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https://github.com/open-goal/jak-project.git
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a021c392ec
This is primarily driven for proper mod-support. Mods would like to isolate their settings and saves (potentially) and that is currently done by find-and-replacing code before building. Bad! Additionally, this has the side-effect of allowing for portable installations of the game so, win-win. Testing in progress, i'll merge once it is ready.
148 lines
4.9 KiB
C++
148 lines
4.9 KiB
C++
#include "settings.h"
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#include "common/log/log.h"
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#include "common/util/json_util.h"
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#include "game/runtime.h"
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namespace game_settings {
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void to_json(json& j, const DebugSettings& obj) {
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json_serialize(version);
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json_serialize(show_imgui);
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json_serialize(imgui_font_size);
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json_serialize(monospaced_font);
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json_serialize(alternate_style);
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json_serialize(ignore_hide_imgui);
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json_serialize(text_filters);
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json_serialize(text_check_range);
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json_serialize(text_max_range);
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json_serialize(hide_imgui_key);
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}
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void from_json(const json& j, DebugSettings& obj) {
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json_deserialize_if_exists(version);
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json_deserialize_if_exists(show_imgui);
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json_deserialize_if_exists(imgui_font_size);
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json_deserialize_if_exists(monospaced_font);
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json_deserialize_if_exists(alternate_style);
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json_deserialize_if_exists(ignore_hide_imgui);
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json_deserialize_if_exists(text_filters);
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json_deserialize_if_exists(text_check_range);
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json_deserialize_if_exists(text_max_range);
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json_deserialize_if_exists(hide_imgui_key);
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}
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DebugSettings::DebugSettings() {}
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void DebugSettings::load_settings() {
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try {
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std::string file_path =
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(file_util::get_user_misc_dir(g_game_version) / "debug-settings.json").string();
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if (!file_util::file_exists(file_path)) {
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return;
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}
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lg::info("Loading debug settings at {}", file_path);
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auto raw = file_util::read_text_file(file_path);
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from_json(parse_commented_json(raw, "debug-settings.json"), *this);
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} catch (std::exception& e) {
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// do nothing
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lg::error("Error encountered when attempting to load debug settings {}", e.what());
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// TODO - make sure a bad debug-settings.json is fine, check others below as well
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}
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}
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void DebugSettings::save_settings() {
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json data = *this;
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auto debug_settings_filename =
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file_util::get_user_misc_dir(g_game_version) / "debug-settings.json";
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file_util::create_dir_if_needed_for_file(debug_settings_filename);
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file_util::write_text_file(debug_settings_filename, data.dump(2));
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}
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void to_json(json& j, const DisplaySettings& obj) {
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json_serialize(version);
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json_serialize(display_id);
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json_serialize(window_xpos);
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json_serialize(window_ypos);
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}
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void from_json(const json& j, DisplaySettings& obj) {
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json_deserialize_if_exists(version);
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json_deserialize_if_exists(display_id);
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json_deserialize_if_exists(window_xpos);
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json_deserialize_if_exists(window_ypos);
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}
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DisplaySettings::DisplaySettings() {}
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void DisplaySettings::load_settings() {
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try {
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std::string file_path =
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(file_util::get_user_settings_dir(g_game_version) / "display-settings.json").string();
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if (!file_util::file_exists(file_path)) {
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return;
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}
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lg::info("Loading display settings at {}", file_path);
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auto raw = file_util::read_text_file(file_path);
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from_json(parse_commented_json(raw, "display-settings.json"), *this);
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} catch (std::exception& e) {
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// do nothing
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lg::error("Error encountered when attempting to load display settings {}", e.what());
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}
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}
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void DisplaySettings::save_settings() {
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json data = *this;
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auto file_path = file_util::get_user_settings_dir(g_game_version) / "display-settings.json";
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file_util::create_dir_if_needed_for_file(file_path);
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file_util::write_text_file(file_path, data.dump(2));
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}
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void to_json(json& j, const InputSettings& obj) {
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json_serialize(version);
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json_serialize(last_selected_controller_guid);
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json_serialize(controller_port_mapping);
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json_serialize(controller_binds);
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json_serialize(keyboard_binds);
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json_serialize(mouse_binds);
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json_serialize(keyboard_enabled);
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}
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void from_json(const json& j, InputSettings& obj) {
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json_deserialize_if_exists(version);
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json_deserialize_if_exists(last_selected_controller_guid);
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json_deserialize_if_exists(controller_port_mapping);
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json_deserialize_if_exists(controller_binds);
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json_deserialize_if_exists(keyboard_binds);
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json_deserialize_if_exists(mouse_binds);
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json_deserialize_if_exists(keyboard_enabled);
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}
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InputSettings::InputSettings() {}
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void InputSettings::load_settings() {
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try {
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keyboard_binds = DEFAULT_KEYBOARD_BINDS;
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mouse_binds = DEFAULT_MOUSE_BINDS;
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std::string file_path =
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(file_util::get_user_settings_dir(g_game_version) / "input-settings.json").string();
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if (!file_util::file_exists(file_path)) {
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return;
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}
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lg::info("Loading input settings at {}", file_path);
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auto raw = file_util::read_text_file(file_path);
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from_json(parse_commented_json(raw, "input-settings.json"), *this);
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} catch (std::exception& e) {
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// do nothing
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lg::error("Error encountered when attempting to load input settings {}", e.what());
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}
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}
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void InputSettings::save_settings() {
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json data = *this;
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auto file_path = file_util::get_user_settings_dir(g_game_version) / "input-settings.json";
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file_util::create_dir_if_needed_for_file(file_path);
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file_util::write_text_file(file_path, data.dump(2));
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}
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} // namespace game_settings
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