips;
Preference<bool> m_bLogCheckpoints;
Preference<bool> m_bShowLoadingWindow;
Preference<bool> m_bPseudoLocalize;
#if !defined(WITHOUT_NETWORKING)
Preference<bool> m_bEnableScoreboard; //Alows disabling of scoreboard in network play
#endif
void ReadPrefsFromIni( const IniFile &ini, const RString &sSection, bool bIsStatic );
void ReadGamePrefsFromIni( const RString &sIni );
void ReadDefaultsFromIni( const IniFile &ini, const RString &sSection );
void SavePrefsToIni( IniFile &ini );
void ReadPrefsFromDisk();
void SavePrefsToDisk();
void ResetToFactoryDefaults();
RString GetPreferencesSection() const;
// Lua
void PushSelf( lua_State *L );
protected:
void ReadPrefsFromFile( const RString &sIni, const RString &sSection, bool bIsStatic );
void ReadDefaultsFromFile( const RString &sIni, const RString &sSection );
};
/* 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 that
* pointer anyway). */
extern bool g_bAutoRestart;
extern PrefsManager* PREFSMAN; // global and accessable from anywhere in our program
#endif
/**
* @file
* @author Chris Danford, Chris Gomez (c) 2001-2004
* @section LICENSE
* 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.
*/