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vcmi/lib/GameSettings.h

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/*
* GameSettings.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "IGameSettings.h"
#include "json/JsonNode.h"
VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE GameSettings final : public IGameSettings, boost::noncopyable
{
struct SettingOption
{
EGameSettings setting;
std::string group;
std::string key;
};
static constexpr int32_t OPTIONS_COUNT = static_cast<int32_t>(EGameSettings::OPTIONS_COUNT);
static const std::vector<SettingOption> settingProperties;
// contains base settings, like those defined in base game or mods
std::array<JsonNode, OPTIONS_COUNT> baseSettings;
// contains settings that were overriden, in map or in random map template
std::array<JsonNode, OPTIONS_COUNT> overridenSettings;
// for convenience / performance, contains actual settings - combined version of base and override settings
std::array<JsonNode, OPTIONS_COUNT> actualSettings;
// converts all existing overrides into a single json node for serialization
JsonNode getAllOverrides() const;
public:
GameSettings();
~GameSettings();
/// Loads settings as 'base settings' that can be overriden
/// For settings defined in vcmi or in mods
void loadBase(const JsonNode & input);
/// Loads setting as an override, for use in maps or rmg templates
/// undefined behavior if setting was already overriden (TODO: decide which approach is better - replace or append)
void addOverride(EGameSettings option, const JsonNode & input);
// loads all overrides from provided json node, for deserialization
void loadOverrides(const JsonNode &);
JsonNode getFullConfig() const override;
const JsonNode & getValue(EGameSettings option) const override;
template<typename Handler>
void serialize(Handler & h)
{
if (h.saving)
{
JsonNode overrides = getAllOverrides();
h & overrides;
}
else
{
JsonNode overrides;
h & overrides;
loadOverrides(overrides);
}
}
};
VCMI_LIB_NAMESPACE_END