mirror of
https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
309 lines
10 KiB
C++
309 lines
10 KiB
C++
/*
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* CConfigHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CConfigHandler.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/filesystem/FileStream.h"
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#include "../lib/GameConstants.h"
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#include "../lib/VCMIDirs.h"
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VCMI_LIB_NAMESPACE_BEGIN
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using namespace config;
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SettingsStorage settings;
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CConfigHandler conf;
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template<typename Accessor>
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SettingsStorage::NodeAccessor<Accessor>::NodeAccessor(SettingsStorage & _parent, std::vector<std::string> _path):
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parent(_parent),
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path(_path)
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{
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}
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template<typename Accessor>
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SettingsStorage::NodeAccessor<Accessor> SettingsStorage::NodeAccessor<Accessor>::operator [](std::string nextNode) const
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{
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std::vector<std::string> newPath = path;
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newPath.push_back(nextNode);
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return NodeAccessor(parent, newPath);
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}
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template<typename Accessor>
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SettingsStorage::NodeAccessor<Accessor>::operator Accessor() const
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{
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return Accessor(parent, path);
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}
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template<typename Accessor>
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SettingsStorage::NodeAccessor<Accessor> SettingsStorage::NodeAccessor<Accessor>::operator () (std::vector<std::string> _path) const
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{
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std::vector<std::string> newPath = path;
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newPath.insert( newPath.end(), _path.begin(), _path.end());
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return NodeAccessor(parent, newPath);
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}
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SettingsStorage::SettingsStorage():
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write(NodeAccessor<Settings>(*this, std::vector<std::string>() )),
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listen(NodeAccessor<SettingsListener>(*this, std::vector<std::string>() ))
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{
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}
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void SettingsStorage::init()
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{
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std::string confName = "config/settings.json";
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JsonUtils::assembleFromFiles(confName).swap(config);
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// Probably new install. Create config file to save settings to
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if (!CResourceHandler::get("local")->existsResource(ResourceID(confName)))
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CResourceHandler::get("local")->createResource(confName);
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JsonUtils::maximize(config, "vcmi:settings");
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JsonUtils::validate(config, "vcmi:settings", "settings");
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}
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void SettingsStorage::invalidateNode(const std::vector<std::string> &changedPath)
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{
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for(SettingsListener * listener : listeners)
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listener->nodeInvalidated(changedPath);
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JsonNode savedConf = config;
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savedConf.Struct().erase("session");
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JsonUtils::minimize(savedConf, "vcmi:settings");
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FileStream file(*CResourceHandler::get()->getResourceName(ResourceID("config/settings.json")), std::ofstream::out | std::ofstream::trunc);
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file << savedConf.toJson();
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}
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JsonNode & SettingsStorage::getNode(std::vector<std::string> path)
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{
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JsonNode *node = &config;
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for(std::string& value : path)
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node = &(*node)[value];
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return *node;
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}
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Settings SettingsStorage::get(std::vector<std::string> path)
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{
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return Settings(*this, path);
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}
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const JsonNode & SettingsStorage::operator [](std::string value) const
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{
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return config[value];
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}
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const JsonNode & SettingsStorage::toJsonNode() const
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{
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return config;
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}
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SettingsListener::SettingsListener(SettingsStorage &_parent, const std::vector<std::string> &_path):
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parent(_parent),
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path(_path)
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{
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parent.listeners.insert(this);
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}
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SettingsListener::SettingsListener(const SettingsListener &sl):
