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Aquaria/Aquaria/UserSettings.h
fgenesis 45ba35ca4b Get rid of AQUARIA_FULL define and move the setting to usersettings.xml. Some changes regarding AQUARIA_DEMO.
This means there are no longer two builds necessary (one normal,
one dev), and all mod deveopment can be done using one build,
by setting

Demo builds now allow browsing the online mod list, but neither
downloading nor starting mods or applying patches.
2013-07-20 02:27:53 +02:00

188 lines
3.6 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef USERSETTINGS_H
#define USERSETTINGS_H
#include <string>
const std::string userSettingsFilename = "usersettings.xml";
#ifndef AQUARIA_USERSETTINGS_DATAONLY
#include "Base.h"
#include "ActionMapper.h"
#else
#include <string>
#include <vector>
#include <sstream>
class ActionInput
{
public:
std::string toString()
{
return input;
}
void fromString(const std::string &str)
{
input = str;
}
std::string name, input;
};
class ActionSet
{
public:
void clearActions()
{
inputSet.clear();
}
ActionInput* addActionInput(const std::string &name)
{
ActionInput newActionInput;
newActionInput.name = name;
inputSet.push_back(newActionInput);
return &inputSet[inputSet.size()-1];
}
std::vector<ActionInput> inputSet;
};
#endif
// MAKE SURE to update this when changing the user settings
const int VERSION_USERSETTINGS = 1;
class UserSettings
{
public:
struct System
{
System() { debugLogOn = 0; devModeOn = 0; }
int debugLogOn;
std::string locale;
int devModeOn;
} system;
struct Audio
{
Audio() { micOn = 0; octave=0; musvol=voxvol=sfxvol=1.0; subtitles=false; prebuffer=false;}
int micOn;
int octave;
float voxvol, sfxvol, musvol;
int subtitles;
std::string deviceName;
int prebuffer;
} audio;
struct Video
{
Video() {
numParticles = 2048;
parallaxOn0 = parallaxOn1 = parallaxOn2 = 1;
saveSlotScreens = 1;
blur = 1;
noteEffects = 0;
fpsSmoothing = 30;
resx = 800;
resy = 600;
full = 1;
fbuffer = 1;
darkfbuffer = 1;
bits = 32;
vsync = 1;
darkbuffersize = 256;
displaylists = 0;
worldMapRevealMethod = 0;
}
int blur;
int noteEffects;
int fpsSmoothing;
int resx, resy, full, fbuffer, bits, vsync, darkfbuffer, darkbuffersize;
int saveSlotScreens;
int parallaxOn0, parallaxOn1, parallaxOn2;
int numParticles;
int displaylists;
int worldMapRevealMethod;
} video;
struct Control
{
Control() {
toolTipsOn = 1;
autoAim = 1;
targeting = 1;
joyCursorSpeed = 4.0;
flipInputButtons = 0;
s1ax = 0;
s1ay = 0;
s2ax = 0;
s2ay = 0;
s1dead = 0.3;
s2dead = 0.3;
joystickEnabled = 0;
}
int joystickEnabled;
int autoAim;
int targeting;
float joyCursorSpeed;
int flipInputButtons;
ActionSet actionSet;
int s1ax, s1ay, s2ax, s2ay;
float s1dead, s2dead;
int toolTipsOn;
} control;
struct Demo
{
Demo() { warpKeys=0; intro=0; shortLogos=0; }
int warpKeys;
int intro;
int shortLogos;
} demo;
struct Data
{
Data() { savePage=0; saveSlot=0; }
int savePage;
int saveSlot;
} data;
struct Version
{
Version() { settingsVersion=1; }
int settingsVersion;
} version;
struct Network
{
std::string masterServer;
} network;
void loadDefaults(bool doApply=true);
void load(bool doApply=true, const std::string &overrideFile="");
void save();
void apply();
};
#endif