veloren/voxygen/src/settings.rs

750 lines
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Rust
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use crate::{
hud::{BarNumbers, CrosshairType, Intro, PressBehavior, ShortcutNumbers, XpBar},
i18n,
render::{AaMode, CloudMode, FluidMode},
ui::ScaleMode,
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window::{GameInput, KeyMouse},
};
use directories::{ProjectDirs, UserDirs};
use glutin::{MouseButton, VirtualKeyCode};
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use hashbrown::{HashMap, HashSet};
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use log::warn;
use serde_derive::{Deserialize, Serialize};
use std::{fs, io::prelude::*, path::PathBuf};
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// ControlSetting-like struct used by Serde, to handle not serializing/building
// post-deserializing the inverse_keybindings hashmap
#[derive(Serialize, Deserialize)]
struct ControlSettingsSerde {
keybindings: HashMap<GameInput, KeyMouse>,
}
impl From<ControlSettings> for ControlSettingsSerde {
fn from(control_settings: ControlSettings) -> Self {
let mut user_bindings: HashMap<GameInput, KeyMouse> = HashMap::new();
// Do a delta between default() ControlSettings and the argument, and let
// keybindings be only the custom keybindings chosen by the user.
for (k, v) in control_settings.keybindings {
if ControlSettings::default_binding(k) != v {
// Keybinding chosen by the user
user_bindings.insert(k, v);
}
}
ControlSettingsSerde {
keybindings: user_bindings,
}
}
}
/// `ControlSettings` contains keybindings.
#[derive(Clone, Debug, Serialize, Deserialize)]
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#[serde(from = "ControlSettingsSerde", into = "ControlSettingsSerde")]
pub struct ControlSettings {
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pub keybindings: HashMap<GameInput, KeyMouse>,
pub inverse_keybindings: HashMap<KeyMouse, HashSet<GameInput>>, // used in event loop
}
impl From<ControlSettingsSerde> for ControlSettings {
fn from(control_serde: ControlSettingsSerde) -> Self {
let user_keybindings = control_serde.keybindings;
let mut control_settings = ControlSettings::default();
for (k, v) in user_keybindings {
control_settings.modify_binding(k, v);
}
control_settings
}
}
/// Since Macbook trackpads lack middle click, on OS X we default to LShift
/// instead It is an imperfect heuristic, but hopefully it will be a slightly
/// better default, and the two places we default to middle click currently
/// (roll and wall jump) are both situations where you cannot glide (the other
/// default mapping for LShift).
#[cfg(target_os = "macos")]
const MIDDLE_CLICK_KEY: KeyMouse = KeyMouse::Key(VirtualKeyCode::LShift);
#[cfg(not(target_os = "macos"))]
const MIDDLE_CLICK_KEY: KeyMouse = KeyMouse::Mouse(MouseButton::Middle);
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impl ControlSettings {
pub fn get_binding(&self, game_input: GameInput) -> Option<KeyMouse> {
self.keybindings.get(&game_input).copied()
}
pub fn get_associated_game_inputs(&self, key_mouse: &KeyMouse) -> Option<&HashSet<GameInput>> {
self.inverse_keybindings.get(key_mouse)
}
pub fn insert_binding(&mut self, game_input: GameInput, key_mouse: KeyMouse) {
self.keybindings.insert(game_input, key_mouse);
self.inverse_keybindings
.entry(key_mouse)
.or_default()
.insert(game_input);
}
pub fn modify_binding(&mut self, game_input: GameInput, key_mouse: KeyMouse) {
// For the KeyMouse->GameInput hashmap, we first need to remove the GameInput
// from the old binding
if let Some(old_binding) = self.get_binding(game_input) {
self.inverse_keybindings
.entry(old_binding)
.or_default()
.remove(&game_input);
}
// then we add the GameInput to the proper key
self.inverse_keybindings
.entry(key_mouse)
.or_default()
.insert(game_input);
// For the GameInput->KeyMouse hashmap, just overwrite the value
self.keybindings.insert(game_input, key_mouse);
}
pub fn default_binding(game_input: GameInput) -> KeyMouse {
// If a new GameInput is added, be sure to update ControlSettings::default()
// too!
