Add UI translation system with LanguageManager

- Create LanguageManager.h/cpp for dynamic language loading from JSON
- Add Espanol.json with ~250 translation keys
- Modify SohMenu.cpp to apply translations automatically to all widgets
- Modify SohMenuSettings.cpp to add language selector dropdown
- Add Localization.h/cpp stubs for compilation compatibility
- Implement persistent language selection (saves and loads on startup)
- Fix string lifetime issues in dropdown using static maps
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# Plan de Implementación del Sistema de Traducción
## Objetivo
Crear un sistema de traducción dinámico que permita cargar idiomas desde archivos JSON externos **sin modificar los textos hardcodeados existentes**. Los textos en el código bleiben en inglés como fallback por defecto.
---
## 1. Funcionamiento Clave
### 1.1 Comportamiento
- **Sin carpeta de idiomas**: El juego funciona exactamente como ahora con los textos hardcodeados en inglés
- **Con carpeta de idiomas**: Cuando el usuario selecciona un idioma, se carga el JSON y se traducen los textos disponibles
- **Fallback**: Si una traducción no existe en el JSON, se usa el texto hardcodeado (inglés)
- **Persistencia**: El idioma seleccionado se guarda en la configuración y se carga automáticamente al iniciar
### 1.2 Carpeta de Idiomas (opcional)
```
/lenguajes/
├── Espanol.json
├── Portugues.json
└── (otros idiomas).json
```
**Nota**: No se requiere English.json porque el inglés ya está hardcodeado en el código.
---
## 2. Archivos Creados
| Archivo | Descripción |
|---------|-------------|
| `soh/soh/SohGui/LanguageManager.h` | Header del manager de idiomas |
| `soh/soh/SohGui/LanguageManager.cpp` | Implementación del manager |
| `lenguajes/Espanol.json` | Traducción español (~250 claves) |
| `soh/soh/Localization.h` | Stub para compatibilidad de compilación |
| `soh/soh/Localization.cpp` | Stub para compatibilidad de compilación |
---
## 3. Archivos Modificados
| Archivo | Cambios |
|---------|---------|
| `soh/soh/SohGui/SohMenuSettings.cpp` | Agregar selector de idioma dinámico + carga automática al inicio |
| `soh/soh/SohGui/SohMenu.cpp` | Aplicar traducción automática en AddWidget |
---
## 4. Ubicación de la Carpeta de Idiomas
### 4.1 Ubicaciones Buscadas
El sistema busca la carpeta `lenguajes` en este orden:
1. **Directorio actual** (desde donde se ejecuta el juego)
2. **Directorio de datos de la app** (~/.local/share/com.shipofharkinian.soh/)
### 4.2 Cómo colocar los archivos
```bash
# Opción 1: Copiar junto al ejecutable (después de compilar)
cp -r lenguajes build-cmake/soh/
# Opción 2: En el directorio de datos de la app
# Linux: ~/.local/share/com.shipofharkinian.soh/lenguajes/
```
---
## 5. Formato de Archivos JSON
### 5.1 Estructura del JSON
```json
{
"language": "Español",
"strings": {
"Settings": "Configuración",
"Enhancements": "Mejoras",
"Randomizer": "Randomizer",
"Network": "Red",
"Dev Tools": "Herramientas de Desarrollo",
"Enabled": "Activado",
"Disabled": "Desactivado",
"Apply": "Aplicar",
"Cancel": "Cancelar"
}
}
```
### 5.2 Espanol.json (Completo)
Ya incluye ~250 traducciones para los menús principales:
- Settings (General, Graphics, Audio, Controls, etc.)
- Enhancements
- Randomizer
- Network
- Dev Tools
---
## 6. Implementación del LanguageManager
### 6.1 LanguageManager.h
```cpp
class LanguageManager {
public:
static LanguageManager& Instance();
void Init();
void LoadLanguage(const std::string& languageName);
std::string GetString(const std::string& key);
std::vector<std::string> GetAvailableLanguages();
std::string GetCurrentLanguage();
bool IsTranslationLoaded();
private:
std::string currentLanguage;
std::map<std::string, std::string> translations;
bool translationLoaded;
void ScanLanguageFiles();
bool LoadJsonFile(const std::string& path);
std::string GetLanguagesDirectory();
};
```
### 6.2 Lógica de Funcionamiento
```cpp
std::string LanguageManager::GetString(const std::string& key) {
// Si no hay traducción cargada, retorna el texto hardcodeado (ingles)
if (!translationLoaded || translations.empty()) {
return key;
}
// Busca la traducción
auto it = translations.find(key);
if (it != translations.end()) {
return it->second;
}
// Si no encuentra la traducción, retorna el texto hardcodeado
return key;
}
```
### 6.3 Funcionalidades Principales
1. **Escaneo de idiomas**: Al iniciar, escanea la carpeta `/lenguajes/` y detecta archivos `.json`
2. **Carga bajo demanda**: Solo carga el JSON cuando el usuario selecciona un idioma
3. **Fallback seguro**: Si no existe la traducción, retorna el texto hardcodeado
4. **Selector dinámico**: Genera opciones basadas en archivos encontrados (sin hardcodear nombres)
5. **Búsqueda dual**: Busca primero en directorio actual, luego en directorio de datos
6. **Persistencia**: Guarda el idioma seleccionado en CVAR y lo carga al iniciar
---
## 7. Ejemplo de Uso en el Código
### 7.1 Sin cambios en el código existente
Los textos hardcodeados permanecen exactamente igual:
```cpp
// El código queda igual, NO se cambia a L("key")
AddWidget(path, "Settings", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Language", WIDGET_CVAR_COMBOBOX);
AddWidget(path, "Enabled", WIDGET_CVAR_CHECKBOX);
```
### 7.2 La traducción se aplica automáticamente
En `SohMenu.cpp`, método `AddWidget`:
```cpp
SidebarEntry& entry = sidebar.at(pathInfo.sidebarName);
std::string translatedName = LanguageManager::Instance().GetString(widgetName);
entry.columnWidgets.at(column).push_back({ .name = translatedName, .type = widgetType });
WidgetInfo& widget = entry.columnWidgets.at(column).back();
```
### 7.3 Cómo funciona
- Los textos en el código bleiben en inglés
- La función `GetString()` se llama al momento de mostrar el texto
- Si hay una traducción cargada y existe la clave, retorna la traducción
- Si no hay traducción o no existe la clave, retorna el texto original (hardcodeado)
---
## 8. Selector de Idioma
### 8.1 Ubicación
En `SohMenuSettings.cpp` dentro del menú de configuración, sección "Languages"
### 8.2 Comportamiento
- Muestra todos los archivos `.json` encontrados en `/lenguajes/`
- El nombre del archivo (sin extensión) se muestra en el selector
- Al seleccionar un idioma, carga el archivo JSON correspondiente
- Por defecto (sin acción del usuario), funciona con textos hardcodeados
- Incluye opción "None" para desactivar traducciones
- **El idioma seleccionado se guarda y se carga automáticamente al iniciar el juego**
### 8.3 Widget implementado
```cpp
// Variables estáticas para mantener los strings vivos
static std::map<int32_t, std::string> uiLanguageOptionsStr = { };
static std::map<int32_t, const char*> uiLanguageOptions = { };
// Inicialización con carga automática del idioma guardado
static void InitUILanguages() {
LanguageManager::Instance().Init();
uiLanguageOptionsStr.clear();
uiLanguageOptions.clear();
uiLanguageOptionsStr[0] = "None";
uiLanguageOptions[0] = "None";
int32_t idx = 1;
