mirror of
https://github.com/Dingo-Shenanigans/ReSkate.git
synced 2026-10-29 03:46:50 +01:00
Binds for first person, the HUD, voice chat, time of day, No Bail, challenges, nametags and dots
Eight more actions can be put on a keyboard key, a chord or a controller
combo, in the binds list beside the others. None is bound until the player
binds it.
- First person, Hide HUD, Voice chat on / off, Next time of day, No Bail,
Show / hide challenges, Player nametags, Player dots.
- Each bind runs the console switch for it, so it follows the same rules as
typing it: No Bail still answers to a server that has it off, and the time
of day goes to the server for an admin where the server sets it.
- They are one table (action_binds): a bind is its name in the profile, the
name "bind <name>" takes, its label and its command.
- "bind firstperson|hidehud|voicechat|tod|nobail|challenges|nametags|
nametagdots <n>" sets one from the console; 0 clears it.
- They are not read while the menu, the console or the chat box is open.
Console, which the binds use and anyone can type:
- Every on/off switch takes "toggle" ("nobail toggle", "hideui toggle").
- "firstperson 0|1", which was only in the menu.
- "tod next": the time of day after the current one.
- "mp voice-chat on|off|toggle": the player's own voice chat, leaving the
rest of their voice settings; it says which way it went in their chat.
134 lines
6.9 KiB
C++
134 lines
6.9 KiB
C++
#pragma once
|
|
#include <cstdint>
|
|
#include <filesystem>
|
|
#include <string>
|
|
#include <optional>
|
|
#include <string_view>
|
|
#include <vector>
|
|
#include "Engine/Game/World/park_rotation.h"
|
|
#include "Engine/Game/World/world_layers.h"
|
|
#include "Engine/Game/World/world_controls.h"
|
|
#include "Engine/Game/Rendering/graphics_controls.h"
|
|
#include "Engine/Game/Profile/player_card.h"
|
|
#include "Engine/Game/Profile/progression.h"
|
|
#include "Engine/Game/Profile/object_persistence_model.h"
|
|
#include "Engine/Game/World/park_editor.h"
|
|
#include "Engine/Game/Input/controller_bindings.h"
|
|
#include "Engine/Game/UI/menu_scale.h"
|
|
#include "Engine/Core/Json/json.h"
|
|
#include <utility>
|
|
namespace dingosdk {
|
|
struct LocalProfileAccess {
|
|
bool neighborhoods{};
|
|
bool preset_slots{};
|
|
bool bus_stops{};
|
|
bool neighborhood_ranks{};
|
|
bool cosmetics{};
|
|
};
|
|
LocalProfileAccess local_profile_access() noexcept;
|
|
bool local_profile_owns_entitlement(std::string_view id) noexcept;
|
|
// Called on the game-update thread after native item data becomes available.
|
|
void update_local_customization() noexcept;
|
|
// Cancel asset-backed service callbacks before native level teardown.
|
|
void local_profile_before_level_transition(unsigned next) noexcept;
|
|
using LocalLocationTravelQueue = bool (*)(const char* map);
|
|
void set_local_location_travel_queue(LocalLocationTravelQueue) noexcept;
|
|
std::uint32_t local_customization_selected_preset() noexcept;
|
|
// Whether a saved outfit can be loaded yet: a cosmetics catalog has been read
|
|
// this session to check it against, or nothing is saved. The game builds every
|
|
// slot up to the selected one when a slot is selected and does not ask again,
|
|
// so the first selection waits for this.
|
|
bool local_customization_outfits_loadable() noexcept;
|
|
void observe_local_customization_selection(std::int32_t index) noexcept;
|
|
struct LocalMissionRow {
|
|
std::string id, group;
|
|
int completed{-1}; // -1: no saved override; 0/1: explicit profile state.
|
|
};
|
|
struct LocalMissions {
|
|
bool available{};
|
|
std::vector<LocalMissionRow> rows;
|
|
std::string feedback;
|
|
};
|
|
LocalMissions local_profile_missions();
|
|
ProgressionModel local_profile_progression();
|
|
ObjectPersistenceModel local_profile_object_persistence();
|
|
ParkEditorModel local_park_editor();
|
|
void set_park_mod_list_visible(bool visible) noexcept;
|
|
bool queue_local_park_surface(const EditorSurfaceRequest &);
|
|
bool queue_local_park_preview(const EditorPreviewRequest &);
|
|
bool queue_local_park_selection(const EditorSelectionRequest &);
|
|
bool queue_local_park_paste(const EditorPasteRequest &);
|
|
void tick_local_park_editor() noexcept;
|
|
ControllerBindingsModel local_profile_controller_bindings();
|
|
bool set_local_freecam_controller(bool);
|
|
bool local_freecam_controller();
|
|
bool set_local_freecam_controller_binding(std::uint32_t);
|
|
bool set_local_freecam_binding(std::uint32_t);
|
|
bool set_local_tp_to_freecam_binding(std::uint32_t);
|
|
// The player's binding for Yes (or No) in a dedicated server's vote; 0 clears it.
