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#pragma once
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#include <cstdint>
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#include <SDL_version.h>
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#include "pack.h"
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#include "utils/enum_traits.h"
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#include "utils/stdcompat/string_view.hpp"
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namespace devilution {
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enum class StartUpGameMode {
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/** @brief If hellfire is present, asks the user what game he wants to start. */
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Ask = 0,
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Hellfire = 1,
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Diablo = 2,
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};
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enum class StartUpIntro {
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Off = 0,
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Once = 1,
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On = 2,
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};
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/** @brief Defines what splash screen should be shown at startup. */
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enum class StartUpSplash {
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/** @brief Show no splash screen. */
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None = 0,
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/** @brief Show only TitleDialog. */
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TitleDialog = 1,
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/** @brief Show Logo and TitleDialog. */
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LogoAndTitleDialog = 2,
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};
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enum class ScalingQuality {
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NearestPixel,
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BilinearFiltering,
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AnisotropicFiltering,
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};
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enum class OptionEntryType {
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Boolean,
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List,
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};
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enum class OptionEntryFlags {
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/** @brief No special logic. */
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None = 0,
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/** @brief Shouldn't be shown in settings dialog. */
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Invisible = 1 << 0,
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/** @brief Need to restart the current running game (single- or multiplayer) to take effect. */
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CantChangeInGame = 1 << 1,
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/** @brief Need to restart the current running multiplayer game to take effect. */
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CantChangeInMultiPlayer = 1 << 2,
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/** @brief Option is only relevant for Hellfire. */
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OnlyHellfire = 1 << 3,
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/** @brief Option is only relevant for Diablo. */
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OnlyDiablo = 1 << 4,
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/** @brief After option is changed the UI needs to be recreated. */
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RecreateUI = 1 << 5,
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/** @brief diablo.mpq must be present. */
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NeedDiabloMpq = 1 << 6,
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/** @brief hellfire.mpq must be present. */
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NeedHellfireMpq = 1 << 7,
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};
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use_enum_as_flags(OptionEntryFlags);
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class OptionEntryBase {
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public:
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OptionEntryBase(string_view key, OptionEntryFlags flags, string_view name, string_view description)
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: key(key)
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, flags(flags)
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, name(name)
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, description(description)
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{
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}
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[[nodiscard]] string_view GetName() const;
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[[nodiscard]] string_view GetDescription() const;
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[[nodiscard]] virtual OptionEntryType GetType() const = 0;
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[[nodiscard]] OptionEntryFlags GetFlags() const;
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void SetValueChangedCallback(std::function<void()> callback);
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[[nodiscard]] virtual string_view GetValueDescription() const = 0;
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virtual void LoadFromIni(string_view category) = 0;
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virtual void SaveToIni(string_view category) const = 0;
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protected:
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string_view key;
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OptionEntryFlags flags;
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string_view name;
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string_view description;
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void NotifyValueChanged();
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private:
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std::function<void()> callback;
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};
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class OptionEntryBoolean : public OptionEntryBase {
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public:
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OptionEntryBoolean(string_view key, OptionEntryFlags flags, string_view name, string_view description, bool defaultValue)
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: OptionEntryBase(key, flags, name, description)
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, defaultValue(defaultValue)
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, value(defaultValue)
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{
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}
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[[nodiscard]] bool operator*() const
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{
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return value;
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}
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void SetValue(bool value);
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[[nodiscard]] OptionEntryType GetType() const override;
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[[nodiscard]] string_view GetValueDescription() const override;
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void LoadFromIni(string_view category) override;
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void SaveToIni(string_view category) const override;
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private:
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bool defaultValue;
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bool value;
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};
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class OptionEntryListBase : public OptionEntryBase {
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public:
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[[nodiscard]] virtual size_t GetListSize() const = 0;
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[[nodiscard]] virtual string_view GetListDescription(size_t index) const = 0;