match game_input {
GameInput::Primary => KeyMouse::Mouse(MouseButton::Left),
GameInput::Secondary => KeyMouse::Mouse(MouseButton::Right),
GameInput::ToggleCursor => KeyMouse::Key(VirtualKeyCode::Tab),
GameInput::Escape => KeyMouse::Key(VirtualKeyCode::Escape),
GameInput::Enter => KeyMouse::Key(VirtualKeyCode::Return),
GameInput::Command => KeyMouse::Key(VirtualKeyCode::Slash),
GameInput::MoveForward => KeyMouse::Key(VirtualKeyCode::W),
GameInput::MoveLeft => KeyMouse::Key(VirtualKeyCode::A),
GameInput::MoveBack => KeyMouse::Key(VirtualKeyCode::S),
GameInput::MoveRight => KeyMouse::Key(VirtualKeyCode::D),
GameInput::Jump => KeyMouse::Key(VirtualKeyCode::Space),
GameInput::Sit => KeyMouse::Key(VirtualKeyCode::K),
GameInput::Glide => KeyMouse::Key(VirtualKeyCode::LShift),
GameInput::Climb => KeyMouse::Key(VirtualKeyCode::Space),
GameInput::ClimbDown => KeyMouse::Key(VirtualKeyCode::LControl),
//GameInput::WallLeap => MIDDLE_CLICK_KEY,
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GameInput::Mount => KeyMouse::Key(VirtualKeyCode::F),
GameInput::Map => KeyMouse::Key(VirtualKeyCode::M),
GameInput::Bag => KeyMouse::Key(VirtualKeyCode::B),
GameInput::Social => KeyMouse::Key(VirtualKeyCode::O),
GameInput::Spellbook => KeyMouse::Key(VirtualKeyCode::P),
GameInput::Settings => KeyMouse::Key(VirtualKeyCode::N),
GameInput::Help => KeyMouse::Key(VirtualKeyCode::F1),
GameInput::ToggleInterface => KeyMouse::Key(VirtualKeyCode::F2),
GameInput::ToggleDebug => KeyMouse::Key(VirtualKeyCode::F3),
GameInput::Fullscreen => KeyMouse::Key(VirtualKeyCode::F11),
GameInput::Screenshot => KeyMouse::Key(VirtualKeyCode::F4),
GameInput::ToggleIngameUi => KeyMouse::Key(VirtualKeyCode::F6),
GameInput::Roll => MIDDLE_CLICK_KEY,
GameInput::Respawn => KeyMouse::Key(VirtualKeyCode::Space),
GameInput::Interact => KeyMouse::Mouse(MouseButton::Right),
GameInput::ToggleWield => KeyMouse::Key(VirtualKeyCode::T),
//GameInput::Charge => KeyMouse::Key(VirtualKeyCode::Key1),
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GameInput::FreeLook => KeyMouse::Key(VirtualKeyCode::L),
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GameInput::Slot1 => KeyMouse::Key(VirtualKeyCode::Key1),
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GameInput::Slot2 => KeyMouse::Key(VirtualKeyCode::Key2),
GameInput::Slot3 => KeyMouse::Key(VirtualKeyCode::Key3),
GameInput::Slot4 => KeyMouse::Key(VirtualKeyCode::Key4),
GameInput::Slot5 => KeyMouse::Key(VirtualKeyCode::Key5),
GameInput::Slot6 => KeyMouse::Key(VirtualKeyCode::Key6),
GameInput::Slot7 => KeyMouse::Key(VirtualKeyCode::Key7),
GameInput::Slot8 => KeyMouse::Key(VirtualKeyCode::Key8),
GameInput::Slot9 => KeyMouse::Key(VirtualKeyCode::Key9),
GameInput::Slot10 => KeyMouse::Key(VirtualKeyCode::Q),
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GameInput::SwapLoadout => KeyMouse::Key(VirtualKeyCode::LAlt),
}
}
}
impl Default for ControlSettings {
fn default() -> Self {
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let mut new_settings = Self {
keybindings: HashMap::new(),
inverse_keybindings: HashMap::new(),
};
// Sets the initial keybindings for those GameInputs. If a new one is created in
// future, you'll have to update default_binding, and you should update this vec
// too.
