Config: implemented toml reading

This commit is contained in:
Hyper
2024-10-17 21:20:35 +01:00
parent 554be01412
commit ee35458b5d
7 changed files with 121 additions and 21 deletions

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[System]
Language = 1 # The language displayed by the game.
# English = 1; Japanese = 2; German = 3; French = 4; Spanish = 5; Italian = 6.
ScoreBehaviour = 0 # Determines how the score behaves when restarting at a checkpoint.
# Reset to zero = 0; Reset to last checkpoint score = 1.
Hints = true # Determines whether to spawn hint rings and volumes.
WerehogHubTransformVideo = true # Determines whether to play the transition video for switching time of day in the hub areas.
# Setting this to false will instead play a generic transition without artificial loading times.
[Controls]
XButtonHoming = true # Determines whether to decouple the homing attack from the X button.
UnleashCancel = false # Determines whether Unleash can be cancelled by pressing the right shoulder button whilst activated.
[Audio]
WerehogBattleMusic = true # Determines whether to play the battle theme for enemy encounters as the Werehog.
[Video]
WindowWidth = 1280
WindowHeight = 720
ResolutionScale = 1.0
ShadowResolution = 4096 # The resolution of the shadow maps.
# Default = -1; otherwise, any power of two resolution (e.g. 512, 1024, 2048, 4096, 8192).
# Default will let the game determine the resolution.
MSAA = 4
MovieScaleMode = 1 # The strategy for scaling video playback (experimental).
# Stretch = 0; Fit = 1; Fill = 2.
# Fit is recommended for 21:9 or wider aspect ratios for the intro cinematic.
# Fill will scale the intro cinematic past the original aspect ratio to fit the window dimensions.
UIScaleMode = 2 # The strategy for scaling the UI (experimental).
# Stretch = 0; Edge = 1; Centre = 2.
# Corner is recommended for 21:9 or wider aspect ratios.
# Centre does not dynamically adjust to the window size until re-entering a stage.
AlphaToCoverage = true
Fullscreen = false
VSync = false
BufferCount = 3 # Double buffering = 2; Triple buffering = 3.
# Triple buffering can increase FPS and improve frame pacing at the expense of higher input latency.