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[[nodiscard]] virtual size_t GetActiveListIndex() const = 0;
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virtual void SetActiveListIndex(size_t index) = 0;
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[[nodiscard]] OptionEntryType GetType() const override;
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[[nodiscard]] string_view GetValueDescription() const override;
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protected:
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OptionEntryListBase(string_view key, OptionEntryFlags flags, string_view name, string_view description)
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: OptionEntryBase(key, flags, name, description)
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{
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}
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};
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class OptionEntryEnumBase : public OptionEntryListBase {
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public:
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void LoadFromIni(string_view category) override;
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void SaveToIni(string_view category) const override;
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[[nodiscard]] virtual size_t GetListSize() const override;
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[[nodiscard]] virtual string_view GetListDescription(size_t index) const override;
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[[nodiscard]] size_t GetActiveListIndex() const override;
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void SetActiveListIndex(size_t index) override;
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protected:
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OptionEntryEnumBase(string_view key, OptionEntryFlags flags, string_view name, string_view description, int defaultValue)
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: OptionEntryListBase(key, flags, name, description)
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, defaultValue(defaultValue)
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, value(defaultValue)
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{
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}
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[[nodiscard]] int GetValueInternal() const
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{
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return value;
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}
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void SetValueInternal(int value);
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void AddEntry(int value, string_view name);
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private:
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int defaultValue;
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int value;
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std::vector<string_view> entryNames;
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std::vector<int> entryValues;
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};
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template <typename T>
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class OptionEntryEnum : public OptionEntryEnumBase {
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public:
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OptionEntryEnum(string_view key, OptionEntryFlags flags, string_view name, string_view description, T defaultValue, std::initializer_list<std::pair<T, string_view>> entries)
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: OptionEntryEnumBase(key, flags, name, description, static_cast<int>(defaultValue))
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{
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for (auto entry : entries) {
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AddEntry(static_cast<int>(entry.first), entry.second);
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}
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}
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[[nodiscard]] T operator*() const
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{
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return static_cast<T>(GetValueInternal());
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}
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void SetValue(T value)
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{
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SetValueInternal(static_cast<int>(value));
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}
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};
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class OptionEntryLanguageCode : public OptionEntryListBase {
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public:
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OptionEntryLanguageCode();
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void LoadFromIni(string_view category) override;
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void SaveToIni(string_view category) const override;
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[[nodiscard]] virtual size_t GetListSize() const override;
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[[nodiscard]] virtual string_view GetListDescription(size_t index) const override;
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[[nodiscard]] virtual size_t GetActiveListIndex() const override;
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virtual void SetActiveListIndex(size_t index) override;
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string_view operator*() const
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{
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return szCode;
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}
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private:
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/** @brief Language code (IETF) for text. */
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char szCode[6];
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mutable std::vector<std::pair<std::string, std::string>> languages;
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void CheckLanguagesAreInitialized() const;
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};
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struct OptionCategoryBase {
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OptionCategoryBase(string_view key, string_view name, string_view description);
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[[nodiscard]] string_view GetKey() const;
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[[nodiscard]] string_view GetName() const;
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[[nodiscard]] string_view GetDescription() const;
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virtual std::vector<OptionEntryBase *> GetEntries() = 0;
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protected:
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string_view key;
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string_view name;
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string_view description;
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};
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struct StartUpOptions : OptionCategoryBase {
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StartUpOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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OptionEntryEnum<StartUpGameMode> gameMode;
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OptionEntryBoolean shareware;
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/** @brief Play game intro video on diablo startup. */
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OptionEntryEnum<StartUpIntro> diabloIntro;
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/** @brief Play game intro video on hellfire startup. */
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OptionEntryEnum<StartUpIntro> hellfireIntro;
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OptionEntryEnum<StartUpSplash> splash;
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};
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struct DiabloOptions : OptionCategoryBase {
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DiabloOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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/** @brief Remembers what singleplayer hero/save was last used. */