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parent(sl.parent),
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path(sl.path),
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callback(sl.callback)
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{
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parent.listeners.insert(this);
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}
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SettingsListener::~SettingsListener()
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{
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parent.listeners.erase(this);
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}
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void SettingsListener::nodeInvalidated(const std::vector<std::string> &changedPath)
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{
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if (!callback)
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return;
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size_t min = std::min(path.size(), changedPath.size());
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size_t mismatch = std::mismatch(path.begin(), path.begin()+min, changedPath.begin()).first - path.begin();
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if (min == mismatch)
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callback(parent.getNode(path));
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}
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void SettingsListener::operator() (std::function<void(const JsonNode&)> _callback)
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{
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callback = _callback;
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}
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Settings::Settings(SettingsStorage &_parent, const std::vector<std::string> &_path):
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parent(_parent),
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path(_path),
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node(_parent.getNode(_path)),
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copy(_parent.getNode(_path))
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{
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}
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Settings::~Settings()
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{
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if (node != copy)
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parent.invalidateNode(path);
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}
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JsonNode* Settings::operator -> ()
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{
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return &node;
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}
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const JsonNode* Settings::operator ->() const
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{
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return &node;
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}
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const JsonNode& Settings::operator [](std::string value) const
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{
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return node[value];
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}
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JsonNode& Settings::operator [](std::string value)
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{
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return node[value];
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}
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//
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// template DLL_LINKAGE struct SettingsStorage::NodeAccessor<SettingsListener>;
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// template DLL_LINKAGE struct SettingsStorage::NodeAccessor<Settings>;
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static void setButton(ButtonInfo &button, const JsonNode &g)
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{
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button.x = static_cast<int>(g["x"].Float());
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button.y = static_cast<int>(g["y"].Float());
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button.playerColoured = g["playerColoured"].Float();
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button.defName = g["graphic"].String();
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if (!g["additionalDefs"].isNull()) {
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const JsonVector &defs_vec = g["additionalDefs"].Vector();
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for(const JsonNode &def : defs_vec) {
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button.additionalDefs.push_back(def.String());
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}
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}
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}
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static void setGem(AdventureMapConfig &ac, const int gem, const JsonNode &g)
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{
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ac.gemX[gem] = static_cast<int>(g["x"].Float());
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ac.gemY[gem] = static_cast<int>(g["y"].Float());
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ac.gemG.push_back(g["graphic"].String());
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}
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CConfigHandler::CConfigHandler()
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: current(nullptr)
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{
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}
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CConfigHandler::~CConfigHandler()
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{
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}
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void config::CConfigHandler::init()
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{
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/* Read resolutions. */
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const JsonNode config(ResourceID("config/resolutions.json"));
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const JsonVector &guisettings_vec = config["GUISettings"].Vector();
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for(const JsonNode &g : guisettings_vec)
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{
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std::pair<int,int> curRes((int)g["resolution"]["x"].Float(), (int)g["resolution"]["y"].Float());
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GUIOptions *current = &conf.guiOptions[curRes];
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current->ac.inputLineLength = static_cast<int>(g["InGameConsole"]["maxInputPerLine"].Float());
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current->ac.outputLineLength = static_cast<int>(g["InGameConsole"]["maxOutputPerLine"].Float());
