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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/CConfigHandler.cpp
John Bolton a05ae78e67 Fixed lots of warnings.
Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.

4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
2020-10-04 02:20:18 -07:00

305 lines
10 KiB
C++

/*
* 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<typename Accessor>
SettingsStorage::NodeAccessor<Accessor>::NodeAccessor(SettingsStorage & _parent, std::vector<std::string> _path):
parent(_parent),
path(_path)
{
}
template<typename Accessor>
SettingsStorage::NodeAccessor<Accessor> SettingsStorage::NodeAccessor<Accessor>::operator [](std::string nextNode) const
{
std::vector<std::string> newPath = path;
newPath.push_back(nextNode);
return NodeAccessor(parent, newPath);
}
template<typename Accessor>
SettingsStorage::NodeAccessor<Accessor>::operator Accessor() const
{
return Accessor(parent, path);
}
template<typename Accessor>
SettingsStorage::NodeAccessor<Accessor> SettingsStorage::NodeAccessor<Accessor>::operator () (std::vector<std::string> _path) const
{
std::vector<std::string> newPath = path;
newPath.insert( newPath.end(), _path.begin(), _path.end());
return NodeAccessor(parent, newPath);
}
SettingsStorage::SettingsStorage():
write(NodeAccessor<Settings>(*this, std::vector<std::string>() )),
listen(NodeAccessor<SettingsListener>(*this, std::vector<std::string>() ))
{
}
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<std::string> &changedPath)
{
for(SettingsListener * listener : listeners)
listener->nodeInvalidated(changedPath);
JsonNode savedConf = config;
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<std::string> path)
{
JsonNode *node = &config;
for(std::string& value : path)
node = &(*node)[value];
return *node;
}
Settings SettingsStorage::get(std::vector<std::string> path)
{
return Settings(*this, path);
}
const JsonNode & SettingsStorage::operator [](std::string value) const
{
return config[value];
}
const JsonNode & SettingsStorage::toJsonNode() const
{
return config;
}
SettingsListener::SettingsListener(SettingsStorage &_parent, const std::vector<std::string> &_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<std::string> &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<void(const JsonNode&)> _callback)
{
callback = _callback;
}
Settings::Settings(SettingsStorage &_parent, const std::vector<std::string> &_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<SettingsListener>;
// template DLL_LINKAGE struct SettingsStorage::NodeAccessor<Settings>;
static void setButton(ButtonInfo &button, const JsonNode &g)
{
button.x = static_cast<int>(g["x"].Float());
button.y = static_cast<int>(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] = static_cast<int>(g["x"].Float());
ac.gemY[gem] = static_cast<int>(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<int,int> curRes((int)g["resolution"]["x"].Float(), (int)g["resolution"]["y"].Float());
GUIOptions *current = &conf.guiOptions[curRes];
current->ac.inputLineLength = static_cast<int>(g["InGameConsole"]["maxInputPerLine"].Float());
current->ac.outputLineLength = static_cast<int>(g["InGameConsole"]["maxOutputPerLine"].Float());
current->ac.advmapX = static_cast<int>(g["AdvMap"]["x"].Float());
current->ac.advmapY = static_cast<int>(g["AdvMap"]["y"].Float());
current->ac.advmapW = static_cast<int>(g["AdvMap"]["width"].Float());
current->ac.advmapH = static_cast<int>(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 = static_cast<int>(g["InfoBox"]["x"].Float());
current->ac.infoboxY = static_cast<int>(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 = static_cast<int>(g["HeroList"]["x"].Float());
current->ac.hlistY = static_cast<int>(g["HeroList"]["y"].Float());
current->ac.hlistSize = static_cast<int>(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 = static_cast<int>(g["TownList"]["x"].Float());
current->ac.tlistY = static_cast<int>(g["TownList"]["y"].Float());
current->ac.tlistSize = static_cast<int>(g["TownList"]["size"].Float());
current->ac.tlistAU = g["TownList"]["arrowUp"].String();
current->ac.tlistAD = g["TownList"]["arrowDown"].String();
current->ac.minimapW = static_cast<int>(g["Minimap"]["width"].Float());
current->ac.minimapH = static_cast<int>(g["Minimap"]["height"].Float());
current->ac.minimapX = static_cast<int>(g["Minimap"]["x"].Float());
current->ac.minimapY = static_cast<int>(g["Minimap"]["y"].Float());
current->ac.overviewPics = static_cast<int>(g["Overview"]["pics"].Float());
current->ac.overviewSize = static_cast<int>(g["Overview"]["size"].Float());
current->ac.overviewBg = g["Overview"]["graphic"].String();
current->ac.statusbarX = static_cast<int>(g["Statusbar"]["x"].Float());
current->ac.statusbarY = static_cast<int>(g["Statusbar"]["y"].Float());
current->ac.statusbarG = g["Statusbar"]["graphic"].String();
current->ac.resdatabarX = static_cast<int>(g["ResDataBar"]["x"].Float());
current->ac.resdatabarY = static_cast<int>(g["ResDataBar"]["y"].Float());
current->ac.resOffsetX = static_cast<int>(g["ResDataBar"]["offsetX"].Float());
current->ac.resOffsetY = static_cast<int>(g["ResDataBar"]["offsetY"].Float());
current->ac.resDist = static_cast<int>(g["ResDataBar"]["resSpace"].Float());
current->ac.resDateDist = static_cast<int>(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((int)screenRes["width"].Float(), (int)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<SettingsListener>;
template struct SettingsStorage::NodeAccessor<Settings>;