Zelda64Recomp/include/zelda_config.h

92 lines
2.4 KiB
C++

#ifndef __ZELDA_CONFIG_H__
#define __ZELDA_CONFIG_H__
#include <filesystem>
#include <string_view>
#include "ultramodern/config.hpp"
namespace zelda64 {
constexpr std::u8string_view program_id = u8"Zelda64Recompiled";
constexpr std::string_view program_name = "Zelda 64: Recompiled";
// TODO: Move loading configs to the runtime once we have a way to allow per-project customization.
void load_config();
void save_config();
void reset_input_bindings();
void reset_cont_input_bindings();
void reset_kb_input_bindings();
std::filesystem::path get_app_folder_path();
bool get_debug_mode_enabled();
void set_debug_mode_enabled(bool enabled);
enum class AutosaveMode {
On,
Off,
OptionCount
};
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::AutosaveMode, {
{zelda64::AutosaveMode::On, "On"},
{zelda64::AutosaveMode::Off, "Off"}
});
enum class TargetingMode {
Switch,
Hold,
OptionCount
};
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::TargetingMode, {
{zelda64::TargetingMode::Switch, "Switch"},
{zelda64::TargetingMode::Hold, "Hold"}
});
TargetingMode get_targeting_mode();
void set_targeting_mode(TargetingMode mode);
enum class CameraInvertMode {
InvertNone,
InvertX,
InvertY,
InvertBoth,
OptionCount
};
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::CameraInvertMode, {
{zelda64::CameraInvertMode::InvertNone, "InvertNone"},
{zelda64::CameraInvertMode::InvertX, "InvertX"},
{zelda64::CameraInvertMode::InvertY, "InvertY"},
{zelda64::CameraInvertMode::InvertBoth, "InvertBoth"}
});
CameraInvertMode get_camera_invert_mode();
void set_camera_invert_mode(CameraInvertMode mode);
CameraInvertMode get_analog_camera_invert_mode();
void set_analog_camera_invert_mode(CameraInvertMode mode);
enum class AnalogCamMode {
On,
Off,
OptionCount
};
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::AnalogCamMode, {
{zelda64::AnalogCamMode::On, "On"},
{zelda64::AnalogCamMode::Off, "Off"}
});
AutosaveMode get_autosave_mode();
void set_autosave_mode(AutosaveMode mode);
AnalogCamMode get_analog_cam_mode();
void set_analog_cam_mode(AnalogCamMode mode);
void open_quit_game_prompt();
};
#endif