jak-project/game/settings/settings.h
ManDude 18ddd1613c
Jak 2 pc subtitle support (#2672)
Adds support for adding custom subtitles to Jak 2 audio. Comes with a
new editor for the new system and format. Compared to the Jak 1 system,
this is much simpler to make an editor for.

Comes with a few subtitles already made as an example.
Cutscenes are not officially supported but you can technically subtitle
those with editor, so please don't right now.

This new system supports multiple subtitles playing at once (even from a
single source!) and will smartly push the subtitles up if there's a
message already playing:

![image](https://github.com/open-goal/jak-project/assets/7569514/033e6374-a05a-4c31-b029-51868153a932)

![image](https://github.com/open-goal/jak-project/assets/7569514/5298aa6d-a183-446e-bdb6-61c4682df917)

Unlike in Jak 1, it will not hide the bottom HUD when subtitles are
active:

![image](https://github.com/open-goal/jak-project/assets/7569514/d466bfc0-55d0-4689-a6e1-b7784b9fff59)

Sadly this leaves us with not much space for the subtitle region (and
the subtitles are shrunk when the minimap is enabled) but when you have
guards and citizens talking all the time, hiding the HUD every time
anyone spoke would get really frustrating.

The subtitle speaker is also color-coded now, because I thought that
would be fun to do.

TODO:
- [x] proper cutscene support.
- [x] merge mode for cutscenes so we don't have to rewrite the script?

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-08 01:04:16 +01:00

64 lines
1.4 KiB
C++

#pragma once
#include "common/util/FileUtil.h"
#include "common/util/json_util.h"
#include "game/system/hid/input_bindings.h"
#include "game/tools/filter_menu/filter_menu.h"
namespace game_settings {
struct DebugSettings {
DebugSettings();
std::string version = "1.2";
bool show_imgui = false;
int imgui_font_size = 16;
bool monospaced_font = true;
bool alternate_style = false;
bool ignore_hide_imgui = false;
std::vector<DebugTextFilter> text_filters = {};
bool text_check_range = false;
float text_max_range = 0;
void save_settings();
};
void to_json(json& j, const DebugSettings& obj);
void from_json(const json& j, DebugSettings& obj);
struct DisplaySettings {
DisplaySettings();
std::string version = "1.1";
int window_xpos = 50;
int window_ypos = 50;
int display_id = 0;
void save_settings();
};
void to_json(json& j, const DisplaySettings& obj);
void from_json(const json& j, DisplaySettings& obj);
struct InputSettings {
InputSettings();
std::string version = "1.0";
// 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;
void save_settings();
};
void to_json(json& j, const InputSettings& obj);
void from_json(const json& j, InputSettings& obj);
} // namespace game_settings