for (const auto& lang : LanguageManager::Instance().GetAvailableLanguages()) {
if (!lang.empty()) {
uiLanguageOptionsStr[idx] = lang;
uiLanguageOptions[idx] = uiLanguageOptionsStr[idx].c_str();
idx++;
}
}
// Cargar idioma guardado automáticamente
int32_t savedLang = CVarGetInteger(CVAR_SETTING("UILanguage"), 0);
if (savedLang > 0 && savedLang < (int32_t)LanguageManager::Instance().GetAvailableLanguages().size() + 1) {
std::string langName = LanguageManager::Instance().GetAvailableLanguages()[savedLang - 1];
LanguageManager::Instance().LoadLanguage(langName);
}
}
// Widget del selector
AddWidget(path, "UI Translation", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_SETTING("UILanguage"))
.Callback([](WidgetInfo& info) {
// Guarda y carga el idioma seleccionado
})
.Options(ComboboxOptions()
.ComboMap(uiLanguageOptions)
.Tooltip("Select the UI translation language..."));
```
---
## 9. Proceso de Implementación (Completado)
### Fase 1: Fundamentos ✅
1. Crear `LanguageManager.h/cpp`
2. Crear estructura de carpetas `/lenguajes/`
### Fase 2: Integración ✅
3. Modificar `SohMenuSettings.cpp` para agregar selector de idioma dinámico
4. Modificar `SohMenu.cpp` para aplicar traducción automática
5. Crear `Localization.h/cpp` (stubs para compilación)
6. **Corregir problema de strings temporales** (usar map estático para mantener strings vivos)
7. **Agregar carga automática del idioma guardado al iniciar**
### Fase 3: Pruebas ✅
8. Crear `Espanol.json` de prueba
9. Probar cambio de idioma
10. Corregir rutas de búsqueda
11. Verificar persistencia del idioma seleccionado
---
## 10. Notas Importantes
-**Textos hardcodeados permanecen**: El código no se modifica, los textos en inglés quedan como están
-**Sin carpeta de idiomas funciona igual**: Si no existe la carpeta, el juego funciona exactamente como antes
-**Fallback automático**: Si falta una traducción, se muestra el texto original
-**Selector dinámico**: Los nombres de idiomas vienen de los archivos JSON, no están hardcodeados
-**Fácil agregar idiomas**: Solo hay que crear un nuevo archivo `.json` en la carpeta
-**Persistencia**: El idioma seleccionado se guarda y se carga automáticamente al iniciar
- ⚠️ **Ubicación de carpeta**: La carpeta `lenguajes` debe estar junto al ejecutable o en el directorio de datos de la app
---
## 11. Cómo Compilar y Ejecutar
```bash
# 1. Compilar el proyecto
cmake -H. -Bbuild-cmake -GNinja
cmake --build build-cmake -j$(nproc)
# 2. Copiar carpeta de idiomas junto al ejecutable
cp -r lenguajes build-cmake/soh/
# 3. Ejecutar desde la raíz del proyecto
./build-cmake/soh/soh.elf
```
---
## 12. Pendientes / Mejoras Futuras
- [ ] Agregar más traducciones al JSON (actualmente ~250 claves)
- [ ] Traducir textos de otros menús (Enhancements, Randomizer, Network, DevTools)
- [ ] Crear archivo Portugues.json
- [ ] Posibilidad de recargar traducciones en tiempo real sin cerrar el juego
---
## 13. Archivos de Referencia con Textos Hardcodeados
### SohGui (ya analizados)
- `SohMenu_hardcoded.txt`
- `SohMenuSettings_hardcoded.txt`
- `SohMenuEnhancements_hardcoded.txt`
- `SohMenuRandomizer_hardcoded.txt`
- `SohMenuNetwork_hardcoded.txt`
- `SohMenuDevTools_hardcoded.txt`
- `SohMenuBar_hardcoded.txt`
- `ResolutionEditor_hardcoded.txt`
---
## 14. Diferencias con el Plan Anterior
| Aspecto | Plan Anterior | Plan Actual |
|---------|---------------|--------------|
| English.json | Obligatorio | No necesario (hardcodeado es fallback) |
| Reemplazo de textos | Sí, en todos los archivos | No, solo agregar función GetString |
| Archivos a modificar | 8+ archivos | 2 archivos (SohMenuSettings.cpp, SohMenu.cpp) |
| Funcionamiento sin carpeta | Requiere English.json | Funciona igual que antes |
| Stub Localization | No previsto | Necesario para compilar |
| Persistencia de idioma | No implementada | ✅ Guardado y cargado automáticamente |
| Strings en selector | Implementación con problemas | ✅ Solucionado con map estático |

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{
"language": "Español",
"strings": {
"Settings": "Configuración",
"Enhancements": "Mejoras",
"Randomizer": "Randomizer",
"Network": "Red",
"Dev Tools": "Desarrollo",
"General": "General",
"General Settings": "Configuración General",
"Graphics": "Gráficos",
"Audio": "Audio",
"Controls": "Controles",
"Input Viewer": "Visor de Entrada",
"Notifications": "Notificaciones",
"Mod Menu": "Menú de Módos",
"About": "Acerca de",
"Enabled": "Activado",
"Disabled": "Desactivado",
"On": "Activado",
"Off": "Desactivado",
"Yes": "Sí",
"No": "No",
"Apply": "Aplicar",
"Cancel": "Cancelar",
"Resolution": "Resolución",
"FPS Limit": "Límite de FPS",
"VSync": "Sincronización Vertical",
"Master Volume": "Volumen Principal",
"Master Volume: %d %%": "Volumen Principal: %d %%",
"Main Music Volume: %d %%": "Volumen de Música Principal: %d %%",
"Sub Music Volume: %d %%": "Volumen de Música Secondary: %d %%",
"Fanfare Volume: %d %%": "Volumen de Fanfarria: %d %%",
"Sound Effects Volume: %d %%": "Volumen de Efectos: %d %%",
"Music Volume": "Volumen de Música",
"SFX Volume": "Volumen de Efectos",
"Anti-aliasing (MSAA)": "Antialiasing (MSAA)",
"Menu Settings": "Configuración del Menú",
"Menu Theme": "Tema del Menú",
"Menu Controller Navigation": "Navegación con Mando",
"Allow background inputs": "Permitir entradas en segundo plano",
"Menu Background Opacity": "Opacidad del Fondo del Menú",
"General Settings": "Configuración General",
"Cursor Always Visible": "Cursor Siempre Visible",
"Search In Sidebar": "Buscar en Barra Lateral",
"Search Input Autofocus": "Autofoco en Búsqueda",
"Reset Button Combination:": "Combinación de Botón de Reseteo:",
"Open App Files Folder": "Abrir Carpeta de Archivos",
"Boot": "Arranque",
"Boot Sequence": "Secuencia de Arranque",
"Languages": "Idiomas",
"Translate Title Screen": "Traducir Pantalla de Título",
"Language": "Idioma",
"UI Translation": "Traducción de Interfaz",
"Accessibility": "Accesibilidad",
"Text to Speech": "Texto a Voz",
"Disable Idle Camera Re-Centering": "Desactivar Recentrado de Cámara",
"Disable Screen Flash for Finishing Blow": "Desactivar Flash de Pantalla",
"Disable Jabu Wobble": "Desactivar Tambaleo de Jabu",
"EXPERIMENTAL": "EXPERIMENTAL",
"ImGui Menu Scaling": "Escala del Menú ImGui",
"Ship Of Harkinian": "Ship Of Harkinian",
"Graphics Options": "Opciones de Gráficos",
"Toggle Fullscreen": "Alternar Pantalla Completa",
"Internal Resolution": "Resolución Interna",
"Current FPS": "FPS Actuales",
"Match Refresh Rate": "Coincidir Tasa de Refresco",
"Renderer API (Needs reload)": "API de Renderizado (Requiere Recarga)",
"Enable Vsync": "Activar Vsync",
"Windowed Fullscreen": "Pantalla Completa en Ventana",
"Allow multi-windows": "Permitir Multi-ventanas",
"Texture Filter (Needs reload)": "Filtro de Textura (Requiere Recarga)",
"Advanced Graphics Options": "Opciones Avanzadas de Gráficos",
"Clear Devices": "Limpiar Dispositivos",
"Controller Bindings": "Asignaciones de Mando",
"Popout Bindings Window": "Ventana de Asignaciones",
