mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-23 19:25:35 +08:00
413 lines
14 KiB
C++
413 lines
14 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#ifndef SETTINGS_INCLUDE_H
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#define SETTINGS_INCLUDE_H
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#include "base.h"
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struct IP_PORT;
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struct DLC_entry {
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AppId_t appID{};
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std::string name{};
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bool available{};
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};
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struct Mod_entry {
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PublishedFileId_t id{};
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std::string title{};
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std::string path{};
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std::string previewURL{};
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EWorkshopFileType fileType{};
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std::string description{};
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uint64 steamIDOwner{};
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uint32 timeCreated{};
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uint32 timeUpdated{};
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uint32 timeAddedToUserList{};
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ERemoteStoragePublishedFileVisibility visibility{};
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bool banned = false;
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bool acceptedForUse{};
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bool tagsTruncated{};
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std::string tags{};
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// file/url information
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UGCHandle_t handleFile = generate_file_handle();
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UGCHandle_t handlePreviewFile = generate_file_handle();
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std::string primaryFileName{};
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int32 primaryFileSize{};
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std::string previewFileName{};
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int32 previewFileSize{};
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uint64 total_files_sizes{}; // added in sdk 1.60, "Total size of all files (non-legacy), excluding the preview file"
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std::string min_game_branch{}; // added in sdk 1.60
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std::string max_game_branch{}; // added in sdk 1.60
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std::string workshopItemURL{};
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// voting information
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uint32 votesUp{};
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uint32 votesDown{};
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float score{};
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// collection details
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uint32 numChildren{}; // TODO
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private:
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UGCHandle_t generate_file_handle() {
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static UGCHandle_t val = 0;
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++val;
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if (val == 0 || val == k_UGCHandleInvalid) val = 1;
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return val;
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}
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};
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struct Leaderboard_config {
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enum ELeaderboardSortMethod sort_method{};
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enum ELeaderboardDisplayType display_type{};
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};
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struct Stat_config {
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GameServerStats_Messages::StatInfo::Stat_Type type{};
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union {
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float default_value_float;
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int32 default_value_int;
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};
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};
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struct Image_Data {
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uint32 width{};
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uint32 height{};
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std::string data{};
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};
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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{};
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std::map<std::string, std::string> action_set_layer_parents{};
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std::map<std::string, std::map<std::string, std::pair<std::set<std::string>, std::string>>> action_set_layers{};
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};
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struct Group_Clans {
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CSteamID id{};
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std::string name{};
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std::string tag{};
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};
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struct Overlay_Appearance {
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enum NotificationPosition {
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top_left, top_center, top_right,
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bot_left, bot_center, bot_right,
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};
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constexpr const static NotificationPosition default_pos = NotificationPosition::top_right;
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std::string font_override{}; // path to a custom user-provided TTF font
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float font_size = 16.0f;
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float icon_size = 64.0f;
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float font_glyph_extra_spacing_x = 1.0f;
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float font_glyph_extra_spacing_y = 0.0f;
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float notification_r = 0.12f;
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float notification_g = 0.14f;
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float notification_b = 0.21f;
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float notification_a = 1.0f;
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float notification_rounding = 10.0f; // corners roundness for all notifications
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float notification_margin_x = 5.0f; // horizontal margin
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float notification_margin_y = 5.0f; // vertical margin
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uint32 notification_animation = 350; // sliding animation duration (millisec)
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uint32 notification_duration_progress = 6000; // achievement progress indication duration (millisec)
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uint32 notification_duration_achievement = 7000; // achievement unlocked duration (millisec)
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uint32 notification_duration_invitation = 8000; // friend invitation duration (millisec)
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uint32 notification_duration_chat = 4000; // sliding animation duration duration (millisec)
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std::string ach_unlock_datetime_format = "%Y/%m/%d - %H:%M:%S";
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float background_r = 0.12f;
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float background_g = 0.11f;
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float background_b = 0.11f;
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float background_a = 0.55f;
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float element_r = 0.30f;
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float element_g = 0.32f;
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float element_b = 0.40f;
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float element_a = 1.0f;
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float element_hovered_r = 0.278f;
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float element_hovered_g = 0.393f;
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float element_hovered_b = 0.602f;
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float element_hovered_a = 1.0f;
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float element_active_r = -1.0f;
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float element_active_g = -1.0f;
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float element_active_b = -1.0f;
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float element_active_a = -1.0f;
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NotificationPosition ach_earned_pos = NotificationPosition::bot_right; // achievement earned
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NotificationPosition invite_pos = default_pos; // lobby/game invitation
