veloren/voxygen/src/settings.rs
Monty Marz 8fa398954d Initial implementation of buffs UI
player buffs animation

more testing debuffs

sorting and display limit fix

overhead buffs

fix

WIP buff removal function

fmt

Update buffs.rs

Now with compiling: WIP group UI buffs

positioning

Update group.rs

Update group.rs

Small optimizations.

Fixed positioning of buffs in group panel. Broke buff tooltips in group panel.

buff frame visuals

added setting for displaying buffs at minimap
2020-10-26 19:28:24 -05:00

823 lines
30 KiB
Rust

use crate::{
hud::{BarNumbers, BuffPosition, CrosshairType, Intro, PressBehavior, ShortcutNumbers, XpBar},
i18n,
render::RenderMode,
ui::ScaleMode,
window::{FullScreenSettings, GameInput, KeyMouse},
};
use directories_next::UserDirs;
use hashbrown::{HashMap, HashSet};
use serde::{Deserialize, Serialize};
use std::{fs, path::PathBuf};
use tracing::warn;
use winit::event::{MouseButton, VirtualKeyCode};
// 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)]
#[serde(from = "ControlSettingsSerde", into = "ControlSettingsSerde")]
pub struct ControlSettings {
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);
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);
}
/// Return true if this key is used for multiple GameInputs that aren't
/// expected to be safe to have bound to the same key at the same time
pub fn has_conflicting_bindings(&self, key_mouse: KeyMouse) -> bool {
if let Some(game_inputs) = self.inverse_keybindings.get(&key_mouse) {
for a in game_inputs.iter() {
for b in game_inputs.iter() {
if !GameInput::can_share_bindings(*a, *b) {
return true;
}
}
}
}
false
}
pub fn default_binding(game_input: GameInput) -> KeyMouse {
// If a new GameInput is added, be sure to update GameInput::iterator() 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::Chat => 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::Dance => KeyMouse::Key(VirtualKeyCode::J),
GameInput::Glide => KeyMouse::Key(VirtualKeyCode::LShift),
GameInput::Climb => KeyMouse::Key(VirtualKeyCode::Space),
GameInput::ClimbDown => KeyMouse::Key(VirtualKeyCode::LControl),
GameInput::SwimUp => KeyMouse::Key(VirtualKeyCode::Space),
GameInput::SwimDown => KeyMouse::Key(VirtualKeyCode::LShift),
GameInput::Sneak => KeyMouse::Key(VirtualKeyCode::LControl),
//GameInput::WallLeap => MIDDLE_CLICK_KEY,
GameInput::ToggleLantern => KeyMouse::Key(VirtualKeyCode::G),
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::Crafting => KeyMouse::Key(VirtualKeyCode::C),
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::Key(VirtualKeyCode::E),
GameInput::ToggleWield => KeyMouse::Key(VirtualKeyCode::T),
//GameInput::Charge => KeyMouse::Key(VirtualKeyCode::Key1),
GameInput::FreeLook => KeyMouse::Key(VirtualKeyCode::L),
GameInput::AutoWalk => KeyMouse::Key(VirtualKeyCode::Period),
GameInput::CycleCamera => KeyMouse::Key(VirtualKeyCode::Key0),
GameInput::Slot1 => KeyMouse::Key(VirtualKeyCode::Key1),
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),
GameInput::SwapLoadout => KeyMouse::Key(VirtualKeyCode::LAlt),
GameInput::Select => KeyMouse::Key(VirtualKeyCode::Y),
GameInput::AcceptGroupInvite => KeyMouse::Key(VirtualKeyCode::U),
GameInput::DeclineGroupInvite => KeyMouse::Key(VirtualKeyCode::I),
}
}
}
impl Default for ControlSettings {
fn default() -> Self {
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::Dance,
GameInput::Glide,
GameInput::Climb,
GameInput::ClimbDown,
GameInput::SwimUp,
GameInput::SwimDown,
GameInput::Sneak,
//GameInput::WallLeap,
GameInput::ToggleLantern,
GameInput::Mount,
GameInput::Chat,
GameInput::Command,
GameInput::Escape,
GameInput::Map,
GameInput::Bag,
GameInput::Social,
GameInput::Crafting,
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,
GameInput::FreeLook,
GameInput::AutoWalk,
GameInput::CycleCamera,
GameInput::Slot1,
GameInput::Slot2,
GameInput::Slot3,
GameInput::Slot4,
GameInput::Slot5,
GameInput::Slot6,
GameInput::Slot7,
GameInput::Slot8,
GameInput::Slot9,
GameInput::Slot10,
GameInput::SwapLoadout,
GameInput::Select,
GameInput::AcceptGroupInvite,
GameInput::DeclineGroupInvite,
];
for game_input in game_inputs {
new_settings.insert_binding(game_input, ControlSettings::default_binding(game_input));
}
new_settings
}
}
#[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::{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 dance: Button,
pub glide: Button,
pub climb: Button,
pub climb_down: Button,
pub swimup: Button,
pub swimdown: Button,
pub sneak: Button,
//pub wall_leap: Button,
pub toggle_lantern: Button,
pub mount: Button,
pub map: Button,
pub bag: Button,
pub quest_log: Button,
pub character_window: Button,
pub social: Button,
pub crafting: 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,
pub swap_loadout: Button,
//pub charge: Button,
}
#[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),
dance: Button::Simple(GilButton::Unknown),
glide: Button::Simple(GilButton::LeftTrigger),
climb: Button::Simple(GilButton::South),
climb_down: Button::Simple(GilButton::Unknown),
swimup: Button::Simple(GilButton::South),