let game_inputs = vec![
GameInput::Primary,
GameInput::Secondary,
GameInput::ToggleCursor,
GameInput::MoveForward,
GameInput::MoveBack,
GameInput::MoveLeft,
GameInput::MoveRight,
GameInput::Jump,
GameInput::Sit,
GameInput::Glide,
GameInput::Climb,
GameInput::ClimbDown,
//GameInput::WallLeap,
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GameInput::Mount,
GameInput::Enter,
GameInput::Command,
GameInput::Escape,
GameInput::Map,
GameInput::Bag,
GameInput::Social,
GameInput::Spellbook,
GameInput::Settings,
GameInput::ToggleInterface,
GameInput::Help,
GameInput::ToggleDebug,
GameInput::Fullscreen,
GameInput::Screenshot,
GameInput::ToggleIngameUi,
GameInput::Roll,
GameInput::Respawn,
GameInput::Interact,
GameInput::ToggleWield,
//GameInput::Charge,
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GameInput::FreeLook,
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GameInput::Slot1,
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GameInput::Slot2,
GameInput::Slot3,
GameInput::Slot4,
GameInput::Slot5,
GameInput::Slot6,
GameInput::Slot7,
GameInput::Slot8,
GameInput::Slot9,
GameInput::Slot10,
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GameInput::SwapLoadout,
];
for game_input in game_inputs {
new_settings.insert_binding(game_input, ControlSettings::default_binding(game_input));
}
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new_settings
}
}
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#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct GamepadSettings {
pub game_buttons: con_settings::GameButtons,
pub menu_buttons: con_settings::MenuButtons,
pub game_axis: con_settings::GameAxis,
pub menu_axis: con_settings::MenuAxis,
pub game_analog_buttons: con_settings::GameAnalogButton,
pub menu_analog_buttons: con_settings::MenuAnalogButton,
pub pan_sensitivity: u32,
pub pan_invert_y: bool,
pub axis_deadzones: HashMap<crate::controller::Axis, f32>,
pub button_deadzones: HashMap<crate::controller::AnalogButton, f32>,
pub mouse_emulation_sensitivity: u32,
pub inverted_axes: Vec<crate::controller::Axis>,
}
impl Default for GamepadSettings {
fn default() -> Self {
Self {
game_buttons: con_settings::GameButtons::default(),
menu_buttons: con_settings::MenuButtons::default(),
game_axis: con_settings::GameAxis::default(),
menu_axis: con_settings::MenuAxis::default(),
game_analog_buttons: con_settings::GameAnalogButton::default(),
menu_analog_buttons: con_settings::MenuAnalogButton::default(),
pan_sensitivity: 10,
pan_invert_y: false,
axis_deadzones: HashMap::new(),
button_deadzones: HashMap::new(),
mouse_emulation_sensitivity: 12,
inverted_axes: Vec::new(),
}
}
}
pub mod con_settings {
use crate::controller::*;
use gilrs::{Axis as GilAxis, Button as GilButton};
use serde_derive::{Deserialize, Serialize};
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct GameButtons {
pub primary: Button,
pub secondary: Button,
pub toggle_cursor: Button,
pub escape: Button,
pub enter: Button,
pub command: Button,
pub move_forward: Button,
pub move_left: Button,
pub move_back: Button,
pub move_right: Button,
pub jump: Button,
pub sit: Button,
pub glide: Button,
pub climb: Button,
pub climb_down: Button,
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//pub wall_leap: Button,
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pub mount: Button,
pub map: Button,
pub bag: Button,
pub quest_log: Button,
pub character_window: Button,
pub social: Button,
pub spellbook: Button,
pub settings: Button,
pub help: Button,
pub toggle_interface: Button,
pub toggle_debug: Button,
pub fullscreen: Button,
pub screenshot: Button,
pub toggle_ingame_ui: Button,
pub roll: Button,
pub respawn: Button,
pub interact: Button,
pub toggle_wield: Button,
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pub swap_loadout: Button,
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//pub charge: Button,
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}
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct MenuButtons {
pub up: Button,
pub down: Button,
pub left: Button,
pub right: Button,
