gbe_fork/dll/settings.h

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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#ifndef SETTINGS_INCLUDE
#define SETTINGS_INCLUDE
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#include "base.h"
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struct DLC_entry {
AppId_t appID;
std::string name;
bool available;
};
struct Mod_entry {
PublishedFileId_t id;
std::string title;
std::string path;
};
struct Leaderboard_config {
enum ELeaderboardSortMethod sort_method;
enum ELeaderboardDisplayType display_type;
};
enum Stat_Type {
STAT_TYPE_INT,
STAT_TYPE_FLOAT,
STAT_TYPE_AVGRATE
};
struct Stat_config {
enum Stat_Type type;
union {
float default_value_float;
uint32 default_value_int;
};
};
struct Image_Data {
uint32 width;
uint32 height;
std::string data;
};
struct Controller_Settings {
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std::map<std::string, std::map<std::string, std::pair<std::set<std::string>, std::string>>> action_sets;
std::map<std::string, std::string> action_set_layer_parents;
std::map<std::string, std::map<std::string, std::pair<std::set<std::string>, std::string>>> action_set_layers;
};
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class Settings {
CSteamID steam_id;
CGameID game_id;
std::string name, language;
CSteamID lobby_id;
bool unlockAllDLCs;
bool offline;
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std::vector<struct DLC_entry> DLCs;
std::vector<struct Mod_entry> mods;
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std::map<AppId_t, std::string> app_paths;
std::map<std::string, Leaderboard_config> leaderboards;
std::map<std::string, Stat_config> stats;
bool create_unknown_leaderboards;
uint16 port;
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public:
#ifdef LOBBY_CONNECT
static const bool is_lobby_connect = true;
#else
static const bool is_lobby_connect = false;
#endif
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static std::string sanitize(std::string name);
Settings(CSteamID steam_id, CGameID game_id, std::string name, std::string language, bool offline);
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CSteamID get_local_steam_id();
CGameID get_local_game_id();
const char *get_local_name();
const char *get_language();
void set_game_id(CGameID game_id);
void set_lobby(CSteamID lobby_id);
CSteamID get_lobby();
bool is_offline() {return offline; }
uint16 get_port() {return port;}
void set_port(uint16 port) { this->port = port;}
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//DLC stuff
void unlockAllDLC(bool value);
void addDLC(AppId_t appID, std::string name, bool available);
unsigned int DLCCount();
bool hasDLC(AppId_t appID);
bool getDLC(unsigned int index, AppId_t &appID, bool &available, std::string &name);
//Depots
std::vector<DepotId_t> depots;
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//App Install paths
void setAppInstallPath(AppId_t appID, std::string path);
std::string getAppInstallPath(AppId_t appID);
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//mod stuff
void addMod(PublishedFileId_t id, std::string title, std::string path);
Mod_entry getMod(PublishedFileId_t id);
bool isModInstalled(PublishedFileId_t id);
std::set<PublishedFileId_t> modSet();
//leaderboards
void setLeaderboard(std::string leaderboard, enum ELeaderboardSortMethod sort_method, enum ELeaderboardDisplayType display_type);
std::map<std::string, Leaderboard_config> getLeaderboards() { return leaderboards; }
void setCreateUnknownLeaderboards(bool enable) {create_unknown_leaderboards = enable;}
bool createUnknownLeaderboards() { return create_unknown_leaderboards; }
//custom broadcasts
std::set<uint32> custom_broadcasts;
//stats
std::map<std::string, Stat_config> getStats() { return stats; }
void setStatDefiniton(std::string name, struct Stat_config stat_config) {stats[name] = stat_config; }
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//subscribed lobby/group ids
std::set<uint64> subscribed_groups;
//images
std::map<int, struct Image_Data> images;
int add_image(std::string data, uint32 width, uint32 height);
//controller
struct Controller_Settings controller_settings;
std::string glyphs_directory;
//networking
bool disable_networking = false;
//overlay
bool disable_overlay = false;
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};
#endif