"Input Viewer Settings": "Configuración del Visor de Entrada",
"Popout Input Viewer Settings": "Ventana de Configuración",
"Position": "Posición",
"Duration (seconds):": "Duración (segundos):",
"Background Opacity": "Opacidad del Fondo",
"Size:": "Tamaño:",
"Test Notification": "Probar Notificación",
"Mute Notification Sound": "Silenciar Sonido de Notificación",
"Popout Mod Menu Window": "Ventana de Menú de Módos",
"Saving": "Guardado",
"Autosave": "Guardado Automático",
"Notification on Autosave": "Notificación de Guardado Automático",
"Remember Save Location": "Recordar Ubicación de Guardado",
"Containers Match Contents": "Contenedores Corresponden al Contenido",
"Containers of Agony": "Contenedores de Agonía",
"Time of Day": "Hora del Día",
"Nighttime GS Always Spawn": "GS Nocturnos Siempre Aparecen",
"Pull Grave During the Day": "Tumbar Durante el Día",
"Dampe Appears All Night": "Dampe Aparece Toda la Noche",
"Exit Market at Night": "Salir del Mercado de Noche",
"Shops and Games Always Open": "Tiendas y Juegos Siempre Abiertos",
"Pause Menu": "Menú de Pausa",
"Allow the Cursor to be on Any Slot": "Permitir Cursor en Cualquier Ranura",
"Pause Warp": "Teletransporte de Pausa",
"Answer Navi Prompt with L Button": "Responder a Navi con Botón L",
"Don't Require Input for Credits Sequence": "No Requiere Input para Secuencia de Créditos",
"Include Held Inputs at the Start of Pause Buffer Input Window": "Incluir Inputs Sostenidos",
"Pause Buffer Input Window: %d frames": "Ventana de Input de Pausa: %d frames",
"Simulated Input Lag: %d frames": "Lag de Input Simulado: %d frames",
"Reworked Targeting": "Cambio de Objetivo Revisado",
"Target Switch Button Combination:": "Combinación de Botón de Cambio de Objetivo:",
"Item Count Messages": "Mensajes de Cantidad de Objetos",
"Gold Skulltula Tokens": "Tokens de Skulltula de Oro",
"Pieces of Heart": "Piezas de Corazón",
"Heart Containers": "Contenedores de Corazón",
"Misc": "Varios",
"Disable Crit Wiggle": "Desactivar Crujido Crítico",
"Better Owl": "Mejor Búho",
"Convenience": "Comodidad",
"Quit Fishing at Door": "Salir de Pescar en Puerta",
"Instant Putaway": "Guardar Instantáneo",
"Navi Timer Resets on Scene Change": "Temporizador de Navi Resetea",
"Link's Cow in Both Time Periods": "Vaca de Link en Ambos Períodos",
"Play Zelda's Lullaby to Open Sleeping Waterfall": "Canción de Zelda Abre Cascada",
"Skip Feeding Jabu-Jabu": "Saltar Alimentar Jabu-Jabu",
"Cutscenes": "Escenas",
"All##Skips": "Todas##Saltos",
"None##Skips": "Ninguna##Saltos",
"Skip Intro": "Saltar Intro",
"Great Fairies": "Hadas Grandes",
"Horse": "Caballo",
"Ganon": "Ganon",
"Dampé": "Dampé",
"Title Screen": "Pantalla de Título",
"File Select": "Selección de Archivo",
"Boss Rush": "Combate de Jefes",
"Skips": "Saltos",
"Rainbow Bridge": "Puente Arcoíris",
"Bridge Requirement": "Requisito del Puente",
"Randomizer": "Randomizer",
"Enhancements": "Mejoras",
"Cheats": "Trampas",
"Randomizer Settings": "Configuración del Randomizer",
"Keyshuffle": "Mezcla de Llaves",
"Maps & Compasses": "Mapas y Brújulas",
"Small Keys": "Llaves Pequeñas",
"Boss Keys": "Llaves de Jefe",
"Skulltulas": "Skulltulas",
"Tokens": "Tokens",
"Stones": "Piedras",
"Medallions": "Medallones",
"Dungeon Items": "Objetos de Mazmorra",
"Start with Consumables": "Empezar con Consumibles",
"Start with Max Rupees": "Empezar con Rupias Máximas",
"Start with Deku Equipment": "Equipamiento Deku Inicial",
"Open Deku Tree": "Abrir Árbol Deku",
"Open Door of Time": "Abrir Puerta del Tiempo",
"Open Kak Bridge": "Abrir Puente de Kakariko",
"Open Market Entrance": "Abrir Entrada del Mercado",
"Open Castle Gate": "Abrir Puerta del Castillo",
"Network": "Red",
"Connect to Server": "Conectar al Servidor",
"Disconnect": "Desconectar",
"Server Address": "Dirección del Servidor",
"Username": "Nombre de Usuario",
"Room ID": "ID de Sala",
"Game Mode": "Modo de Juego",
"Co-op": "Cooperativo",
"Adventure": "Aventura",
"Time Sync": "Sincronización de Tiempo",
"Lag Compensation": "Compensación de Lag",
"Dev Tools": "Herramientas de Desarrollo",
"General": "General",
"Game Interaction": "Interacción del Juego",
"Visual": "Visual",
"Audio": "Audio",
"Cheats": "Trampas",
"Cosmetics": "Cosméticos",
"Restrict Debug Mode": "Restringir Modo Debug",
"Free Camera": "Cámara Libre",
"Frame Advance": "Avance de Fotograma",
"Pause Game": "Pausar Juego",
"Log Object Ages": "Registrar Edades de Objetos",
"Visual Cheats": "Trampas Visuales",
"No UI": "Sin Interfaz",
"Cheat Cheats": "Trampas de Trampas",
"Infinite Gold": "Oro Infinito",
"Infinite Health": "Salud Infinita",
"Infinite Magic": "Magia Infinita",
"Infinite Nails": "Uñas Infinitas",
"Infinite Eggs": "Huevos Infinitos",
"Infinite Arrows": "Flechas Infinitas",
"Unbreakable Umbrella": "Paraguas Irrompible",
"Cosmetics": "Cosméticos",
"Tunic Color": "Color del Túnico",
"Skin Color": "Color de Piel",
"Mirror Shield Frame": "Marco del Escudo Espejo",
"Link's Age": "Edad de Link",
"Default": "Predeterminado",
"Adult": "Adulto",
"Child": "Niño",
"Small": "Pequeño",
"Normal": "Normal",
"Large": "Grande",
"X-Large": "Extra Grande",
"Red": "Rojo",
"Dark Red": "Rojo Oscuro",
"Orange": "Naranja",
"Green": "Verde",
"Dark Green": "Verde Oscuro",
"Light Blue": "Azul Claro",
"Blue": "Azul",
"Dark Blue": "Azul Oscuro",
"Indigo": "Índigo",
"Violet": "Violeta",
"Purple": "Púrpura",
"Brown": "Marrón",
"Gray": "Gris",
"Dark Gray": "Gris Oscuro",
"Three-Point": "Tres Puntos",
"Linear": "Lineal",
"None": "Ninguno",
"Top Left": "Arriba Izquierda",
"Top Right": "Arriba Derecha",
"Bottom Left": "Abajo Izquierda",
"Bottom Right": "Abajo Derecha",
"Hidden": "Oculto",
"Default": "Predeterminado",
"Authentic": "Auténtico",
"File Select": "Selección de Archivo",
"Debug Warp Screen": "Pantalla de Teletransporte Debug",
"Warp Point": "Punto de Teletransporte"
}
}

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soh/soh/Localization.cpp Normal file
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#include "Localization.h"
namespace Localization {
std::string GetLanguageString(const char* key) {
return key;
}
}

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soh/soh/Localization.h Normal file
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#ifndef LOCALIZATION_H
#define LOCALIZATION_H
#include <string>
namespace Localization {
std::string GetLanguageString(const char* key);
}
#define LUS_LOC(key) key
#endif

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#include "LanguageManager.h"
#include <libultraship/libultraship.h>
#include <nlohmann/json.hpp>
#include <filesystem>
#include <fstream>
using json = nlohmann::json;
namespace SohGui {
LanguageManager& LanguageManager::Instance() {
static LanguageManager instance;
return instance;
}
void LanguageManager::Init() {
ScanLanguageFiles();
}
void LanguageManager::ScanLanguageFiles() {
availableLanguages.clear();
std::string langDir = GetLanguagesDirectory();
if (!std::filesystem::exists(langDir)) {
return;
}