pub scroll_up: Button,
pub scroll_down: Button,
pub scroll_left: Button,
pub scroll_right: Button,
pub home: Button,
pub end: Button,
pub apply: Button,
pub back: Button,
pub exit: Button,
}
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct GameAxis {
pub movement_x: Axis,
pub movement_y: Axis,
pub camera_x: Axis,
pub camera_y: Axis,
}
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct MenuAxis {
pub move_x: Axis,
pub move_y: Axis,
pub scroll_x: Axis,
pub scroll_y: Axis,
}
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct GameAnalogButton {}
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct MenuAnalogButton {}
impl Default for GameButtons {
fn default() -> Self {
// binding to unknown = getting skipped from processing
Self {
primary: Button::Simple(GilButton::RightTrigger2),
secondary: Button::Simple(GilButton::LeftTrigger2),
toggle_cursor: Button::Simple(GilButton::Select),
escape: Button::Simple(GilButton::Mode),
enter: Button::Simple(GilButton::Unknown),
command: Button::Simple(GilButton::Unknown),
move_forward: Button::Simple(GilButton::Unknown),
move_left: Button::Simple(GilButton::Unknown),
move_back: Button::Simple(GilButton::Unknown),
move_right: Button::Simple(GilButton::Unknown),
jump: Button::Simple(GilButton::South),
sit: Button::Simple(GilButton::West),
glide: Button::Simple(GilButton::LeftTrigger),
climb: Button::Simple(GilButton::South),
climb_down: Button::Simple(GilButton::Unknown),
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//wall_leap: Button::Simple(GilButton::Unknown),
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mount: Button::Simple(GilButton::North),
map: Button::Simple(GilButton::DPadRight),
bag: Button::Simple(GilButton::DPadDown),
quest_log: Button::Simple(GilButton::Unknown),
character_window: Button::Simple(GilButton::Unknown),
social: Button::Simple(GilButton::Unknown),
spellbook: Button::Simple(GilButton::Unknown),
settings: Button::Simple(GilButton::Unknown),
help: Button::Simple(GilButton::Unknown),
toggle_interface: Button::Simple(GilButton::Unknown),
toggle_debug: Button::Simple(GilButton::Unknown),
fullscreen: Button::Simple(GilButton::Unknown),
screenshot: Button::Simple(GilButton::DPadUp),
toggle_ingame_ui: Button::Simple(GilButton::Unknown),
roll: Button::Simple(GilButton::RightTrigger),
respawn: Button::Simple(GilButton::RightTrigger2),
interact: Button::Simple(GilButton::LeftTrigger2),
toggle_wield: Button::Simple(GilButton::DPadLeft),
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swap_loadout: Button::Simple(GilButton::Unknown),
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//charge: Button::Simple(GilButton::Unknown),
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}
}
}
impl Default for MenuButtons {
fn default() -> Self {
Self {
up: Button::Simple(GilButton::Unknown),
down: Button::Simple(GilButton::Unknown),
left: Button::Simple(GilButton::Unknown),
right: Button::Simple(GilButton::Unknown),
scroll_up: Button::Simple(GilButton::Unknown),
scroll_down: Button::Simple(GilButton::Unknown),
scroll_left: Button::Simple(GilButton::Unknown),
scroll_right: Button::Simple(GilButton::Unknown),
home: Button::Simple(GilButton::DPadUp),
end: Button::Simple(GilButton::DPadDown),
apply: Button::Simple(GilButton::South),
back: Button::Simple(GilButton::East),
exit: Button::Simple(GilButton::Mode),
}
}
}
impl Default for GameAxis {
fn default() -> Self {
Self {
movement_x: Axis::Simple(GilAxis::LeftStickX),
movement_y: Axis::Simple(GilAxis::LeftStickY),
camera_x: Axis::Simple(GilAxis::RightStickX),
camera_y: Axis::Simple(GilAxis::RightStickY),
}
}
}
impl Default for MenuAxis {
fn default() -> Self {
Self {
move_x: Axis::Simple(GilAxis::RightStickX),
move_y: Axis::Simple(GilAxis::RightStickY),
scroll_x: Axis::Simple(GilAxis::LeftStickX),
scroll_y: Axis::Simple(GilAxis::LeftStickY),
}
}
}
impl Default for GameAnalogButton {
fn default() -> Self { Self {} }
}
impl Default for MenuAnalogButton {
fn default() -> Self { Self {} }
}
}
/// `GameplaySettings` contains sensitivity and gameplay options.
