mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-14 21:45:16 -05:00
219804cbe4
* Initial controller hud ui * Reverted fbdemo changes * Moved config to json and implemented controller config * fix build on linux, gitignore new config file * fix build * Fix compilation and file directory paths * Call save on cvar save * Fixed cvar loading and added deck slots to the config * Changed control deck port 0 to use a physical device by default * Added gyro and rumble & fixed loading errors * Save config on toggle menubar * fix linux build * Fixed drift calculation * Controller config now saves when pressing F1 * Removed ExitGame hook from ImGuiImpl * Moved mappings to a map * Added GetKeyName * untranslate scancodes * Fixed hud layout on keyboard device * Fixed keyboard read on hud * Fixed crash when reloading controllers * Removed ConfigFile and changed file extension * Changed Dummy to Disconnected and fixed filters * Removed function leftover * Changed ControllerHud to InputEditor Co-authored-by: briaguya <briaguya@alice> Co-authored-by: David Chavez <david@dcvz.io>
57 lines
1.6 KiB
C++
57 lines
1.6 KiB
C++
#include "GameSettings.h"
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// Audio
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#include <cstddef>
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#include <PR/ultra64/types.h>
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#include <PR/ultra64/sptask.h>
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#include <PR/ultra64/pi.h>
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#include <PR/ultra64/message.h>
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#include "Cvar.h"
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#include "GlobalCtx2.h"
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#include "ImGuiImpl.h"
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#include "../../soh/include/z64audio.h"
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#include "Hooks.h"
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#include "../../soh/soh/Enhancements/debugconsole.h"
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#include "Window.h"
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#include "Lib/Fast3D/gfx_rendering_api.h"
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#define ABS(var) var < 0 ? -(var) : var
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using namespace Ship;
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namespace Game {
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bool DeSyncAudio = false;
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void UpdateAudio() {
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Audio_SetGameVolume(SEQ_BGM_MAIN, CVar_GetFloat("gMainMusicVolume", 1));
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Audio_SetGameVolume(SEQ_BGM_SUB, CVar_GetFloat("gSubMusicVolume", 1));
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Audio_SetGameVolume(SEQ_FANFARE, CVar_GetFloat("gSFXMusicVolume", 1));
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Audio_SetGameVolume(SEQ_SFX, CVar_GetFloat("gFanfareVolume", 1));
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}
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void LoadSettings() {
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DebugConsole_LoadCVars();
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}
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void SaveSettings() {
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DebugConsole_SaveCVars();
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}
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void InitSettings() {
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ModInternal::RegisterHook<ModInternal::AudioInit>(UpdateAudio);
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ModInternal::RegisterHook<ModInternal::GfxInit>([] {
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gfx_get_current_rendering_api()->set_texture_filter((FilteringMode) CVar_GetS32("gTextureFilter", FILTER_THREE_POINT));
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SohImGui::console->opened = CVar_GetS32("gConsoleEnabled", 0);
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SohImGui::controller->Opened = CVar_GetS32("gControllerConfigurationEnabled", 0);
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UpdateAudio();
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});
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}
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void SetSeqPlayerVolume(SeqPlayers playerId, float volume) {
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Audio_SetGameVolume(playerId, volume);
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}
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}
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