for (const auto& entry : std::filesystem::directory_iterator(langDir)) {
if (entry.is_regular_file() && entry.path().extension() == ".json") {
std::string filename = entry.path().stem().string();
availableLanguages.push_back(filename);
}
}
}
std::string LanguageManager::GetLanguagesDirectory() {
std::string currentDir = std::filesystem::current_path().string();
std::string langDir = currentDir + "/lenguajes";
if (std::filesystem::exists(langDir)) {
return langDir;
}
std::string appDir = Ship::Context::GetInstance()->GetAppDirectoryPath();
langDir = appDir + "/lenguajes";
if (std::filesystem::exists(langDir)) {
return langDir;
}
return currentDir + "/lenguajes";
}
bool LanguageManager::LoadJsonFile(const std::string& path) {
try {
std::ifstream file(path);
if (!file.is_open()) {
return false;
}
json j;
file >> j;
translations.clear();
if (j.contains("strings") && j["strings"].is_object()) {
for (auto& [key, value] : j["strings"].items()) {
translations[key] = value.get<std::string>();
}
}
translationLoaded = true;
return true;
} catch (const std::exception& e) {
translationLoaded = false;
return false;
}
}
void LanguageManager::LoadLanguage(const std::string& languageName) {
std::string langDir = GetLanguagesDirectory();
std::string filePath = langDir + "/" + languageName + ".json";
if (!std::filesystem::exists(langDir)) {
std::filesystem::create_directories(langDir);
}
if (LoadJsonFile(filePath)) {
currentLanguage = languageName;
} else {
translations.clear();
translationLoaded = false;
currentLanguage = "";
}
}
std::string LanguageManager::GetString(const std::string& key) {
if (!translationLoaded || translations.empty()) {
return key;
}
auto it = translations.find(key);
if (it != translations.end()) {
return it->second;
}
return key;
}
std::vector<std::string> LanguageManager::GetAvailableLanguages() {
return availableLanguages;
}
std::string LanguageManager::GetCurrentLanguage() {
return currentLanguage;
}
bool LanguageManager::IsTranslationLoaded() {
return translationLoaded;
}
} // namespace SohGui

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#ifndef LANGUAGE_MANAGER_H
#define LANGUAGE_MANAGER_H
#include <string>
#include <vector>
#include <map>
namespace SohGui {
class LanguageManager {
public:
static LanguageManager& Instance();
void Init();
void LoadLanguage(const std::string& languageName);
std::string GetString(const std::string& key);
std::vector<std::string> GetAvailableLanguages();
std::string GetCurrentLanguage();
bool IsTranslationLoaded();
private:
LanguageManager() = default;
~LanguageManager() = default;
LanguageManager(const LanguageManager&) = delete;
LanguageManager& operator=(const LanguageManager&) = delete;
std::string currentLanguage;
std::map<std::string, std::string> translations;
bool translationLoaded = false;
std::vector<std::string> availableLanguages;
void ScanLanguageFiles();
bool LoadJsonFile(const std::string& path);
std::string GetLanguagesDirectory();
};
} // namespace SohGui
#endif // LANGUAGE_MANAGER_H

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soh/soh/SohGui/SohMenu.cpp Normal file
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#include "SohMenu.h"
#include "LanguageManager.h"
#include <ship/window/gui/GuiMenuBar.h>
#include <ship/window/gui/GuiElement.h>
#include <ship/utils/StringHelper.h>
#include <spdlog/fmt/fmt.h>
extern "C" {
extern PlayState* gPlayState;
}
extern std::unordered_map<s16, const char*> warpPointSceneList;
namespace SohGui {
extern std::shared_ptr<SohMenu> mSohMenu;
using namespace UIWidgets;
void SohMenu::AddSidebarEntry(std::string sectionName, std::string sidebarName, uint32_t columnCount) {
assert(!sectionName.empty());
assert(!sidebarName.empty());
menuEntries.at(sectionName).sidebars.emplace(sidebarName, SidebarEntry{ .columnCount = columnCount });
menuEntries.at(sectionName).sidebarOrder.push_back(sidebarName);
}
WidgetInfo& SohMenu::AddWidget(WidgetPath& pathInfo, std::string widgetName, WidgetType widgetType) {
assert(!widgetName.empty()); // Must be unique
assert(menuEntries.contains(pathInfo.sectionName)); // Section/header must already exist
assert(menuEntries.at(pathInfo.sectionName).sidebars.contains(pathInfo.sidebarName)); // Sidebar must already exist
std::unordered_map<std::string, SidebarEntry>& sidebar = menuEntries.at(pathInfo.sectionName).sidebars;
uint8_t column = pathInfo.column;
if (sidebar.contains(pathInfo.sidebarName)) {
while (sidebar.at(pathInfo.sidebarName).columnWidgets.size() < column + 1) {
sidebar.at(pathInfo.sidebarName).columnWidgets.push_back({});
}
}
SidebarEntry& entry = sidebar.at(pathInfo.sidebarName);
std::string translatedName = LanguageManager::Instance().GetString(widgetName);
entry.columnWidgets.at(column).push_back({ .name = translatedName, .type = widgetType });
WidgetInfo& widget = entry.columnWidgets.at(column).back();
switch (widgetType) {
case WIDGET_CHECKBOX:
case WIDGET_CVAR_CHECKBOX:
widget.options = std::make_shared<CheckboxOptions>();
break;
case WIDGET_SLIDER_FLOAT:
case WIDGET_CVAR_SLIDER_FLOAT:
widget.options = std::make_shared<FloatSliderOptions>();
break;
case WIDGET_CVAR_BTN_SELECTOR:
widget.options = std::make_shared<BtnSelectorOptions>();
break;
case WIDGET_SLIDER_INT:
case WIDGET_CVAR_SLIDER_INT:
widget.options = std::make_shared<IntSliderOptions>();
break;
case WIDGET_COMBOBOX:
case WIDGET_CVAR_COMBOBOX:
case WIDGET_AUDIO_BACKEND:
case WIDGET_VIDEO_BACKEND:
widget.options = std::make_shared<ComboboxOptions>();
break;
case WIDGET_BUTTON:
widget.options = std::make_shared<ButtonOptions>();
break;
case WIDGET_WINDOW_BUTTON:
widget.options = std::make_shared<WindowButtonOptions>();
break;
case WIDGET_CVAR_COLOR_PICKER:
case WIDGET_COLOR_PICKER:
widget.options = std::make_shared<ColorPickerOptions>();
break;
case WIDGET_SEPARATOR_TEXT:
case WIDGET_TEXT:
widget.options = std::make_shared<TextOptions>();
break;
case WIDGET_SEARCH:
case WIDGET_SEPARATOR:
default:
widget.options = std::make_shared<WidgetOptions>();
}
return widget;
}
SohMenu::SohMenu(const std::string& consoleVariable, const std::string& name)
: Menu(consoleVariable, name, 0, UIWidgets::Colors::LightBlue) {
}
void SohMenu::AddMenuElements() {
AddMenuSettings();
AddMenuEnhancements();
AddMenuRandomizer();
AddMenuNetwork();
AddMenuDevTools();
if (CVarGetInteger(CVAR_SETTING("Menu.SidebarSearch"), 0)) {
InsertSidebarSearch();
}
for (auto& initFunc : MenuInit::GetInitFuncs()) {
initFunc();
}
mMenuElementsInitialized = true;
}
void SohMenu::InitElement() {
Ship::Menu::InitElement();
disabledMap = {
{ DISABLE_FOR_NO_VSYNC,
{ [](disabledInfo& info) -> bool {
return !Ship::Context::GetInstance()->GetWindow()->CanDisableVerticalSync();
},
"Disabling VSync not supported" } },
{ DISABLE_FOR_NO_WINDOWED_FULLSCREEN,
{ [](disabledInfo& info) -> bool {
return !Ship::Context::GetInstance()->GetWindow()->SupportsWindowedFullscreen();
},
"Windowed Fullscreen not supported" } },
{ DISABLE_FOR_NO_MULTI_VIEWPORT,
{ [](disabledInfo& info) -> bool {
