/* * CConfigHandler.cpp, 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 * */ #include "StdInc.h" #include "CConfigHandler.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/filesystem/FileStream.h" #include "../lib/GameConstants.h" #include "../lib/VCMIDirs.h" using namespace config; SettingsStorage settings; CConfigHandler conf; template SettingsStorage::NodeAccessor::NodeAccessor(SettingsStorage & _parent, std::vector _path): parent(_parent), path(_path) { } template SettingsStorage::NodeAccessor SettingsStorage::NodeAccessor::operator [](std::string nextNode) const { std::vector newPath = path; newPath.push_back(nextNode); return NodeAccessor(parent, newPath); } template SettingsStorage::NodeAccessor::operator Accessor() const { return Accessor(parent, path); } template SettingsStorage::NodeAccessor SettingsStorage::NodeAccessor::operator () (std::vector _path) { std::vector newPath = path; newPath.insert( newPath.end(), _path.begin(), _path.end()); return NodeAccessor(parent, newPath); } SettingsStorage::SettingsStorage(): write(NodeAccessor(*this, std::vector() )), listen(NodeAccessor(*this, std::vector() )) { } void SettingsStorage::init() { std::string confName = "config/settings.json"; JsonUtils::assembleFromFiles(confName).swap(config); // Probably new install. Create config file to save settings to if (!CResourceHandler::get("local")->existsResource(ResourceID(confName))) CResourceHandler::get("local")->createResource(confName); JsonUtils::maximize(config, "vcmi:settings"); JsonUtils::validate(config, "vcmi:settings", "settings"); } void SettingsStorage::invalidateNode(const std::vector &changedPath) { for(SettingsListener * listener : listeners) listener->nodeInvalidated(changedPath); JsonNode savedConf = config; JsonNode schema(ResourceID("config/schemas/settings.json")); savedConf.Struct().erase("session"); JsonUtils::minimize(savedConf, "vcmi:settings"); FileStream file(*CResourceHandler::get()->getResourceName(ResourceID("config/settings.json")), std::ofstream::out | std::ofstream::trunc); file << savedConf.toJson(); } JsonNode & SettingsStorage::getNode(std::vector path) { JsonNode *node = &config; for(std::string& value : path) node = &(*node)[value]; return *node; } Settings SettingsStorage::get(std::vector path) { return Settings(*this, path); } const JsonNode& SettingsStorage::operator [](std::string value) { return config[value]; } SettingsListener::SettingsListener(SettingsStorage &_parent, const std::vector &_path): parent(_parent), path(_path) { parent.listeners.insert(this); } SettingsListener::SettingsListener(const SettingsListener &sl): parent(sl.parent), path(sl.path), callback(sl.callback) { parent.listeners.insert(this); } SettingsListener::~SettingsListener() { parent.listeners.erase(this); } void SettingsListener::nodeInvalidated(const std::vector &changedPath) { if (!callback) return; size_t min = std::min(path.size(), changedPath.size()); size_t mismatch = std::mismatch(path.begin(), path.begin()+min, changedPath.begin()).first - path.begin(); if (min == mismatch) callback(parent.getNode(path)); } void SettingsListener::operator() (std::function _callback) { callback = _callback; } Settings::Settings(SettingsStorage &_parent, const std::vector &_path): parent(_parent), path(_path), node(_parent.getNode(_path)), copy(_parent.getNode(_path)) { } Settings::~Settings() { if (node != copy) parent.invalidateNode(path); } JsonNode* Settings::operator -> () { return &node; } const JsonNode* Settings::operator ->() const { return &node; } const JsonNode& Settings::operator [](std::string value) const { return node[value]; } JsonNode& Settings::operator [](std::string value) { return node[value]; } // // template DLL_LINKAGE struct SettingsStorage::NodeAccessor; // template DLL_LINKAGE struct SettingsStorage::NodeAccessor; static void setButton(ButtonInfo &button, const JsonNode &g) { button.x = g["x"].Float(); button.y = g["y"].Float(); button.playerColoured = g["playerColoured"].Float(); button.defName = g["graphic"].String(); if (!g["additionalDefs"].isNull()) { const JsonVector &defs_vec = g["additionalDefs"].Vector(); for(const JsonNode &def : defs_vec) { button.additionalDefs.push_back(def.String()); } } } static void