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#pragma once
#include <cstdint>
#include <SDL_version.h>
#include "pack.h"
#include "utils/enum_traits.h"
#include "utils/stdcompat/string_view.hpp"
namespace devilution {
enum class StartUpGameOption {
None,
Hellfire,
Diablo,
};
enum class ScalingQuality {
NearestPixel,
BilinearFiltering,
AnisotropicFiltering,
};
enum class OptionEntryType {
Boolean,
List,
};
enum class OptionEntryFlags {
/** @brief No special logic. */
None = 0,
/** @brief Shouldn't be shown in settings dialog. */
Invisible = 1 << 0,
/** @brief Need to restart the current running game (single- or multiplayer) to take effect. */
CantChangeInGame = 1 << 1,
/** @brief Need to restart the current running multiplayer game to take effect. */
CantChangeInMultiPlayer = 1 << 2,
/** @brief Option is only relevant for Hellfire. */
OnlyHellfire = 1 << 3,
/** @brief Option is only relevant for Diablo. */
OnlyDiablo = 1 << 4,
};
use_enum_as_flags(OptionEntryFlags);
class OptionEntryBase {
public:
OptionEntryBase(string_view key, OptionEntryFlags flags, string_view name, string_view description)
: key(key)
, flags(flags)
, name(name)
, description(description)
{
}
[[nodiscard]] string_view GetName() const;
[[nodiscard]] string_view GetDescription() const;
[[nodiscard]] virtual OptionEntryType GetType() const = 0;
[[nodiscard]] OptionEntryFlags GetFlags() const;
void SetValueChangedCallback(std::function<void()> callback);
[[nodiscard]] virtual string_view GetValueDescription() const = 0;
virtual void LoadFromIni(string_view category) = 0;
virtual void SaveToIni(string_view category) const = 0;
protected:
string_view key;
string_view name;
string_view description;
OptionEntryFlags flags;
void NotifyValueChanged();
private:
std::function<void()> callback;
};
class OptionEntryBoolean : public OptionEntryBase {
public:
OptionEntryBoolean(string_view key, OptionEntryFlags flags, string_view name, string_view description, bool defaultValue)
: OptionEntryBase(key, flags, name, description)
, defaultValue(defaultValue)
, value(defaultValue)
{
}
[[nodiscard]] bool operator*() const;
void SetValue(bool value);
[[nodiscard]] OptionEntryType GetType() const override;
[[nodiscard]] string_view GetValueDescription() const override;
void LoadFromIni(string_view category) override;
void SaveToIni(string_view category) const override;
private:
bool value;
bool defaultValue;
};
class OptionEntryListBase : public OptionEntryBase {
public:
[[nodiscard]] virtual size_t GetListSize() const = 0;
[[nodiscard]] virtual string_view GetListDescription(size_t index) const = 0;
[[nodiscard]] virtual size_t GetActiveListIndex() const = 0;
virtual void SetActiveListIndex(size_t index) = 0;
[[nodiscard]] OptionEntryType GetType() const override;
[[nodiscard]] string_view GetValueDescription() const override;
protected:
OptionEntryListBase(string_view key, OptionEntryFlags flags, string_view name, string_view description)
: OptionEntryBase(key, flags, name, description)
{
}
};
class OptionEntryEnumBase : public OptionEntryListBase {
public:
void LoadFromIni(string_view category) override;
void SaveToIni(string_view category) const override;
[[nodiscard]] virtual size_t GetListSize() const override;
[[nodiscard]] virtual string_view GetListDescription(size_t index) const override;
[[nodiscard]] size_t GetActiveListIndex() const override;
void SetActiveListIndex(size_t index) override;
protected:
OptionEntryEnumBase(string_view key, OptionEntryFlags flags, string_view name, string_view description, int defaultValue)
: OptionEntryListBase(key, flags, name, description)
, defaultValue(defaultValue)
, value(defaultValue)
{
}
[[nodiscard]] int GetValueInternal() const;
void AddEntry(int value, string_view name);
private:
int value;
int defaultValue;
std::vector<string_view> entryNames;
std::vector<int> entryValues;
};
template <typename T>
class OptionEntryEnum : public OptionEntryEnumBase {
public:
OptionEntryEnum(string_view key, OptionEntryFlags flags, string_view name, string_view description, T defaultValue, std::initializer_list<std::pair<T, string_view>> entries)
: OptionEntryEnumBase(key, flags, name, description, static_cast<int>(defaultValue))
{
for (auto entry : entries) {
AddEntry(static_cast<int>(entry.first), entry.second);
}
}
[[nodiscard]] T operator*() const
{
return static_cast<T>(GetValueInternal());
}
};
struct OptionCategoryBase {
OptionCategoryBase(string_view key, string_view name, string_view description);
[[nodiscard]] string_view GetKey() const;
[[nodiscard]] string_view GetName() const;
[[nodiscard]] string_view GetDescription() const;
virtual std::vector<OptionEntryBase *> GetEntries() = 0;
protected:
string_view key;
string_view name;
string_view description;
};
struct DiabloOptions : OptionCategoryBase {
DiabloOptions();
std::vector<OptionEntryBase *> GetEntries() override;
/** @brief Play game intro video on startup. */
bool bIntro;
/** @brief Remembers what singleplayer hero/save was last used. */
std::uint32_t lastSinglePlayerHero;
/** @brief Remembers what multiplayer hero/save was last used. */
std::uint32_t lastMultiplayerHero;
};
struct HellfireOptions : OptionCategoryBase {
HellfireOptions();
std::vector<OptionEntryBase *> GetEntries() override;
/** @brief Play game intro video on startup. */
bool bIntro;
/** @brief Cornerstone of the world item. */
char szItem[sizeof(ItemPack) * 2 + 1];
/** @brief Remembers what singleplayer hero/save was last used. */
std::uint32_t lastSinglePlayerHero;
/** @brief Remembers what multiplayer hero/save was last used. */
std::uint32_t lastMultiplayerHero;
StartUpGameOption startUpGameOption;
};
struct AudioOptions : OptionCategoryBase {
AudioOptions();
std::vector<OptionEntryBase *> GetEntries() override;
/** @brief Movie and SFX volume. */
int nSoundVolume;
/** @brief Music volume. */
int nMusicVolume;
/** @brief Player emits sound when walking. */
OptionEntryBoolean walkingSound;
/** @brief Automatically equipping items on pickup emits the equipment sound. */
OptionEntryBoolean autoEquipSound;
/** @brief Picking up items emits the items pickup sound. */
OptionEntryBoolean itemPickupSound;
/** @brief Output sample rate (Hz) */
std::uint32_t nSampleRate;
/** @brief The number of output channels (1 or 2) */
std::uint8_t nChannels;
/** @brief Buffer size (number of frames per channel) */
std::uint32_t nBufferSize;
/** @brief Quality of the resampler, from 0 (lowest) to 10 (highest) */
std::uint8_t nResamplingQuality;
};
struct GraphicsOptions : OptionCategoryBase {
GraphicsOptions();
std::vector<OptionEntryBase *> GetEntries() override;
/** @brief Render width. */
int nWidth;
/** @brief Render height. */
int nHeight;
/** @brief Run in fullscreen or windowed mode. */
bool bFullscreen;
/** @brief Scale the image after rendering. */
bool bUpscale;
/** @brief Expand the aspect ratio to match the screen. */
bool bFitToScreen;
/** @brief See SDL_HINT_RENDER_SCALE_QUALITY. */
OptionEntryEnum<ScalingQuality> scaleQuality;
/** @brief Only scale by values divisible by the width and height. */
bool bIntegerScaling;
/** @brief Enable vsync on the output. */
bool bVSync;
/** @brief Use blended transparency rather than stippled. */
bool bBlendedTransparancy;
/** @brief Gamma correction level. */
int nGammaCorrection;
/** @brief Enable color cycling animations. */
bool bColorCycling;
#if SDL_VERSION_ATLEAST(2, 0, 0)
/** @brief Use a hardware cursor (SDL2 only). */
bool bHardwareCursor;
/** @brief Use a hardware cursor for items. */
bool bHardwareCursorForItems;
/** @brief Maximum width / height for the hardware cursor. Larger cursors fall back to software. */
int nHardwareCursorMaxSize;
#endif
/** @brief Enable FPS Limit. */
bool bFPSLimit;
/** @brief Show FPS, even without the -f command line flag. */
bool bShowFPS;
};
struct GameplayOptions : OptionCategoryBase {
GameplayOptions();
std::vector<OptionEntryBase *> GetEntries() override;
/** @brief Gameplay ticks per second. */
int nTickRate;