return !Ship::Context::GetInstance()->GetWindow()->GetGui()->SupportsViewports();
},
"Multi-viewports not supported" } },
{ DISABLE_FOR_NOT_DIRECTX,
{ [](disabledInfo& info) -> bool {
return Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() !=
Ship::WindowBackend::FAST3D_DXGI_DX11;
},
"Available Only on DirectX" } },
{ DISABLE_FOR_DIRECTX,
{ [](disabledInfo& info) -> bool {
return Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() ==
Ship::WindowBackend::FAST3D_DXGI_DX11;
},
"Not Available on DirectX" } },
{ DISABLE_FOR_MATCH_REFRESH_RATE_ON,
{ [](disabledInfo& info) -> bool { return CVarGetInteger(CVAR_SETTING("MatchRefreshRate"), 0); },
"Match Refresh Rate is Enabled" } },
{ DISABLE_FOR_ADVANCED_RESOLUTION_ON,
{ [](disabledInfo& info) -> bool { return CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled", 0); },
"Advanced Resolution Enabled" } },
{ DISABLE_FOR_VERTICAL_RES_TOGGLE_ON,
{ [](disabledInfo& info) -> bool {
return CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle", 0);
},
"Vertical Resolution Toggle Enabled" } },
{ DISABLE_FOR_LOW_RES_MODE_ON,
{ [](disabledInfo& info) -> bool { return CVarGetInteger(CVAR_LOW_RES_MODE, 0); }, "N64 Mode Enabled" } },
{ DISABLE_FOR_NULL_PLAY_STATE,
{ [](disabledInfo& info) -> bool { return gPlayState == NULL; }, "Save Not Loaded" } },
{ DISABLE_FOR_DEBUG_MODE_OFF,
{ [](disabledInfo& info) -> bool { return !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0); },
"Debug Mode is Disabled" } },
{ DISABLE_FOR_FRAME_ADVANCE_OFF,
{ [](disabledInfo& info) -> bool { return !(gPlayState != nullptr && gPlayState->frameAdvCtx.enabled); },
"Frame Advance is Disabled" } },
{ DISABLE_FOR_ADVANCED_RESOLUTION_OFF,
{ [](disabledInfo& info) -> bool { return !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".Enabled", 0); },
"Advanced Resolution is Disabled" } },
{ DISABLE_FOR_VERTICAL_RESOLUTION_OFF,
{ [](disabledInfo& info) -> bool {
return !CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle", 0);
},
"Vertical Resolution Toggle is Off" } },
};
}
void SohMenu::UpdateElement() {
Ship::Menu::UpdateElement();
}
void SohMenu::Draw() {
Ship::Menu::Draw();
}
void SohMenu::DrawElement() {
if (mMenuElementsInitialized) {
Ship::Menu::DrawElement();
}
}
} // namespace SohGui

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#include "SohMenu.h"
#include "soh/Notification/Notification.h"
#include "soh/Enhancements/enhancementTypes.h"
#include "SohModals.h"
#include "soh/OTRGlobals.h"
#include <soh/GameVersions.h>
#include "soh/ResourceManagerHelpers.h"
#include "UIWidgets.hpp"
#include "LanguageManager.h"
#include <spdlog/fmt/fmt.h>
#include <spdlog/spdlog.h>
extern "C" {
#include "include/z64audio.h"
#include "variables.h"
}
namespace SohGui {
extern std::shared_ptr<SohMenu> mSohMenu;
extern std::shared_ptr<SohModalWindow> mModalWindow;
using namespace UIWidgets;
static std::map<int32_t, std::string> uiLanguageOptionsStr = { };
static std::map<int32_t, const char*> uiLanguageOptions = { };
static void InitUILanguages() {
LanguageManager::Instance().Init();
uiLanguageOptionsStr.clear();
uiLanguageOptions.clear();
uiLanguageOptionsStr[0] = "None";
uiLanguageOptions[0] = "None";
int32_t idx = 1;
for (const auto& lang : LanguageManager::Instance().GetAvailableLanguages()) {
if (!lang.empty()) {
uiLanguageOptionsStr[idx] = lang;
uiLanguageOptions[idx] = uiLanguageOptionsStr[idx].c_str();
idx++;
}
}
int32_t savedLang = CVarGetInteger(CVAR_SETTING("UILanguage"), 0);
if (savedLang > 0 && savedLang < (int32_t)LanguageManager::Instance().GetAvailableLanguages().size() + 1) {
std::string langName = LanguageManager::Instance().GetAvailableLanguages()[savedLang - 1];
LanguageManager::Instance().LoadLanguage(langName);
}
}
static std::map<int32_t, const char*> imguiScaleOptions = {
{ 0, "Small" },
{ 1, "Normal" },
{ 2, "Large" },
{ 3, "X-Large" },
};
static const std::map<int32_t, const char*> menuThemeOptions = {
{ UIWidgets::Colors::Red, "Red" },
{ UIWidgets::Colors::DarkRed, "Dark Red" },
{ UIWidgets::Colors::Orange, "Orange" },
{ UIWidgets::Colors::Green, "Green" },
{ UIWidgets::Colors::DarkGreen, "Dark Green" },
{ UIWidgets::Colors::LightBlue, "Light Blue" },
{ UIWidgets::Colors::Blue, "Blue" },
{ UIWidgets::Colors::DarkBlue, "Dark Blue" },
{ UIWidgets::Colors::Indigo, "Indigo" },
{ UIWidgets::Colors::Violet, "Violet" },
{ UIWidgets::Colors::Purple, "Purple" },
{ UIWidgets::Colors::Brown, "Brown" },
{ UIWidgets::Colors::Gray, "Gray" },
{ UIWidgets::Colors::DarkGray, "Dark Gray" },
};
static const std::map<int32_t, const char*> textureFilteringMap = {
{ Fast::FILTER_THREE_POINT, "Three-Point" },
{ Fast::FILTER_LINEAR, "Linear" },
{ Fast::FILTER_NONE, "None" },
};
static const std::map<int32_t, const char*> notificationPosition = {
{ 0, "Top Left" }, { 1, "Top Right" }, { 2, "Bottom Left" }, { 3, "Bottom Right" }, { 4, "Hidden" },
};
static const std::map<int32_t, const char*> bootSequenceLabels = {
{ BOOTSEQUENCE_DEFAULT, "Default" }, { BOOTSEQUENCE_AUTHENTIC, "Authentic" },
{ BOOTSEQUENCE_FILESELECT, "File Select" }, { BOOTSEQUENCE_DEBUGWARPSCREEN, "Debug Warp Screen" },
{ BOOTSEQUENCE_WARPPOINT, "Warp Point" },
};
const char* GetGameVersionString(uint32_t index) {
uint32_t gameVersion = ResourceMgr_GetGameVersion(index);
switch (gameVersion) {
case OOT_NTSC_US_10:
return "NTSC 1.0";
case OOT_NTSC_US_11:
return "NTSC 1.1";
case OOT_NTSC_US_12:
return "NTSC 1.2";
case OOT_NTSC_US_GC:
return "NTSC-U GC";
case OOT_NTSC_JP_GC:
return "NTSC-J GC";
case OOT_NTSC_JP_GC_CE:
return "NTSC-J GC (Collector's Edition)";
case OOT_NTSC_US_MQ:
return "NTSC-U MQ";
case OOT_NTSC_JP_MQ:
return "NTSC-J MQ";
case OOT_PAL_10:
return "PAL 1.0";
case OOT_PAL_11:
return "PAL 1.1";
case OOT_PAL_GC:
return "PAL GC";
case OOT_PAL_MQ:
return "PAL MQ";
case OOT_PAL_GC_DBG1:
case OOT_PAL_GC_DBG2:
return "PAL GC-D";
case OOT_PAL_GC_MQ_DBG:
return "PAL MQ-D";
case OOT_IQUE_CN:
return "IQUE CN";
case OOT_IQUE_TW:
return "IQUE TW";
default:
return "UNKNOWN";
}
}
#include "message_data_static.h"
extern "C" MessageTableEntry* sNesMessageEntryTablePtr;
extern "C" MessageTableEntry* sGerMessageEntryTablePtr;
extern "C" MessageTableEntry* sFraMessageEntryTablePtr;
extern "C" MessageTableEntry* sJpnMessageEntryTablePtr;
static const std::array<MessageTableEntry**, LANGUAGE_MAX> messageTables = {
&sNesMessageEntryTablePtr, &sGerMessageEntryTablePtr, &sFraMessageEntryTablePtr, &sJpnMessageEntryTablePtr
};
void SohMenu::UpdateLanguageMap(std::map<int32_t, const char*>& languageMap) {
for (int32_t i = LANGUAGE_ENG; i < LANGUAGE_MAX; i++) {
if (*messageTables.at(i) != NULL) {
if (!languageMap.contains(i)) {
languageMap.insert(std::make_pair(i, languages.at(i)));
}
} else {
languageMap.erase(i);
}
}
}
void SohMenu::AddMenuSettings() {
InitUILanguages();
// Add Settings Menu
AddMenuEntry("Settings", CVAR_SETTING("Menu.SettingsSidebarSection"));
AddSidebarEntry("Settings", "General", 2);
WidgetPath path = { "Settings", "General", SECTION_COLUMN_1 };
// General - Settings
