1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/client/CConfigHandler.h
Michał W. Urbańczyk cab8f9e11d AI for neutral creatures and battles and player AIs can be different. StupidAI will handle neutrals by default.
Fixes for issues with deserialization and handling Tactics secondary skill.
2011-02-23 03:57:45 +00:00

92 lines
2.7 KiB
C++

#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
};
struct ButtonInfo
{
std::string defName;
std::vector<std::string> 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<std::string> 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<std::pair<int,int>, 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__