game: ensure settings are loaded after custom location is set

This commit is contained in:
Tyler Wilding
2024-04-28 00:01:25 -04:00
parent 035a3f8b4e
commit cb4b728c77
8 changed files with 21 additions and 6 deletions
+1
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@@ -55,6 +55,7 @@ u32 Init(GameVersion version) {
prof().instant_event("ROOT");
g_debug_settings = game_settings::DebugSettings();
g_debug_settings.load_settings();
{
auto p = scoped_prof("startup::gfx::get_renderer");
g_global_settings.renderer = GetRenderer(GfxPipeline::OpenGL);
+1 -1
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@@ -526,7 +526,7 @@ void link_control::jak1_finish(bool jump_from_c_to_goal) {
*EnableMethodSet = *EnableMethodSet + m_keep_debug;
ObjectFileHeader* ofh = m_link_block_ptr.cast<ObjectFileHeader>().c();
lg::info("link finish: {}", m_object_name);
lg::debug("link finish: {}", m_object_name);
if (ofh->object_file_version == 3) {
// todo check function type of entry
+1 -1
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@@ -544,7 +544,7 @@ void link_control::jak2_finish(bool jump_from_c_to_goal) {
*EnableMethodSet = *EnableMethodSet + m_keep_debug;
ObjectFileHeader* ofh = m_link_block_ptr.cast<ObjectFileHeader>().c();
lg::info("link finish: {}", m_object_name);
lg::debug("link finish: {}", m_object_name);
if (ofh->object_file_version == 3) {
// todo check function type of entry
+3 -1
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@@ -42,7 +42,7 @@ void setup_logging(const std::string& game_name, bool verbose, bool disable_ansi
lg::set_flush_level(lg::level::debug);
} else {
lg::set_file_level(lg::level::debug);
lg::set_stdout_level(lg::level::warn);
lg::set_stdout_level(lg::level::info);
lg::set_flush_level(lg::level::warn);
}
if (disable_ansi_colors) {
@@ -141,9 +141,11 @@ int main(int argc, char** argv) {
// Override the user's config dir, potentially (either because it was explicitly provided
// or because it's portable mode)
if (enable_portable) {
lg::info("Portable mod enabled");
user_config_dir_override = file_util::get_current_executable_path();
}
if (!user_config_dir_override.empty()) {
lg::info("Overriding config directory with: {}", user_config_dir_override.string());
file_util::override_user_config_dir(user_config_dir_override, !disable_save_location_override);
}
+10 -3
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@@ -33,7 +33,9 @@ void from_json(const json& j, DebugSettings& obj) {
json_deserialize_if_exists(hide_imgui_key);
}
DebugSettings::DebugSettings() {
DebugSettings::DebugSettings() {}
void DebugSettings::load_settings() {
try {
std::string file_path =
(file_util::get_user_misc_dir(g_game_version) / "debug-settings.json").string();
@@ -71,7 +73,9 @@ void from_json(const json& j, DisplaySettings& obj) {
json_deserialize_if_exists(window_ypos);
}
DisplaySettings::DisplaySettings() {
DisplaySettings::DisplaySettings() {}
void DisplaySettings::load_settings() {
try {
std::string file_path =
(file_util::get_user_settings_dir(g_game_version) / "display-settings.json").string();
@@ -114,7 +118,9 @@ void from_json(const json& j, InputSettings& obj) {
json_deserialize_if_exists(keyboard_enabled);
}
InputSettings::InputSettings() {
InputSettings::InputSettings() {}
void InputSettings::load_settings() {
try {
keyboard_binds = DEFAULT_KEYBOARD_BINDS;
mouse_binds = DEFAULT_MOUSE_BINDS;
@@ -131,6 +137,7 @@ InputSettings::InputSettings() {
lg::error("Error encountered when attempting to load input settings {}", e.what());
}
}
void InputSettings::save_settings() {
json data = *this;
auto file_path = file_util::get_user_settings_dir(g_game_version) / "input-settings.json";
+3
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@@ -25,6 +25,7 @@ struct DebugSettings {
float text_max_range = 0;
u32 hide_imgui_key = SDLK_LALT;
void load_settings();
void save_settings();
};
void to_json(json& j, const DebugSettings& obj);
@@ -39,6 +40,7 @@ struct DisplaySettings {
int window_ypos = 50;
int display_id = 0;
void load_settings();
void save_settings();
};
@@ -60,6 +62,7 @@ struct InputSettings {
bool keyboard_temp_enabled =
false; // not saved or restored, flips on if no controllers are detected
void load_settings();
void save_settings();
};
+1
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@@ -12,6 +12,7 @@ DisplayManager::DisplayManager(SDL_Window* window)
prof().instant_event("ROOT");
{
auto p = scoped_prof("display_manager::init");
m_display_settings.load_settings();
#ifdef _WIN32
// Windows hint to disable OS level forced scaling and allow native resolution at non 100%
// scales
+1
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@@ -22,6 +22,7 @@ InputManager::InputManager()
prof().instant_event("ROOT");
{
auto p = scoped_prof("input_manager::init");
m_settings->load_settings();
{
auto p = scoped_prof("input_manager::init::sdl_init_subsystem");
// initializing the controllers on startup can sometimes take a very long time