|
|
bool set_local_vote_binding(bool yes, std::uint32_t);
|
|
// One of action_binds (controller_bindings.h), by its place there; 0 clears it.
|
|
bool set_local_action_binding(std::size_t index, std::uint32_t);
|
|
bool set_local_noclip_binding(std::uint32_t);
|
|
bool set_local_forward_velocity_binding(std::uint32_t);
|
|
bool set_local_up_velocity_binding(std::uint32_t);
|
|
bool set_local_offboard_up_velocity_binding(std::uint32_t);
|
|
bool set_local_object_persistence(bool enabled);
|
|
bool clear_local_persisted_objects(std::string_view map);
|
|
bool delete_local_placed_object(std::string_view map, std::uint64_t token);
|
|
bool teleport_to_local_placed_object(std::string_view map, std::uint64_t token);
|
|
// Teleports the local skater to a world position (sent within 5 s, when the skater can be
|
|
// moved). False when the game's teleport is unavailable.
|
|
bool teleport_local_skater(const std::array<float, 3>& position);
|
|
// The highest collision surface straight down at (x, z) between world heights `top` and
|
|
// `bottom`, from the client physics world (the park editor's native ray). Empty when nothing
|
|
// is there yet (collision still streaming) or the query is unavailable. Client update thread.
|
|
std::optional<float> local_ground_height(float x, float z, float top, float bottom);
|
|
// Small allowlisted progression commands, executed on the game update thread.
|
|
bool set_local_progression(const std::vector<std::string>& arguments);
|
|
// Small ReSkate-owned booleans saved beside the profile under a "ReSkate."
|
|
// prefix. Absent until first written; never exposed to the game's own settings.
|
|
namespace profile_runtime {
|
|
std::optional<bool> local_preference(std::string_view key) noexcept;
|
|
void set_local_preference(std::string_view key, bool value) noexcept;
|
|
// The same "ReSkate." store for numbers and text. A key keeps the type it was
|
|
// first saved with. set_local_values saves several at once (one transaction).
|
|
std::optional<Json> local_value(std::string_view key) noexcept;
|
|
void set_local_values(const std::vector<std::pair<std::string, Json>>& values) noexcept;
|
|
// ReSkate menu scale, clamped to a legible range. Cached so the overlay can
|
|
// read it every frame without touching the database.
|
|
float local_menu_scale() noexcept;
|
|
bool set_local_menu_scale(float value) noexcept;
|
|
}
|
|
PlayerCardModel local_profile_player_card();
|
|
// Renames only the local RIP Card. An empty name restores the Steam name.
|
|
bool set_local_player_card_name(std::string_view name);
|
|
ParksModel local_profile_parks();
|
|
bool set_local_park(std::string_view lot, std::string_view layout);
|
|
bool load_random_local_parks();
|
|
bool set_local_park_randomize_on_launch(bool enabled);
|
|
// Transient lobby authority. Guest choices never overwrite saved preferences.
|
|
void set_lobby_park_mode(bool active, bool guest);
|
|
void apply_host_park_choices(const ParkChoices& choices);
|
|
WorldLayersModel local_profile_world_layers();
|
|
void apply_host_world_layers(bool forced, const WorldLayerChoices& choices);
|
|
// Runtime-only hint for a manifest-backed standalone level whose deliberately
|
|
// reduced donor graph has no canonical retail map anchor.
|
|
void set_local_world_layer_map_hint(WorldMap map) noexcept;
|
|
bool set_local_world_layer(std::string_view layer, std::string_view mode);
|
|
bool restore_local_world_layers(std::string_view map);
|
|
// Execute on the already-verified client update thread, including transitions.
|
|
WorldControlsModel local_profile_world_controls();
|
|
GraphicsControlsModel local_profile_graphics_controls();
|
|
void update_local_graphics_controls() noexcept;
|
|
bool set_local_graphics_control(std::string_view key, int value);
|
|
bool set_local_world_control(std::string_view key, float value);
|
|
bool set_local_atmosphere_control(std::string_view key, std::string_view value);
|
|
bool reset_local_atmosphere_controls(unsigned kind);
|
|
void update_local_world_controls(WorldMap map) noexcept;
|
|
// Execute on the game update thread, never from ImGui's Present callback.
|
|
bool set_local_mission_completed(std::string_view id, bool completed);
|
|
bool initialize_local_profile(std::uintptr_t image_base, bool authored_offline,
|
|
const std::filesystem::path& path);
|
|
}
|