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current->ac.advmapX = static_cast<int>(g["AdvMap"]["x"].Float());
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current->ac.advmapY = static_cast<int>(g["AdvMap"]["y"].Float());
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current->ac.advmapW = static_cast<int>(g["AdvMap"]["width"].Float());
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current->ac.advmapH = static_cast<int>(g["AdvMap"]["height"].Float());
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current->ac.smoothMove = g["AdvMap"]["smoothMove"].Float();
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current->ac.puzzleSepia = g["AdvMap"]["puzzleSepia"].Float();
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current->ac.screenFading = g["AdvMap"]["screenFading"].isNull() ? true : g["AdvMap"]["screenFading"].Float(); // enabled by default
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current->ac.objectFading = g["AdvMap"]["objectFading"].isNull() ? true : g["AdvMap"]["objectFading"].Float();
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current->ac.infoboxX = static_cast<int>(g["InfoBox"]["x"].Float());
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current->ac.infoboxY = static_cast<int>(g["InfoBox"]["y"].Float());
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setGem(current->ac, 0, g["gem0"]);
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setGem(current->ac, 1, g["gem1"]);
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setGem(current->ac, 2, g["gem2"]);
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setGem(current->ac, 3, g["gem3"]);
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current->ac.mainGraphic = g["background"].String();
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current->ac.worldViewGraphic = g["backgroundWorldView"].String();
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current->ac.hlistX = static_cast<int>(g["HeroList"]["x"].Float());
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current->ac.hlistY = static_cast<int>(g["HeroList"]["y"].Float());
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current->ac.hlistSize = static_cast<int>(g["HeroList"]["size"].Float());
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current->ac.hlistMB = g["HeroList"]["movePoints"].String();
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current->ac.hlistMN = g["HeroList"]["manaPoints"].String();
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current->ac.hlistAU = g["HeroList"]["arrowUp"].String();
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current->ac.hlistAD = g["HeroList"]["arrowDown"].String();
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current->ac.tlistX = static_cast<int>(g["TownList"]["x"].Float());
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current->ac.tlistY = static_cast<int>(g["TownList"]["y"].Float());
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current->ac.tlistSize = static_cast<int>(g["TownList"]["size"].Float());
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current->ac.tlistAU = g["TownList"]["arrowUp"].String();
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current->ac.tlistAD = g["TownList"]["arrowDown"].String();
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current->ac.minimapW = static_cast<int>(g["Minimap"]["width"].Float());
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current->ac.minimapH = static_cast<int>(g["Minimap"]["height"].Float());
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current->ac.minimapX = static_cast<int>(g["Minimap"]["x"].Float());
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current->ac.minimapY = static_cast<int>(g["Minimap"]["y"].Float());
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current->ac.overviewPics = static_cast<int>(g["Overview"]["pics"].Float());
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current->ac.overviewSize = static_cast<int>(g["Overview"]["size"].Float());
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current->ac.overviewBg = g["Overview"]["graphic"].String();
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current->ac.statusbarX = static_cast<int>(g["Statusbar"]["x"].Float());
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current->ac.statusbarY = static_cast<int>(g["Statusbar"]["y"].Float());
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current->ac.statusbarG = g["Statusbar"]["graphic"].String();
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current->ac.resdatabarX = static_cast<int>(g["ResDataBar"]["x"].Float());
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current->ac.resdatabarY = static_cast<int>(g["ResDataBar"]["y"].Float());
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current->ac.resOffsetX = static_cast<int>(g["ResDataBar"]["offsetX"].Float());
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current->ac.resOffsetY = static_cast<int>(g["ResDataBar"]["offsetY"].Float());
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current->ac.resDist = static_cast<int>(g["ResDataBar"]["resSpace"].Float());
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current->ac.resDateDist = static_cast<int>(g["ResDataBar"]["resDateSpace"].Float());
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current->ac.resdatabarG = g["ResDataBar"]["graphic"].String();
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setButton(current->ac.kingOverview, g["ButtonKingdomOv"]);
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setButton(current->ac.underground, g["ButtonUnderground"]);
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setButton(current->ac.questlog, g["ButtonQuestLog"]);
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setButton(current->ac.sleepWake, g["ButtonSleepWake"]);
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setButton(current->ac.moveHero, g["ButtonMoveHero"]);
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setButton(current->ac.spellbook, g["ButtonSpellbook"]);
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setButton(current->ac.advOptions, g["ButtonAdvOptions"]);
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setButton(current->ac.sysOptions, g["ButtonSysOptions"]);
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setButton(current->ac.nextHero, g["ButtonNextHero"]);
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setButton(current->ac.endTurn, g["ButtonEndTurn"]);
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}
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const JsonNode& screenRes = settings["video"]["screenRes"];
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SetResolution((int)screenRes["width"].Float(), (int)screenRes["height"].Float());
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}
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// Force instantiation of the SettingsStorage::NodeAccessor class template.
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// That way method definitions can sit in the cpp file
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template struct SettingsStorage::NodeAccessor<SettingsListener>;
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template struct SettingsStorage::NodeAccessor<Settings>;
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VCMI_LIB_NAMESPACE_END
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