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std::uint32_t lastSinglePlayerHero;
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/** @brief Remembers what multiplayer hero/save was last used. */
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std::uint32_t lastMultiplayerHero;
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};
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struct HellfireOptions : OptionCategoryBase {
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HellfireOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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/** @brief Cornerstone of the world item. */
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char szItem[sizeof(ItemPack) * 2 + 1];
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/** @brief Remembers what singleplayer hero/save was last used. */
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std::uint32_t lastSinglePlayerHero;
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/** @brief Remembers what multiplayer hero/save was last used. */
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std::uint32_t lastMultiplayerHero;
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};
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struct AudioOptions : OptionCategoryBase {
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AudioOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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/** @brief Movie and SFX volume. */
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int nSoundVolume;
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/** @brief Music volume. */
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int nMusicVolume;
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/** @brief Player emits sound when walking. */
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OptionEntryBoolean walkingSound;
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/** @brief Automatically equipping items on pickup emits the equipment sound. */
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OptionEntryBoolean autoEquipSound;
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/** @brief Picking up items emits the items pickup sound. */
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OptionEntryBoolean itemPickupSound;
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/** @brief Output sample rate (Hz) */
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std::uint32_t nSampleRate;
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/** @brief The number of output channels (1 or 2) */
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std::uint8_t nChannels;
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/** @brief Buffer size (number of frames per channel) */
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std::uint32_t nBufferSize;
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/** @brief Quality of the resampler, from 0 (lowest) to 10 (highest) */
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std::uint8_t nResamplingQuality;
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};
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struct GraphicsOptions : OptionCategoryBase {
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GraphicsOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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/** @brief Render width. */
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int nWidth;
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/** @brief Render height. */
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int nHeight;
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/** @brief Run in fullscreen or windowed mode. */
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OptionEntryBoolean fullscreen;
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#if !defined(USE_SDL1) || defined(__3DS__)
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/** @brief Expand the aspect ratio to match the screen. */
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OptionEntryBoolean fitToScreen;
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#endif
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#ifndef USE_SDL1
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/** @brief Scale the image after rendering. */
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OptionEntryBoolean upscale;
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/** @brief See SDL_HINT_RENDER_SCALE_QUALITY. */
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OptionEntryEnum<ScalingQuality> scaleQuality;
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/** @brief Only scale by values divisible by the width and height. */
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OptionEntryBoolean integerScaling;
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/** @brief Enable vsync on the output. */
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OptionEntryBoolean vSync;
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#endif
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/** @brief Use blended transparency rather than stippled. */
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OptionEntryBoolean blendedTransparancy;
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/** @brief Gamma correction level. */
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int nGammaCorrection;
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/** @brief Enable color cycling animations. */
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OptionEntryBoolean colorCycling;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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/** @brief Use a hardware cursor (SDL2 only). */
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bool bHardwareCursor;
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/** @brief Use a hardware cursor for items. */
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bool bHardwareCursorForItems;
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/** @brief Maximum width / height for the hardware cursor. Larger cursors fall back to software. */
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int nHardwareCursorMaxSize;
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#endif
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/** @brief Enable FPS Limiter. */
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OptionEntryBoolean limitFPS;
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/** @brief Show FPS, even without the -f command line flag. */
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OptionEntryBoolean showFPS;
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};
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struct GameplayOptions : OptionCategoryBase {
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GameplayOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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/** @brief Gameplay ticks per second. */
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int nTickRate;
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/** @brief Enable double walk speed when in town. */
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OptionEntryBoolean runInTown;
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/** @brief Do not let the mouse leave the application window. */
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OptionEntryBoolean grabInput;
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/** @brief Enable the Theo quest. */
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OptionEntryBoolean theoQuest;
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/** @brief Enable the cow quest. */
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OptionEntryBoolean cowQuest;
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/** @brief Will players still damage other players in non-PvP mode. */
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OptionEntryBoolean friendlyFire;
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/** @brief Enable the bard hero class. */
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OptionEntryBoolean testBard;
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/** @brief Enable the babarian hero class. */
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OptionEntryBoolean testBarbarian;
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/** @brief Show the current level progress. */
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OptionEntryBoolean experienceBar;
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/** @brief Show enemy health at the top of the screen. */
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OptionEntryBoolean enemyHealthBar;