swimdown: Button::Simple(GilButton::Unknown),
sneak: Button::Simple(GilButton::Unknown),
//wall_leap: Button::Simple(GilButton::Unknown),
toggle_lantern: Button::Simple(GilButton::East),
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),
crafting: 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),
swap_loadout: Button::Simple(GilButton::Unknown),
//charge: Button::Simple(GilButton::Unknown),
}
}
}
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,
pub toggle_debug: bool,
pub sct: bool,
pub sct_player_batch: bool,
pub sct_damage_batch: bool,
pub speech_bubble_dark_mode: bool,
pub speech_bubble_icon: bool,
pub mouse_y_inversion: bool,
pub smooth_pan_enable: bool,
pub crosshair_transp: f32,
pub chat_transp: f32,
pub chat_character_name: bool,
pub crosshair_type: CrosshairType,
pub intro_show: Intro,
pub xp_bar: XpBar,
pub shortcut_numbers: ShortcutNumbers,
pub buff_position: BuffPosition,
pub bar_numbers: BarNumbers,
pub ui_scale: ScaleMode,
pub free_look_behavior: PressBehavior,
pub auto_walk_behavior: PressBehavior,
pub stop_auto_walk_on_input: bool,
pub map_zoom: f64,
pub loading_tips: bool,
}
impl Default for GameplaySettings {
fn default() -> Self {
Self {
pan_sensitivity: 100,
zoom_sensitivity: 100,
zoom_inversion: false,
mouse_y_inversion: false,
smooth_pan_enable: true,
toggle_debug: false,
sct: true,
sct_player_batch: true,
sct_damage_batch: false,
speech_bubble_dark_mode: false,
speech_bubble_icon: true,
crosshair_transp: 0.6,
chat_transp: 0.4,
chat_character_name: true,
crosshair_type: CrosshairType::Round,
intro_show: Intro::Show,
xp_bar: XpBar::Always,
shortcut_numbers: ShortcutNumbers::On,
buff_position: BuffPosition::Bar,
bar_numbers: BarNumbers::Values,
ui_scale: ScaleMode::RelativeToWindow([1920.0, 1080.0].into()),
free_look_behavior: PressBehavior::Toggle,
auto_walk_behavior: PressBehavior::Toggle,
stop_auto_walk_on_input: true,
map_zoom: 4.0,
loading_tips: true,
}
}
}
/// `NetworkingSettings` stores server and networking settings.
#[derive(Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct NetworkingSettings {
pub username: 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(),
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 {
// 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_else(|| {
let mut path = voxygen_data_dir();
path.push("logs");
path
});
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,
pub sprite_render_distance: u32,
pub particles_enabled: bool,
pub figure_lod_render_distance: u32,
pub max_fps: u32,
pub fov: u16,
pub gamma: f32,
pub ambiance: f32,
pub render_mode: RenderMode,
pub window_size: [u16; 2],
pub fullscreen: FullScreenSettings,
pub lod_detail: u32,
}
impl Default for GraphicsSettings {
fn default() -> Self {
Self {
view_distance: 10,
sprite_render_distance: 150,
particles_enabled: true,
figure_lod_render_distance: 250,
max_fps: 60,
fov: 50,
gamma: 1.0,
ambiance: 20.0,
render_mode: RenderMode::default(),
window_size: [1920, 1080],
fullscreen: FullScreenSettings::default(),
lod_detail: 300,
}
}
}
#[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 { !matches!(self, Self::Off) }
}
/// `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,
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,
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_else(|| user_dirs.picture_dir().map(|dir| dir.join("veloren")))
.or_else(|| {
std::env::current_exe()
.ok()
.and_then(|dir| dir.parent().map(PathBuf::from))
})
.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,
controller: GamepadSettings::default(),
}
}
}
impl Settings {
pub fn load() -> Self {
let path = Self::get_settings_path();
if let Ok(file) = fs::File::open(&path) {
match ron::de::from_reader(file) {
Ok(s) => return s,
Err(e) => {
warn!(?e, "Failed to parse setting file! Fallback to default.");
// Rename the corrupted settings file
let mut new_path = path.to_owned();
new_path.pop();
new_path.push("settings.invalid.ron");
if let Err(e) = std::fs::rename(&path, &new_path) {
warn!(?e, ?path, ?new_path, "Failed to rename settings file.");
}
},
}
}
// 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
}
pub fn save_to_file_warn(&self) {
if let Err(e) = self.save_to_file() {
warn!(?e, "Failed to save settings");
}
}
pub fn save_to_file(&self) -> std::io::Result<()> {
let path = Self::get_settings_path();
if let Some(dir) = path.parent() {
fs::create_dir_all(dir)?;
}
let ron = ron::ser::to_string_pretty(self, ron::ser::PrettyConfig::default()).unwrap();
fs::write(path, ron.as_bytes())
}
pub fn get_settings_path() -> PathBuf {
if let Some(path) = std::env::var_os("VOXYGEN_CONFIG") {
let settings = PathBuf::from(&path).join("settings.ron");
if settings.exists() || settings.parent().map(|x| x.exists()).unwrap_or(false) {
return settings;
}
warn!(?path, "VOXYGEN_CONFIG points to invalid path.");
}
let mut path = voxygen_data_dir();
path.push("settings.ron");
path
}
}
pub fn voxygen_data_dir() -> PathBuf {
// Note: since voxygen is technically a lib we made need to lift this up to
// run.rs
let mut path = common::userdata_dir_workspace!();
path.push("voxygen");
path
}