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct GameplaySettings {
pub pan_sensitivity: u32,
pub zoom_sensitivity: u32,
pub zoom_inversion: bool,
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pub toggle_debug: bool,
pub sct: bool,
pub sct_player_batch: bool,
pub sct_damage_batch: bool,
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pub mouse_y_inversion: bool,
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pub crosshair_transp: f32,
pub chat_transp: f32,
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pub crosshair_type: CrosshairType,
pub intro_show: Intro,
pub xp_bar: XpBar,
pub shortcut_numbers: ShortcutNumbers,
pub bar_numbers: BarNumbers,
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pub ui_scale: ScaleMode,
pub free_look_behavior: PressBehavior,
}
impl Default for GameplaySettings {
fn default() -> Self {
Self {
pan_sensitivity: 100,
zoom_sensitivity: 100,
zoom_inversion: false,
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mouse_y_inversion: false,
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toggle_debug: false,
sct: true,
sct_player_batch: true,
sct_damage_batch: false,
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crosshair_transp: 0.6,
chat_transp: 0.4,
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crosshair_type: CrosshairType::Round,
intro_show: Intro::Show,
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xp_bar: XpBar::Always,
shortcut_numbers: ShortcutNumbers::On,
bar_numbers: BarNumbers::Off,
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ui_scale: ScaleMode::RelativeToWindow([1920.0, 1080.0].into()),
free_look_behavior: PressBehavior::Toggle,
}
}
}
/// `NetworkingSettings` stores server and networking settings.
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct NetworkingSettings {
pub username: String,
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pub password: String,
pub servers: Vec<String>,
pub default_server: usize,
pub trusted_auth_servers: HashSet<String>,
}
impl Default for NetworkingSettings {
fn default() -> Self {
Self {
username: "Username".to_string(),
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password: String::default(),
servers: vec!["server.veloren.net".to_string()],
default_server: 0,
trusted_auth_servers: ["https://auth.veloren.net"]
.iter()
.map(|s| s.to_string())
.collect(),
}
}
}
/// `Log` stores whether we should create a log file
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct Log {
// Whether to create a log file or not.
// Default is to create one.
pub log_to_file: bool,
// The path on which the logs will be stored
pub logs_path: PathBuf,
}
impl Default for Log {
fn default() -> Self {
let proj_dirs = ProjectDirs::from("net", "veloren", "voxygen")
.expect("System's $HOME directory path not found!");
// Chooses a path to store the logs by the following order:
// - The VOXYGEN_LOGS environment variable
// - The ProjectsDirs data local directory
// This only selects if there isn't already an entry in the settings file
let logs_path = std::env::var_os("VOXYGEN_LOGS")
.map(PathBuf::from)
.unwrap_or(proj_dirs.data_local_dir().join("logs"));
Self {
log_to_file: true,
logs_path,
}
}
}
/// `GraphicsSettings` contains settings related to framerate and in-game
/// visuals.
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct GraphicsSettings {
pub view_distance: u32,
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pub max_fps: u32,
pub fov: u16,
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pub gamma: f32,
pub aa_mode: AaMode,
pub cloud_mode: CloudMode,
pub fluid_mode: FluidMode,
pub window_size: [u16; 2],
pub fullscreen: bool,
}
impl Default for GraphicsSettings {
fn default() -> Self {
Self {
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view_distance: 10,
max_fps: 60,
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fov: 50,
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gamma: 1.0,
aa_mode: AaMode::Fxaa,
cloud_mode: CloudMode::Regular,
fluid_mode: FluidMode::Shiny,
window_size: [1920, 1080],
fullscreen: false,
}
}
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum AudioOutput {
/// Veloren's audio system wont work on some systems,
/// so you can use this to disable it, and allow the
/// game to function
// If this option is disabled, functions in the rodio
// library MUST NOT be called.
Off,
Automatic,
Device(String),
}
impl AudioOutput {
pub fn is_enabled(&self) -> bool {
match self {
Self::Off => false,
_ => true,
}
}
}
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/// `AudioSettings` controls the volume of different audio subsystems and which
/// device is used.