AddWidget(path, "Menu Settings", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Menu Theme", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_SETTING("Menu.Theme"))
.RaceDisable(false)
.Options(ComboboxOptions()
.Tooltip("Changes the Theme of the Menu Widgets.")
.ComboMap(menuThemeOptions)
.DefaultIndex(Colors::LightBlue));
#if not defined(__SWITCH__) and not defined(__WIIU__)
AddWidget(path, "Menu Controller Navigation", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_IMGUI_CONTROLLER_NAV)
.RaceDisable(false)
.Options(CheckboxOptions().Tooltip(
"Allows controller navigation of the port menu (Settings, Enhancements,...)\nCAUTION: "
"This will disable game inputs while the menu is visible.\n\nD-pad to move between "
"items, A to select, B to move up in scope."));
AddWidget(path, "Allow background inputs", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ALLOW_BACKGROUND_INPUTS)
.RaceDisable(false)
.Callback([](WidgetInfo& info) {
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS,
CVarGetInteger(CVAR_ALLOW_BACKGROUND_INPUTS, 1) ? "1" : "0");
})
.Options(CheckboxOptions()
.Tooltip("Allows controller inputs to be picked up by the game even when the game window isn't "
"the focused window.")
.DefaultValue(1));
AddWidget(path, "Menu Background Opacity", WIDGET_CVAR_SLIDER_FLOAT)
.CVar(CVAR_SETTING("Menu.BackgroundOpacity"))
.RaceDisable(false)
.Options(FloatSliderOptions().DefaultValue(0.85f).IsPercentage().Tooltip(
"Sets the opacity of the background of the port menu."));
AddWidget(path, "General Settings", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Cursor Always Visible", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("CursorVisibility"))
.RaceDisable(false)
.Callback([](WidgetInfo& info) {
Ship::Context::GetInstance()->GetWindow()->SetForceCursorVisibility(
CVarGetInteger(CVAR_SETTING("CursorVisibility"), 0));
})
.Options(CheckboxOptions().Tooltip("Makes the cursor always visible, even in full screen."));
#endif
AddWidget(path, "Search In Sidebar", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("Menu.SidebarSearch"))
.RaceDisable(false)
.Callback([](WidgetInfo& info) {
if (CVarGetInteger(CVAR_SETTING("Menu.SidebarSearch"), 0)) {
mSohMenu->InsertSidebarSearch();
} else {
mSohMenu->RemoveSidebarSearch();
}
})
.Options(CheckboxOptions().Tooltip(
"Displays the Search menu as a sidebar entry in Settings instead of in the header."));
AddWidget(path, "Search Input Autofocus", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("Menu.SearchAutofocus"))
.RaceDisable(false)
.Options(CheckboxOptions().Tooltip(
"Search input box gets autofocus when visible. Does not affect using other widgets."));
AddWidget(path, "Reset Button Combination:", WIDGET_CVAR_BTN_SELECTOR)
.CVar("gSettings.ResetBtn")
.Options(BtnSelectorOptions().DefaultValue(BTN_CUSTOM_MODIFIER2));
AddWidget(path, "Open App Files Folder", WIDGET_BUTTON)
.RaceDisable(false)
.Callback([](WidgetInfo& info) {
std::string filesPath = Ship::Context::GetInstance()->GetAppDirectoryPath();
SDL_OpenURL(std::string("file:///" + std::filesystem::absolute(filesPath).string()).c_str());
})
.Options(ButtonOptions().Tooltip("Opens the folder that contains the save and mods folders, etc."));
AddWidget(path, "Boot", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Boot Sequence", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_SETTING("BootSequence"))
.RaceDisable(false)
.Options(ComboboxOptions()
.DefaultIndex(BOOTSEQUENCE_DEFAULT)
.LabelPosition(LabelPositions::Far)
.ComponentAlignment(ComponentAlignments::Right)
.ComboMap(bootSequenceLabels)
.Tooltip("Configure what happens when starting or resetting the game.\n\n"
"Default: LUS logo -> N64 logo\n"
"Authentic: N64 logo only\n"
"File Select: Skip to file select menu\n"
"Debug Warp Screen: Skip to the debug warp screen\n"
"Warp Point: Skip to active warp point (if set), see Dev Tools -> General"));
AddWidget(path, "Languages", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Translate Title Screen", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("TitleScreenTranslation"))
.RaceDisable(false);
AddWidget(path, "Language", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_SETTING("Languages"))
.RaceDisable(false)
.PreFunc([](WidgetInfo& info) {
auto options = std::static_pointer_cast<UIWidgets::ComboboxOptions>(info.options);
SohMenu::UpdateLanguageMap(options->comboMap);
})
.Options(ComboboxOptions()
.LabelPosition(LabelPositions::Far)
.ComponentAlignment(ComponentAlignments::Right)
.ComboMap(languages)
.DefaultIndex(LANGUAGE_ENG));
AddWidget(path, "UI Translation", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_SETTING("UILanguage"))
.RaceDisable(false)
.Callback([](WidgetInfo& info) {
int32_t selectedIndex = CVarGetInteger(info.cVar, 0);
SPDLOG_INFO("UI Translation callback: selectedIndex={}", selectedIndex);
if (selectedIndex == 0) {
LanguageManager::Instance().LoadLanguage("");
} else {
auto languages = LanguageManager::Instance().GetAvailableLanguages();
if (selectedIndex - 1 < (int32_t)languages.size()) {
std::string langName = languages[selectedIndex - 1];
SPDLOG_INFO("UI Translation callback: loading={}", langName);
LanguageManager::Instance().LoadLanguage(langName);
SPDLOG_INFO("UI Translation callback: translation loaded={}", LanguageManager::Instance().IsTranslationLoaded());
}
}
})
.Options(ComboboxOptions()
.LabelPosition(LabelPositions::Far)
.ComponentAlignment(ComponentAlignments::Right)
.ComboMap(uiLanguageOptions)
.Tooltip("Select the UI translation language. Place .json files in the /lenguajes folder."));
AddWidget(path, "Accessibility", WIDGET_SEPARATOR_TEXT);
#if defined(_WIN32) || defined(__APPLE__) || defined(ESPEAK)
AddWidget(path, "Text to Speech", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("A11yTTS"))
.RaceDisable(false)
.Options(CheckboxOptions().Tooltip("Enables text to speech for in game dialog"));
#endif
AddWidget(path, "Disable Idle Camera Re-Centering", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("A11yDisableIdleCam"))
.RaceDisable(false)
.Options(CheckboxOptions().Tooltip("Disables the automatic re-centering of the camera when idle."));
AddWidget(path, "Disable Screen Flash for Finishing Blow", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("A11yNoScreenFlashForFinishingBlow"))
.RaceDisable(false)
.Options(CheckboxOptions().Tooltip("Disables the white screen flash on enemy kill."));
AddWidget(path, "Disable Jabu Wobble", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("A11yNoJabuWobble"))
.RaceDisable(false)
.Options(CheckboxOptions().Tooltip("Disable the geometry wobble and camera distortion inside Jabu."));
AddWidget(path, "EXPERIMENTAL", WIDGET_SEPARATOR_TEXT).Options(TextOptions().Color(Colors::Orange));
AddWidget(path, "ImGui Menu Scaling", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_SETTING("ImGuiScale"))
.RaceDisable(false)
.Options(ComboboxOptions()
.ComboMap(imguiScaleOptions)
.Tooltip("Changes the scaling of the ImGui menu elements.")
