Files
jak-project/game/settings/settings.h
T
2025-04-26 23:17:27 +02:00

98 lines
2.5 KiB
C++

#pragma once
#include "common/util/FileUtil.h"
#include "common/util/json_util.h"
#include "SDL3/SDL.h"
#include "game/system/hid/input_bindings.h"
#include "game/system/hid/sdl_util.h"
#include "game/tools/filter_menu/filter_menu.h"
namespace game_settings {
struct KeyWithModifiers {
u32 key;
InputModifiers modifiers;
KeyWithModifiers() = default;
KeyWithModifiers(u32 k, const InputModifiers& m) : key(k), modifiers(m) {}
};
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(KeyWithModifiers, key, modifiers)
struct DebugSettings {
DebugSettings() = default;
std::string current_version = "1.2";
std::string version = current_version;
bool show_imgui = false;
int imgui_font_size = 16;
bool monospaced_font = true;
bool alternate_style = false;
bool ignore_hide_imgui = false;
bool treat_pad0_as_pad1 = false;
std::vector<DebugTextFilter> text_filters = {};
bool text_check_range = false;
float text_max_range = 0;
u32 hide_imgui_key = SDLK_LALT;
KeyWithModifiers toggle_fullscreen_key =
KeyWithModifiers(SDLK_RETURN, InputModifiers(SDL_KMOD_ALT));
void load_settings();
void save_settings();
};
void to_json(json& j, const DebugSettings& obj);
void from_json(const json& j, DebugSettings& obj);
struct DisplaySettings {
enum class DisplayMode { Windowed = 0, Fullscreen = 1, Borderless = 2 };
DisplaySettings();
std::string current_version = "1.2";
std::string version = current_version;
int window_xpos = 50;
int window_ypos = 50;
int display_id = 0;
DisplayMode display_mode = DisplayMode::Borderless;
void load_settings();
void save_settings();
};
void to_json(json& j, const DisplaySettings& obj);
void from_json(const json& j, DisplaySettings& obj);
struct InputSettings {
InputSettings();
std::string current_version = "1.0";
std::string version = current_version;
// NOTE - assumes only port 0
std::string last_selected_controller_guid = "";
std::unordered_map<std::string, int> controller_port_mapping;
std::unordered_map<std::string, InputBindingGroups> controller_binds;
InputBindingGroups keyboard_binds;
InputBindingGroups mouse_binds;
bool keyboard_enabled = false;
bool enable_trigger_effects = false;
bool enable_pressure_sensitivity = false;
// not saved or restored, flips on if no controllers are detected
bool _keyboard_temp_enabled = false;
void load_settings();
void save_settings();
};
void to_json(json& j, const InputSettings& obj);
void from_json(const json& j, InputSettings& obj);
} // namespace game_settings