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct AudioSettings {
pub master_volume: f32,
pub music_volume: f32,
pub sfx_volume: f32,
pub max_sfx_channels: usize,
/// Audio Device that Voxygen will use to play audio.
pub output: AudioOutput,
}
impl Default for AudioSettings {
fn default() -> Self {
Self {
master_volume: 1.0,
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music_volume: 0.4,
sfx_volume: 0.6,
max_sfx_channels: 10,
output: AudioOutput::Automatic,
}
}
}
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct LanguageSettings {
pub selected_language: String,
}
impl Default for LanguageSettings {
fn default() -> Self {
Self {
selected_language: i18n::REFERENCE_LANG.to_string(),
}
}
}
/// `Settings` contains everything that can be configured in the settings.ron
/// file.
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct Settings {
pub controls: ControlSettings,
pub gameplay: GameplaySettings,
pub networking: NetworkingSettings,
pub log: Log,
pub graphics: GraphicsSettings,
pub audio: AudioSettings,
pub show_disclaimer: bool,
pub send_logon_commands: bool,
// TODO: Remove at a later date, for dev testing
pub logon_commands: Vec<String>,
pub language: LanguageSettings,
pub screenshots_path: PathBuf,
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pub controller: GamepadSettings,
}
impl Default for Settings {
fn default() -> Self {
let user_dirs = UserDirs::new().expect("System's $HOME directory path not found!");
// Chooses a path to store the screenshots by the following order:
// - The VOXYGEN_SCREENSHOT environment variable
// - The user's picture directory
// - The executable's directory
// This only selects if there isn't already an entry in the settings file
let screenshots_path = std::env::var_os("VOXYGEN_SCREENSHOT")
.map(PathBuf::from)
.or(user_dirs.picture_dir().map(|dir| dir.join("veloren")))
.or(std::env::current_exe()
.ok()
.and_then(|dir| dir.parent().map(|val| PathBuf::from(val))))
.expect("Couldn't choose a place to store the screenshots");
Settings {
controls: ControlSettings::default(),
gameplay: GameplaySettings::default(),
networking: NetworkingSettings::default(),
log: Log::default(),
graphics: GraphicsSettings::default(),
audio: AudioSettings::default(),
show_disclaimer: true,
send_logon_commands: false,
logon_commands: Vec::new(),
language: LanguageSettings::default(),
screenshots_path,
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controller: GamepadSettings::default(),
}
}
}
impl Settings {
pub fn load() -> Self {
let path = Settings::get_settings_path();
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if let Ok(file) = fs::File::open(&path) {
match ron::de::from_reader(file) {
Ok(s) => return s,
Err(e) => {
log::warn!("Failed to parse setting file! Fallback to default. {}", e);
// Rename the corrupted settings file
let mut new_path = path.to_owned();
new_path.pop();
new_path.push("settings.invalid.ron");
if let Err(err) = std::fs::rename(path, new_path) {
log::warn!("Failed to rename settings file. {}", err);
}
},
}
}
// This is reached if either:
// - The file can't be opened (presumably it doesn't exist)
// - Or there was an error parsing the file
let default_settings = Self::default();
default_settings.save_to_file_warn();
default_settings
}
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pub fn save_to_file_warn(&self) {
if let Err(err) = self.save_to_file() {
warn!("Failed to save settings: {:?}", err);
}
}
pub fn save_to_file(&self) -> std::io::Result<()> {
let path = Settings::get_settings_path();
if let Some(dir) = path.parent() {
fs::create_dir_all(dir)?;
}
let mut config_file = fs::File::create(path)?;
let s: &str = &ron::ser::to_string_pretty(self, ron::ser::PrettyConfig::default()).unwrap();
config_file.write_all(s.as_bytes()).unwrap();
Ok(())
}
pub fn get_settings_path() -> PathBuf {
if let Some(val) = std::env::var_os("VOXYGEN_CONFIG") {
let settings = PathBuf::from(val).join("settings.ron");
if settings.exists() || settings.parent().map(|x| x.exists()).unwrap_or(false) {
return settings;
}
log::warn!("VOXYGEN_CONFIG points to invalid path.");
}
let proj_dirs = ProjectDirs::from("net", "veloren", "voxygen")
.expect("System's $HOME directory path not found!");
proj_dirs
.config_dir()
.join("settings")
.with_extension("ron")
}
}