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NotificationPosition chat_msg_pos = NotificationPosition::top_center; // chat message from a friend
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static NotificationPosition translate_notification_position(const std::string &str);
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};
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struct Branch_Info {
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std::string name{};
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std::string description{};
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bool branch_protected = false;
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EBetaBranchFlags flags = EBetaBranchFlags::k_EBetaBranch_None;
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uint32 build_id = 10; // not sure if 0 as an initial value is a good idea
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uint32 time_updated_epoch = (uint32)std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
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// may be changed by the game, I assume only 1 branch should be active
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// added in sdk 1.60 and currently unused
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bool active = false;
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};
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class Settings {
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private:
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CSteamID steam_id{}; // user id
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CGameID game_id{};
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std::string name{};
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std::string language{}; // default "english"
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CSteamID lobby_id = k_steamIDNil;
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bool offline = false;
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uint16 port{}; // Listen port, default 47584
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bool unlockAllDLCs = true;
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std::vector<struct DLC_entry> DLCs{};
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//installed app ids, Steam_Apps::BIsAppInstalled()
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bool assume_any_app_installed = true;
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std::set<AppId_t> installed_app_ids{};
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std::map<AppId_t, std::string> app_paths{};
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std::vector<struct Mod_entry> mods{};
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std::map<std::string, Leaderboard_config> leaderboards{};
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std::map<std::string, Stat_config> stats{};
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std::map<size_t, struct Image_Data> images{};
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//supported languages
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std::set<std::string> supported_languages_set{};
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std::string supported_languages{};
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public:
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constexpr const static int INVALID_IMAGE_HANDLE = 0;
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constexpr const static int UNLOADED_IMAGE_HANDLE = -1;
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//Depots
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std::vector<DepotId_t> depots{};
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//custom broadcasts
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std::set<IP_PORT> custom_broadcasts{};
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//networking
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bool disable_networking = false;
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//gameserver source query
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bool disable_source_query = false;
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//matchmaking server list & server details
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bool matchmaking_server_list_always_lan_type = true;
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bool matchmaking_server_details_via_source_query = false;
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//make lobby creation fail in the matchmaking interface
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bool disable_lobby_creation = false;
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//steamhttp external download support
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bool download_steamhttp_requests = false;
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bool force_steamhttp_success = false;
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//steam deck flag
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bool steam_deck = false;
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// use new app_ticket auth instead of old one
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bool enable_new_app_ticket = false;
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// can use GC token for generation
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bool use_gc_token = false;
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// allow stats not defined by the user?
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bool allow_unknown_stats = false;
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// whether to enable the functionality which reports an achievement progress for stats that are tied to achievements
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// only used internally for a stat that's tied to an achievement, the normal achievement progress requests made by the game are not impacted
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bool stat_achievement_progress_functionality = true;
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// when a stat that's tied to an achievement gets a new value, should the emu save that progress only if it's higher?
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// the stat itself is always saved regardless of that flag, only affects the achievement progress
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bool save_only_higher_stat_achievement_progress = true;
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// the emulator loads the achievements icons is memory mainly for `ISteamUserStats::GetAchievementIcon()`
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// this defines how many icons to load each iteration when the periodic callback in `Steam_User_Stats` is triggered
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// or when the app calls `SteamAPI_RunCallbacks()`
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// -1 == functionality disabled
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// 0 == load icons only when they're requested
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// >0 == load icons in the background as mentioned above
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int paginated_achievements_icons = 10;
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// bypass to make SetAchievement() always return true, prevent some games from breaking
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bool achievement_bypass = false;
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bool disable_account_avatar = true;
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// setting this env var conflicts with Steam Input
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bool disable_steamoverlaygameid_env_var = false;
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// enable owning Steam Applications IDs (mostly builtin apps + dedicated servers)
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bool enable_builtin_preowned_ids = false;
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//subscribed lobby/group ids
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std::set<uint64> subscribed_groups{};
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std::vector<Group_Clans> subscribed_groups_clans{};
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// get the alpha-2 code from: https://www.iban.com/country-codes
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std::string ip_country = "US";
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// branches info
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//is playing on beta branch + current/forced branch name
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bool is_beta_branch = false;
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long selected_branch_idx{};
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std::vector<Branch_Info> branches{}; // in settings parser we must ensure we have the default "public" branch, force-add it if not defined by the user
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//controller
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struct Controller_Settings controller_settings{};
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std::string glyphs_directory{};
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// allow Steam_User_Stats::FindLeaderboard() to always succeed and create the given unknown leaderboard
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bool disable_leaderboards_create_unknown = false;
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// share leaderboards with other players playing the same game on the same network
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bool share_leaderboards_over_network = false;
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// don't share stats and achievements with the game server
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bool disable_sharing_stats_with_gameserver = false;
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// synchronize user stats/achievements with game servers as soon as possible instead of caching them.