setGem(AdventureMapConfig &ac, const int gem, const JsonNode &g) { ac.gemX[gem] = g["x"].Float(); ac.gemY[gem] = g["y"].Float(); ac.gemG.push_back(g["graphic"].String()); } CConfigHandler::CConfigHandler() : current(nullptr) { } CConfigHandler::~CConfigHandler() { } void config::CConfigHandler::init() { /* Read resolutions. */ const JsonNode config(ResourceID("config/resolutions.json")); const JsonVector &guisettings_vec = config["GUISettings"].Vector(); for(const JsonNode &g : guisettings_vec) { std::pair curRes(g["resolution"]["x"].Float(), g["resolution"]["y"].Float()); GUIOptions *current = &conf.guiOptions[curRes]; current->ac.inputLineLength = g["InGameConsole"]["maxInputPerLine"].Float(); current->ac.outputLineLength = g["InGameConsole"]["maxOutputPerLine"].Float(); current->ac.advmapX = g["AdvMap"]["x"].Float(); current->ac.advmapY = g["AdvMap"]["y"].Float(); current->ac.advmapW = g["AdvMap"]["width"].Float(); current->ac.advmapH = g["AdvMap"]["height"].Float(); current->ac.smoothMove = g["AdvMap"]["smoothMove"].Float(); current->ac.puzzleSepia = g["AdvMap"]["puzzleSepia"].Float(); current->ac.screenFading = g["AdvMap"]["screenFading"].isNull() ? true : g["AdvMap"]["screenFading"].Float(); // enabled by default current->ac.objectFading = g["AdvMap"]["objectFading"].isNull() ? true : g["AdvMap"]["objectFading"].Float(); current->ac.infoboxX = g["InfoBox"]["x"].Float(); current->ac.infoboxY = g["InfoBox"]["y"].Float(); setGem(current->ac, 0, g["gem0"]); setGem(current->ac, 1, g["gem1"]); setGem(current->ac, 2, g["gem2"]); setGem(current->ac, 3, g["gem3"]); current->ac.mainGraphic = g["background"].String(); current->ac.worldViewGraphic = g["backgroundWorldView"].String(); current->ac.hlistX = g["HeroList"]["x"].Float(); current->ac.hlistY = g["HeroList"]["y"].Float(); current->ac.hlistSize = g["HeroList"]["size"].Float(); current->ac.hlistMB = g["HeroList"]["movePoints"].String(); current->ac.hlistMN = g["HeroList"]["manaPoints"].String(); current->ac.hlistAU = g["HeroList"]["arrowUp"].String(); current->ac.hlistAD = g["HeroList"]["arrowDown"].String(); current->ac.tlistX = g["TownList"]["x"].Float(); current->ac.tlistY = g["TownList"]["y"].Float(); current->ac.tlistSize = g["TownList"]["size"].Float(); current->ac.tlistAU = g["TownList"]["arrowUp"].String(); current->ac.tlistAD = g["TownList"]["arrowDown"].String(); current->ac.minimapW = g["Minimap"]["width"].Float(); current->ac.minimapH = g["Minimap"]["height"].Float(); current->ac.minimapX = g["Minimap"]["x"].Float(); current->ac.minimapY = g["Minimap"]["y"].Float(); current->ac.overviewPics = g["Overview"]["pics"].Float(); current->ac.overviewSize = g["Overview"]["size"].Float(); current->ac.overviewBg = g["Overview"]["graphic"].String(); current->ac.statusbarX = g["Statusbar"]["x"].Float(); current->ac.statusbarY = g["Statusbar"]["y"].Float(); current->ac.statusbarG = g["Statusbar"]["graphic"].String(); current->ac.resdatabarX = g["ResDataBar"]["x"].Float(); current->ac.resdatabarY = g["ResDataBar"]["y"].Float(); current->ac.resOffsetX = g["ResDataBar"]["offsetX"].Float(); current->ac.resOffsetY = g["ResDataBar"]["offsetY"].Float(); current->ac.resDist = g["ResDataBar"]["resSpace"].Float(); current->ac.resDateDist = g["ResDataBar"]["resDateSpace"].Float(); current->ac.resdatabarG = g["ResDataBar"]["graphic"].String(); setButton(current->ac.kingOverview, g["ButtonKingdomOv"]); setButton(current->ac.underground, g["ButtonUnderground"]); setButton(current->ac.questlog, g["ButtonQuestLog"]); setButton(current->ac.sleepWake, g["ButtonSleepWake"]); setButton(current->ac.moveHero, g["ButtonMoveHero"]); setButton(current->ac.spellbook, g["ButtonSpellbook"]); setButton(current->ac.advOptions, g["ButtonAdvOptions"]); setButton(current->ac.sysOptions, g["ButtonSysOptions"]); setButton(current->ac.nextHero, g["ButtonNextHero"]); setButton(current->ac.endTurn, g["ButtonEndTurn"]); } const JsonNode& screenRes = settings["video"]["screenRes"]; SetResolution(screenRes["width"].Float(), screenRes["height"].Float()); } // Force instantiation of the SettingsStorage::NodeAccessor class template. // That way method definitions can sit in the cpp file template struct SettingsStorage::NodeAccessor; template struct SettingsStorage::NodeAccessor;