#ifndef __CCONFIGHANDLER_H__ #define __CCONFIGHANDLER_H__ #include "../global.h" class CAdvMapInt; /* * CConfighandler.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 * */ namespace config { /// Struct holds data about client resolution, colors, fullscreen mode struct ClientConfig { int resx, resy, bpp, fullscreen; //client resolution/colours int screenx, screeny; //real screen resolution int pregameResx, pregameResy; //real screen resolution of preGame int port, localInformation; std::string server, //server address (e.g. 127.0.0.1) defaultPlayerAI, defaultBattleAI; //dll names bool showFPS; //show/hide FPS counter bool classicCreatureWindow; }; struct ButtonInfo { std::string defName; std::vector additionalDefs; int x, y; //position on the screen bool playerColoured; //if true button will be colored to main player's color (works properly only for appropriate 8bpp graphics) }; /// Struct which holds data about position of several GUI elements at the adventure map screen struct AdventureMapConfig { //minimap properties int minimapX, minimapY, minimapW, minimapH; //statusbar int statusbarX, statusbarY; //pos std::string statusbarG; //graphic name //resdatabar int resdatabarX, resdatabarY, resDist, resDateDist, resOffsetX, resOffsetY; //pos std::string resdatabarG; //graphic name //infobox int infoboxX, infoboxY; //advmap int advmapX, advmapY, advmapW, advmapH; bool smoothMove; bool puzzleSepia; //general properties std::string mainGraphic; //buttons ButtonInfo kingOverview, underground, questlog, sleepWake, moveHero, spellbook, advOptions, sysOptions, nextHero, endTurn; //hero list int hlistX, hlistY, hlistSize; std::string hlistMB, hlistMN, hlistAU, hlistAD; //town list int tlistX, tlistY, tlistSize; std::string tlistAU, tlistAD; //gems int gemX[4], gemY[4]; std::vector gemG; //in-game console int inputLineLength, outputLineLength; //kingdom overview int overviewPics, overviewSize; //pic count in def and count of visible slots std::string overviewBg; //background name }; struct GUIOptions { AdventureMapConfig ac; }; /// Handles adventure map screen settings class CConfigHandler { public: ClientConfig cc; std::map, GUIOptions > guiOptions; GUIOptions *go(); //return pointer to gui options appropriate for used screen resolution void init(); CConfigHandler(void); //c-tor ~CConfigHandler(void); //d-tor }; } extern config::CConfigHandler conf; #endif // __CCONFIGHANDLER_H__