/** @brief Enable double walk speed when in town. */
OptionEntryBoolean runInTown;
/** @brief Do not let the mouse leave the application window. */
OptionEntryBoolean grabInput;
/** @brief Enable the Theo quest. */
OptionEntryBoolean theoQuest;
/** @brief Enable the cow quest. */
bool bCowQuest;
/** @brief Will players still damage other players in non-PvP mode. */
bool bFriendlyFire;
/** @brief Enable the bard hero class. */
bool bTestBard;
/** @brief Enable the babarian hero class. */
bool bTestBarbarian;
/** @brief Show the current level progress. */
bool bExperienceBar;
/** @brief Show enemy health at the top of the screen. */
bool bEnemyHealthBar;
/** @brief Automatically pick up gold when walking over it. */
bool bAutoGoldPickup;
/** @brief Recover mana when talking to Adria. */
bool bAdriaRefillsMana;
/** @brief Automatically attempt to equip weapon-type items when picking them up. */
bool bAutoEquipWeapons;
/** @brief Automatically attempt to equip armor-type items when picking them up. */
bool bAutoEquipArmor;
/** @brief Automatically attempt to equip helm-type items when picking them up. */
bool bAutoEquipHelms;
/** @brief Automatically attempt to equip shield-type items when picking them up. */
bool bAutoEquipShields;
/** @brief Automatically attempt to equip jewelry-type items when picking them up. */
bool bAutoEquipJewelry;
/** @brief Only enable 2/3 quests in each game session */
bool bRandomizeQuests;
/** @brief Indicates whether or not monster type (Animal, Demon, Undead) is shown along with other monster information. */
bool bShowMonsterType;
/** @brief Refill belt form inventory, or rather, use potions/scrolls from inventory first when belt item is consumed. */
bool bAutoRefillBelt;
/** @brief Locally disable clicking on shrines which permanently cripple character. */
bool bDisableCripplingShrines;
};
struct ControllerOptions : OptionCategoryBase {
ControllerOptions();
std::vector<OptionEntryBase *> GetEntries() override;
/** @brief SDL Controller mapping, see SDL_GameControllerDB. */
char szMapping[1024];
/** @brief Use dpad for spell hotkeys without holding "start" */
bool bDpadHotkeys;
/** @brief Shoulder gamepad shoulder buttons act as potions by default */
bool bSwapShoulderButtonMode;
/** @brief Configure gamepad joysticks deadzone */
float fDeadzone;
#ifdef __vita__
/** @brief Enable input via rear touchpad */
bool bRearTouch;
#endif
};
struct NetworkOptions : OptionCategoryBase {
NetworkOptions();
std::vector<OptionEntryBase *> GetEntries() override;
/** @brief Optionally bind to a specific network interface. */
char szBindAddress[129];
/** @brief Most recently entered Hostname in join dialog. */
char szPreviousHost[129];
/** @brief What network port to use. */
uint16_t nPort;
};
struct ChatOptions : OptionCategoryBase {
ChatOptions();
std::vector<OptionEntryBase *> GetEntries() override;
/** @brief Quick chat messages. */
char szHotKeyMsgs[QUICK_MESSAGE_OPTIONS][MAX_SEND_STR_LEN];
};
struct LanguageOptions : OptionCategoryBase {
LanguageOptions();
std::vector<OptionEntryBase *> GetEntries() override;
/** @brief Language code (IETF) for text. */
char szCode[6];
};
struct Options {
DiabloOptions Diablo;
HellfireOptions Hellfire;
AudioOptions Audio;
GameplayOptions Gameplay;
GraphicsOptions Graphics;
ControllerOptions Controller;
NetworkOptions Network;
ChatOptions Chat;
LanguageOptions Language;
[[nodiscard]] std::vector<OptionCategoryBase *> GetCategories()
{
return {
&Diablo,
&Hellfire,
&Audio,
&Gameplay,
&Graphics,
&Controller,
&Network,
&Chat,
&Language,
};
}
};
bool GetIniValue(const char *sectionName, const char *keyName, char *string, int stringSize, const char *defaultString = "");
void SetIniValue(const char *sectionName, const char *keyName, const char *value, int len = 0);
extern Options sgOptions;
extern bool sbWasOptionsLoaded;
/**
* @brief Save game configurations to ini file
*/
void SaveOptions();
/**
* @brief Load game configurations from ini file
*/
void LoadOptions();
} // namespace devilution