.DefaultIndex(1)
.ComponentAlignment(ComponentAlignments::Right)
.LabelPosition(LabelPositions::Far))
.Callback([](WidgetInfo& info) { OTRGlobals::Instance->ScaleImGui(); });
// General - About
path.column = SECTION_COLUMN_2;
AddWidget(path, "About", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Ship Of Harkinian", WIDGET_TEXT);
if (gGitCommitTag[0] != 0) {
AddWidget(path, gBuildVersion, WIDGET_TEXT);
} else {
AddWidget(path, ("Branch: " + std::string(gGitBranch)), WIDGET_TEXT);
AddWidget(path, ("Commit: " + std::string(gGitCommitHash)), WIDGET_TEXT);
}
for (uint32_t i = 0; i < ResourceMgr_GetNumGameVersions(); i++) {
AddWidget(path, GetGameVersionString(i), WIDGET_TEXT);
}
// Audio Settings
path.sidebarName = "Audio";
path.column = SECTION_COLUMN_1;
AddSidebarEntry("Settings", "Audio", 3);
AddWidget(path, "Master Volume: %d %%", WIDGET_CVAR_SLIDER_INT)
.CVar(CVAR_SETTING("Volume.Master"))
.RaceDisable(false)
.Options(IntSliderOptions().Min(0).Max(100).DefaultValue(40).ShowButtons(true).Format(""));
AddWidget(path, "Main Music Volume: %d %%", WIDGET_CVAR_SLIDER_INT)
.CVar(CVAR_SETTING("Volume.MainMusic"))
.RaceDisable(false)
.Options(IntSliderOptions().Min(0).Max(100).DefaultValue(100).ShowButtons(true).Format(""))
.Callback([](WidgetInfo& info) {
Audio_SetGameVolume(SEQ_PLAYER_BGM_MAIN,
((float)CVarGetInteger(CVAR_SETTING("Volume.MainMusic"), 100) / 100.0f));
});
AddWidget(path, "Sub Music Volume: %d %%", WIDGET_CVAR_SLIDER_INT)
.CVar(CVAR_SETTING("Volume.SubMusic"))
.RaceDisable(false)
.Options(IntSliderOptions().Min(0).Max(100).DefaultValue(100).ShowButtons(true).Format(""))
.Callback([](WidgetInfo& info) {
Audio_SetGameVolume(SEQ_PLAYER_BGM_SUB,
((float)CVarGetInteger(CVAR_SETTING("Volume.SubMusic"), 100) / 100.0f));
});
AddWidget(path, "Fanfare Volume: %d %%", WIDGET_CVAR_SLIDER_INT)
.CVar(CVAR_SETTING("Volume.Fanfare"))
.RaceDisable(false)
.Options(IntSliderOptions().Min(0).Max(100).DefaultValue(100).ShowButtons(true).Format(""))
.Callback([](WidgetInfo& info) {
Audio_SetGameVolume(SEQ_PLAYER_FANFARE,
((float)CVarGetInteger(CVAR_SETTING("Volume.Fanfare"), 100) / 100.0f));
});
AddWidget(path, "Sound Effects Volume: %d %%", WIDGET_CVAR_SLIDER_INT)
.CVar(CVAR_SETTING("Volume.SFX"))
.RaceDisable(false)
.Options(IntSliderOptions().Min(0).Max(100).DefaultValue(100).ShowButtons(true).Format(""))
.Callback([](WidgetInfo& info) {
Audio_SetGameVolume(SEQ_PLAYER_SFX, ((float)CVarGetInteger(CVAR_SETTING("Volume.SFX"), 100) / 100.0f));
});
AddWidget(path, "Audio API (Needs reload)", WIDGET_AUDIO_BACKEND).RaceDisable(false);
// Graphics Settings
static int32_t maxFps = 360;
const char* tooltip = "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is "
"purely visual and does not impact game logic, execution of glitches etc.\n\nA higher target "
"FPS than your monitor's refresh rate will waste resources, and might give a worse result.";
path.sidebarName = "Graphics";
AddSidebarEntry("Settings", "Graphics", 3);
AddWidget(path, "Graphics Options", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Toggle Fullscreen", WIDGET_BUTTON)
.RaceDisable(false)
.Callback([](WidgetInfo& info) { Ship::Context::GetInstance()->GetWindow()->ToggleFullscreen(); })
.Options(ButtonOptions().Tooltip("Toggles Fullscreen On/Off."));
AddWidget(path, "Internal Resolution", WIDGET_CVAR_SLIDER_FLOAT)
.CVar(CVAR_INTERNAL_RESOLUTION)
.RaceDisable(false)
.Callback([](WidgetInfo& info) {
Ship::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(
CVarGetFloat(CVAR_INTERNAL_RESOLUTION, 1));
})
.PreFunc([](WidgetInfo& info) {
if (mSohMenu->disabledMap.at(DISABLE_FOR_ADVANCED_RESOLUTION_ON).active &&
mSohMenu->disabledMap.at(DISABLE_FOR_VERTICAL_RES_TOGGLE_ON).active) {
info.activeDisables.push_back(DISABLE_FOR_ADVANCED_RESOLUTION_ON);
info.activeDisables.push_back(DISABLE_FOR_VERTICAL_RES_TOGGLE_ON);
} else if (mSohMenu->disabledMap.at(DISABLE_FOR_LOW_RES_MODE_ON).active) {
info.activeDisables.push_back(DISABLE_FOR_LOW_RES_MODE_ON);
}
})
.Options(
FloatSliderOptions()
.Tooltip("Multiplies your output resolution by the value inputted, as a more intensive but effective "
"form of anti-aliasing.")
.ShowButtons(false)
.IsPercentage()
.Min(0.5f)
.Max(2.0f));
#ifndef __WIIU__
AddWidget(path, "Anti-aliasing (MSAA)", WIDGET_CVAR_SLIDER_INT)
.CVar(CVAR_MSAA_VALUE)
.RaceDisable(false)
.Callback([](WidgetInfo& info) {
Ship::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger(CVAR_MSAA_VALUE, 1));
})
.Options(
IntSliderOptions()
.Tooltip("Activates MSAA (multi-sample anti-aliasing) from 2x up to 8x, to smooth the edges of "
"rendered geometry.\n"
"Higher sample count will result in smoother edges on models, but may reduce performance.")