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/** @brief Automatically pick up gold when walking over it. */
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OptionEntryBoolean autoGoldPickup;
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/** @brief Recover mana when talking to Adria. */
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OptionEntryBoolean adriaRefillsMana;
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/** @brief Automatically attempt to equip weapon-type items when picking them up. */
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OptionEntryBoolean autoEquipWeapons;
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/** @brief Automatically attempt to equip armor-type items when picking them up. */
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OptionEntryBoolean autoEquipArmor;
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/** @brief Automatically attempt to equip helm-type items when picking them up. */
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OptionEntryBoolean autoEquipHelms;
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/** @brief Automatically attempt to equip shield-type items when picking them up. */
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OptionEntryBoolean autoEquipShields;
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/** @brief Automatically attempt to equip jewelry-type items when picking them up. */
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OptionEntryBoolean autoEquipJewelry;
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/** @brief Only enable 2/3 quests in each game session */
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OptionEntryBoolean randomizeQuests;
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/** @brief Indicates whether or not monster type (Animal, Demon, Undead) is shown along with other monster information. */
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OptionEntryBoolean showMonsterType;
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/** @brief Refill belt from inventory, or rather, use potions/scrolls from inventory first when belt item is consumed. */
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OptionEntryBoolean autoRefillBelt;
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/** @brief Locally disable clicking on shrines which permanently cripple character. */
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OptionEntryBoolean disableCripplingShrines;
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/** @brief Spell hotkeys instantly cast the spell. */
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OptionEntryBoolean quickCast;
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};
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struct ControllerOptions : OptionCategoryBase {
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ControllerOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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/** @brief SDL Controller mapping, see SDL_GameControllerDB. */
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char szMapping[1024];
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/** @brief Use dpad for spell hotkeys without holding "start" */
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bool bDpadHotkeys;
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/** @brief Shoulder gamepad shoulder buttons act as potions by default */
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bool bSwapShoulderButtonMode;
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/** @brief Configure gamepad joysticks deadzone */
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float fDeadzone;
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#ifdef __vita__
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/** @brief Enable input via rear touchpad */
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bool bRearTouch;
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#endif
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};
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struct NetworkOptions : OptionCategoryBase {
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NetworkOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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/** @brief Optionally bind to a specific network interface. */
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char szBindAddress[129];
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/** @brief Most recently entered Hostname in join dialog. */
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char szPreviousHost[129];
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/** @brief What network port to use. */
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uint16_t nPort;
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};
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struct ChatOptions : OptionCategoryBase {
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ChatOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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/** @brief Quick chat messages. */
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char szHotKeyMsgs[QUICK_MESSAGE_OPTIONS][MAX_SEND_STR_LEN];
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};
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struct LanguageOptions : OptionCategoryBase {
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LanguageOptions();
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std::vector<OptionEntryBase *> GetEntries() override;
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OptionEntryLanguageCode code;
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};
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struct Options {
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StartUpOptions StartUp;
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DiabloOptions Diablo;
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HellfireOptions Hellfire;
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AudioOptions Audio;
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GameplayOptions Gameplay;
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GraphicsOptions Graphics;
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ControllerOptions Controller;
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NetworkOptions Network;
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ChatOptions Chat;
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LanguageOptions Language;
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[[nodiscard]] std::vector<OptionCategoryBase *> GetCategories()
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{
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return {
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&StartUp,
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&Diablo,
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&Hellfire,
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&Audio,
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&Gameplay,
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&Graphics,
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&Controller,
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&Network,
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&Chat,
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&Language,
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};
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}
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};
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bool GetIniValue(const char *sectionName, const char *keyName, char *string, int stringSize, const char *defaultString = "");
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void SetIniValue(const char *sectionName, const char *keyName, const char *value, int len = 0);
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extern Options sgOptions;
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extern bool sbWasOptionsLoaded;
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/**
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* @brief Save game configurations to ini file
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*/
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void SaveOptions();
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/**
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* @brief Load game configurations from ini file
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*/
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void LoadOptions();
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} // namespace devilution
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