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https://github.com/vcmi/vcmi.git
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cab8f9e11d
Fixes for issues with deserialization and handling Tactics secondary skill.
92 lines
2.7 KiB
C++
92 lines
2.7 KiB
C++
#ifndef __CCONFIGHANDLER_H__
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#define __CCONFIGHANDLER_H__
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#include "../global.h"
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class CAdvMapInt;
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/*
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* CConfighandler.h, 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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namespace config
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{
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/// Struct holds data about client resolution, colors, fullscreen mode
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struct ClientConfig
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{
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int resx, resy, bpp, fullscreen; //client resolution/colours
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int screenx, screeny; //real screen resolution
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int pregameResx, pregameResy; //real screen resolution of preGame
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int port, localInformation;
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std::string server, //server address (e.g. 127.0.0.1)
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defaultPlayerAI, defaultBattleAI; //dll names
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};
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struct ButtonInfo
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{
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std::string defName;
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std::vector<std::string> additionalDefs;
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int x, y; //position on the screen
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bool playerColoured; //if true button will be colored to main player's color (works properly only for appropriate 8bpp graphics)
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};
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/// Struct which holds data about position of several GUI elements at the adventure map screen
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struct AdventureMapConfig
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{
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//minimap properties
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int minimapX, minimapY, minimapW, minimapH;
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//statusbar
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int statusbarX, statusbarY; //pos
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std::string statusbarG; //graphic name
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//resdatabar
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int resdatabarX, resdatabarY, resDist, resDateDist, resOffsetX, resOffsetY; //pos
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std::string resdatabarG; //graphic name
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//infobox
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int infoboxX, infoboxY;
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//advmap
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int advmapX, advmapY, advmapW, advmapH;
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bool smoothMove;
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bool puzzleSepia;
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//general properties
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std::string mainGraphic;
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//buttons
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ButtonInfo kingOverview, underground, questlog, sleepWake, moveHero, spellbook, advOptions,
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sysOptions, nextHero, endTurn;
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//hero list
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int hlistX, hlistY, hlistSize;
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std::string hlistMB, hlistMN, hlistAU, hlistAD;
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//town list
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int tlistX, tlistY, tlistSize;
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std::string tlistAU, tlistAD;
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//gems
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int gemX[4], gemY[4];
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std::vector<std::string> gemG;
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//in-game console
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int inputLineLength, outputLineLength;
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//kingdom overview
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int overviewPics, overviewSize; //pic count in def and count of visible slots
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std::string overviewBg; //background name
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};
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struct GUIOptions
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{
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AdventureMapConfig ac;
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};
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/// Handles adventure map screen settings
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class CConfigHandler
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{
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public:
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ClientConfig cc;
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std::map<std::pair<int,int>, GUIOptions > guiOptions;
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GUIOptions *go(); //return pointer to gui options appropriate for used screen resolution
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void init();
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CConfigHandler(void); //c-tor
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~CConfigHandler(void); //d-tor
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};
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}
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extern config::CConfigHandler conf;
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#endif // __CCONFIGHANDLER_H__
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