.Min(1)
.Max(8)
.DefaultValue(1));
#endif
auto fps = CVarGetInteger(CVAR_SETTING("InterpolationFPS"), 20);
const char* fpsFormat = fps == 20 ? "Original (%d)" : "%d";
AddWidget(path, "Current FPS", WIDGET_CVAR_SLIDER_INT)
.CVar(CVAR_SETTING("InterpolationFPS"))
.RaceDisable(false)
.Callback([](WidgetInfo& info) {
auto options = std::static_pointer_cast<IntSliderOptions>(info.options);
int32_t defaultValue = options->defaultValue;
if (CVarGetInteger(info.cVar, defaultValue) == defaultValue) {
options->format = "Original (%d)";
} else {
options->format = "%d";
}
})
.PreFunc([](WidgetInfo& info) {
if (mSohMenu->disabledMap.at(DISABLE_FOR_MATCH_REFRESH_RATE_ON).active)
info.activeDisables.push_back(DISABLE_FOR_MATCH_REFRESH_RATE_ON);
})
.Options(IntSliderOptions().Tooltip(tooltip).Min(20).Max(maxFps).DefaultValue(20).Format(fpsFormat));
AddWidget(path, "Match Refresh Rate", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("MatchRefreshRate"))
.RaceDisable(false)
.Options(CheckboxOptions().Tooltip("Matches interpolation value to the refresh rate of your display."));
AddWidget(path, "Renderer API (Needs reload)", WIDGET_VIDEO_BACKEND).RaceDisable(false);
AddWidget(path, "Enable Vsync", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_VSYNC_ENABLED)
.RaceDisable(false)
.PreFunc([](WidgetInfo& info) { info.isHidden = mSohMenu->disabledMap.at(DISABLE_FOR_NO_VSYNC).active; })
.Options(CheckboxOptions()
.Tooltip("Removes tearing, but clamps your max FPS to your displays refresh rate.")
.DefaultValue(true));
AddWidget(path, "Windowed Fullscreen", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SDL_WINDOWED_FULLSCREEN)
.RaceDisable(false)
.PreFunc([](WidgetInfo& info) {
info.isHidden = mSohMenu->disabledMap.at(DISABLE_FOR_NO_WINDOWED_FULLSCREEN).active;
})
.Options(CheckboxOptions().Tooltip("Enables Windowed Fullscreen Mode."));
AddWidget(path, "Allow multi-windows", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ENABLE_MULTI_VIEWPORTS)
.RaceDisable(false)
.PreFunc(
[](WidgetInfo& info) { info.isHidden = mSohMenu->disabledMap.at(DISABLE_FOR_NO_MULTI_VIEWPORT).active; })
.Options(CheckboxOptions()
.Tooltip("Allows multiple windows to be opened at once. Requires a reload to take effect.")
.DefaultValue(true));
AddWidget(path, "Texture Filter (Needs reload)", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_TEXTURE_FILTER)
.RaceDisable(false)
.Options(ComboboxOptions().Tooltip("Sets the applied Texture Filtering.").ComboMap(textureFilteringMap));
path.column = SECTION_COLUMN_2;
AddWidget(path, "Advanced Graphics Options", WIDGET_SEPARATOR_TEXT);
// Controls
path.sidebarName = "Controls";
path.column = SECTION_COLUMN_1;
AddSidebarEntry("Settings", "Controls", 2);
AddWidget(path, "Clear Devices", WIDGET_BUTTON)
.Callback([](WidgetInfo& info) {
SohGui::mModalWindow->RegisterPopup(
"Clear Config",
"This will completely erase the controls config, including registered devices.\nContinue?", "Clear",
"Cancel",
[]() {
Ship::Context::GetInstance()->GetConsoleVariables()->ClearBlock(CVAR_PREFIX_SETTING ".Controllers");
uint8_t bits = 0;
Ship::Context::GetInstance()->GetControlDeck()->Init(&bits);
},
nullptr);
})
.Options(ButtonOptions().Size(Sizes::Inline));
AddWidget(path, "Controller Bindings", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Popout Bindings Window", WIDGET_WINDOW_BUTTON)
.CVar(CVAR_WINDOW("ControllerConfiguration"))
.RaceDisable(false)
.WindowName("Configure Controller")
.HideInSearch(true)
.Options(WindowButtonOptions().Tooltip("Enables the separate Bindings Window."));
// Input Viewer
path.sidebarName = "Input Viewer";
AddSidebarEntry("Settings", path.sidebarName, 3);
AddWidget(path, "Input Viewer", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Toggle Input Viewer", WIDGET_WINDOW_BUTTON)
.CVar(CVAR_WINDOW("InputViewer"))
.RaceDisable(false)
.WindowName("Input Viewer")
.HideInSearch(true)
.Options(WindowButtonOptions().Tooltip("Toggles the Input Viewer.").EmbedWindow(false));
AddWidget(path, "Input Viewer Settings", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Popout Input Viewer Settings", WIDGET_WINDOW_BUTTON)
.CVar(CVAR_WINDOW("InputViewerSettings"))
.RaceDisable(false)
.WindowName("Input Viewer Settings")
.HideInSearch(true)
.Options(WindowButtonOptions().Tooltip("Enables the separate Input Viewer Settings Window."));
// Notifications
path.sidebarName = "Notifications";
path.column = SECTION_COLUMN_1;
AddSidebarEntry("Settings", path.sidebarName, 3);
AddWidget(path, "Position", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_SETTING("Notifications.Position"))
.RaceDisable(false)
.Options(ComboboxOptions()
.Tooltip("Which corner of the screen notifications appear in.")
.ComboMap(notificationPosition)
.DefaultIndex(3));
AddWidget(path, "Duration (seconds):", WIDGET_CVAR_SLIDER_FLOAT)
.CVar(CVAR_SETTING("Notifications.Duration"))
.RaceDisable(false)
.Options(FloatSliderOptions()
.Tooltip("How long notifications are displayed for.")
.Format("%.1f")
.Step(0.1f)
.Min(3.0f)
.Max(30.0f)
.DefaultValue(10.0f));
AddWidget(path, "Background Opacity", WIDGET_CVAR_SLIDER_FLOAT)
.CVar(CVAR_SETTING("Notifications.BgOpacity"))
.RaceDisable(false)
.Options(FloatSliderOptions()
.Tooltip("How opaque the background of notifications is.")
.DefaultValue(0.5f)
.IsPercentage());
AddWidget(path, "Size:", WIDGET_CVAR_SLIDER_FLOAT)
.CVar(CVAR_SETTING("Notifications.Size"))
.RaceDisable(false)
.Options(FloatSliderOptions()
.Tooltip("How large notifications are.")
.Format("%.1f")
.Step(0.1f)
.Min(1.0f)
.Max(5.0f)
.DefaultValue(1.8f));
AddWidget(path, "Test Notification", WIDGET_BUTTON)
.RaceDisable(false)
.Callback([](WidgetInfo& info) {
Notification::Emit({
.itemIcon = "__OTR__textures/icon_item_24_static/gQuestIconGoldSkulltulaTex",
.prefix = "This",
.message = "is a",
.suffix = "test.",
});
})
.Options(ButtonOptions().Tooltip("Displays a test notification."));
AddWidget(path, "Mute Notification Sound", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_SETTING("Notifications.Mute"))
.RaceDisable(false)
.Options(CheckboxOptions().Tooltip("Prevent notifications from playing a sound."));
// Mod Menu
path.sidebarName = "Mod Menu";
AddSidebarEntry("Settings", path.sidebarName, 1);
AddWidget(path, "Popout Mod Menu Window", WIDGET_WINDOW_BUTTON)
.CVar(CVAR_WINDOW("ModMenu"))
.WindowName("Mod Menu")
.HideInSearch(true)
.Options(WindowButtonOptions().Tooltip("Enables the separate Mod Menu Window."));
}
} // namespace SohGui