mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-30 20:34:14 +08:00
170 lines
4.9 KiB
C++
170 lines
4.9 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
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#define SETTINGS_INCLUDE
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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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};
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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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enum Stat_Type {
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STAT_TYPE_INT,
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STAT_TYPE_FLOAT,
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STAT_TYPE_AVGRATE
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};
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struct Stat_config {
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enum Stat_Type type;
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union {
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float default_value_float;
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uint32 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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class Settings {
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CSteamID steam_id;
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CGameID game_id;
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std::string name, language;
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CSteamID lobby_id;
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bool unlockAllDLCs;
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bool offline;
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std::vector<struct DLC_entry> DLCs;
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std::vector<struct Mod_entry> mods;
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std::map<AppId_t, std::string> app_paths;
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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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bool create_unknown_leaderboards;
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uint16 port;
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public:
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#ifdef LOBBY_CONNECT
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static const bool is_lobby_connect = true;
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#else
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static const bool is_lobby_connect = false;
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#endif
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static std::string sanitize(std::string name);
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Settings(CSteamID steam_id, CGameID game_id, std::string name, std::string language, bool offline);
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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(char *name);
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const char *get_language();
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void set_language(char *language);
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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() {return offline; }
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uint16 get_port() {return port;}
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void set_port(uint16 port) { this->port = 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();
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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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//Depots
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std::vector<DepotId_t> depots;
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//App Install paths
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void setAppInstallPath(AppId_t appID, 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, std::string title, std::string path);
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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(std::string leaderboard, enum ELeaderboardSortMethod sort_method, enum ELeaderboardDisplayType display_type);
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std::map<std::string, Leaderboard_config> getLeaderboards() { return leaderboards; }
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void setCreateUnknownLeaderboards(bool enable) {create_unknown_leaderboards = enable;}
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bool createUnknownLeaderboards() { return create_unknown_leaderboards; }
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//custom broadcasts
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std::set<IP_PORT> custom_broadcasts;
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//stats
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std::map<std::string, Stat_config> getStats() { return stats; }
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void setStatDefiniton(std::string name, struct Stat_config stat_config) {stats[ascii_to_lowercase(name)] = stat_config; }
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//subscribed lobby/group ids
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std::set<uint64> subscribed_groups;
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//images
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std::map<int, struct Image_Data> images;
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int add_image(std::string data, uint32 width, uint32 height);
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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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//networking
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bool disable_networking = false;
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//overlay
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bool disable_overlay = false;
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//app build id
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int build_id = 10;
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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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//warn people who use force_ settings
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bool warn_forced = false;
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//warn people who use local save
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bool warn_local_save = false;
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};
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#endif
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