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bool immediate_gameserver_stats = false;
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// steam_game_stats
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std::string steam_game_stats_reports_dir{};
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//overlay
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bool disable_overlay = true;
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int overlay_hook_delay_sec = 0; // "Saints Row (2022)" needs a lot of time to initialize, otherwise detection will fail
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int overlay_renderer_detector_timeout_sec = 15; // "Saints Row (2022)" takes almost ~8 sec to detect renderer (DX12)
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bool disable_overlay_achievement_notification = false;
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bool disable_overlay_friend_notification = false;
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bool disable_overlay_achievement_progress = false;
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//warn people who use local save
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bool overlay_warn_local_save = false;
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//disable overlay warning for local save
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bool disable_overlay_warning_local_save = false;
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// should the overlay upload icons to the GPU and display them
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bool overlay_upload_achs_icons_to_gpu = true;
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//disable overlay warning for bad app ID (= 0)
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bool disable_overlay_warning_bad_appid = false;
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// disable all overlay warnings
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bool disable_overlay_warning_any = false;
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Overlay_Appearance overlay_appearance{};
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// whether to auto accept any overlay invites
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bool auto_accept_any_overlay_invites = false;
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// list of user steam IDs to auto-accept invites from
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std::set<uint64_t> auto_accept_overlay_invites_friends{};
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#ifdef LOBBY_CONNECT
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static constexpr const bool is_lobby_connect = true;
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#else
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static constexpr const bool is_lobby_connect = false;
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#endif
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Settings(CSteamID steam_id, CGameID game_id, const std::string &name, const std::string &language, bool offline);
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static std::string sanitize(const std::string &name);
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CSteamID get_local_steam_id();
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CGameID get_local_game_id();
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const char *get_local_name();
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void set_local_name(const char *name);
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const char *get_language();
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void set_language(const char *language);
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void set_supported_languages(const std::set<std::string> &langs);
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const std::set<std::string>& get_supported_languages_set() const;
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const std::string& get_supported_languages() const;
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void set_game_id(CGameID game_id);
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void set_lobby(CSteamID lobby_id);
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CSteamID get_lobby();
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bool is_offline();
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void set_offline(bool offline);
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uint16 get_port();
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void set_port(uint16 port);
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//DLC stuff
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void unlockAllDLC(bool value);
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void addDLC(AppId_t appID, std::string name, bool available);
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unsigned int DLCCount() const;
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bool hasDLC(AppId_t appID);
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bool getDLC(unsigned int index, AppId_t &appID, bool &available, std::string &name);
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//installed apps, used by Steam_Apps::BIsAppInstalled()
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void assumeAnyAppInstalled(bool val);
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void addInstalledApp(AppId_t appID);
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bool isAppInstalled(AppId_t appID) const;
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//App Install paths
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void setAppInstallPath(AppId_t appID, const std::string &path);
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std::string getAppInstallPath(AppId_t appID);
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//mod stuff
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void addMod(PublishedFileId_t id, const std::string &title, const std::string &path);
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void addModDetails(PublishedFileId_t id, const Mod_entry &details);
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Mod_entry getMod(PublishedFileId_t id);
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bool isModInstalled(PublishedFileId_t id);
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std::set<PublishedFileId_t> modSet();
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//leaderboards
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void setLeaderboard(const std::string &leaderboard, enum ELeaderboardSortMethod sort_method, enum ELeaderboardDisplayType display_type);
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const std::map<std::string, Leaderboard_config>& getLeaderboards() const;
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//stats
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const std::map<std::string, Stat_config>& getStats() const;
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std::map<std::string, Stat_config>::const_iterator setStatDefiniton(const std::string &name, const struct Stat_config &stat_config);
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//images
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int add_image(const std::string &data, uint32 width, uint32 height);
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Image_Data* get_image(int handle);
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// overlay auto accept stuff
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void acceptAnyOverlayInvites(bool value);
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void addFriendToOverlayAutoAccept(uint64_t friend_id);
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bool hasOverlayAutoAcceptInviteFromFriend(uint64_t friend_id) const;
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size_t overlayAutoAcceptInvitesCount() const;
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};
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#endif // SETTINGS_INCLUDE_H
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