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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/CConfigHandler.cpp
Ivan Savenko 45c2809a40 - pregame will use same resolution as main game
- disabled most of now unused code for changing resolution
- added missing spell effect sounds
- adventure map spells sounds
- remaining fixes for big endian systems
2012-05-18 17:35:46 +00:00

276 lines
8.3 KiB
C++

#include "StdInc.h"
#include "CConfigHandler.h"
#include "../lib/GameConstants.h"
#include "../lib/VCMIDirs.h"
using namespace config;
/*
* 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
*
*/
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)
{
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()
{
JsonNode(GVCMIDirs.UserPath + "/config/settings.json").swap(config);
JsonNode schema(GameConstants::DATA_DIR + "/config/defaultSettings.json");
config.validate(schema);
}
void SettingsStorage::invalidateNode(const std::vector<std::string> &changedPath)
{
BOOST_FOREACH(SettingsListener * listener, listeners)
listener->nodeInvalidated(changedPath);
JsonNode savedConf = config;
JsonNode schema(GameConstants::DATA_DIR + "/config/defaultSettings.json");
savedConf.Struct().erase("session");
savedConf.minimize(schema);
std::ofstream file((GVCMIDirs.UserPath + "/config/settings.json").c_str(), std::ofstream::trunc | std::ofstream::out);
file << savedConf;
}
JsonNode & SettingsStorage::getNode(std::vector<std::string> path)
{
JsonNode *node = &config;
BOOST_FOREACH(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)
{
return config[value];
}
SettingsListener::SettingsListener(SettingsStorage &_parent, const std::vector<std::string> &_path):
parent(_parent),
path(_path)
{
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() (boost::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 struct SettingsStorage::NodeAccessor<SettingsListener>;
template struct SettingsStorage::NodeAccessor<Settings>;
static void setButton(ButtonInfo &button, const JsonNode &g)
{
button.x = g["x"].Float();
button.y = g["y"].Float();
button.playerColoured = g["playerColoured"].Float();
button.defName = g["graphic"].String();
if (!g["additionalDefs"].isNull()) {
const JsonVector &defs_vec = g["additionalDefs"].Vector();
BOOST_FOREACH(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] = g["x"].Float();
ac.gemY[gem] = g["y"].Float();
ac.gemG.push_back(g["graphic"].String());
}
CConfigHandler::CConfigHandler(void): current(NULL)
{
}
CConfigHandler::~CConfigHandler(void)
{
}
void config::CConfigHandler::init()
{
/* Read resolutions. */
const JsonNode config(GameConstants::DATA_DIR + "/config/resolutions.json");
const JsonVector &guisettings_vec = config["GUISettings"].Vector();
BOOST_FOREACH(const JsonNode &g, guisettings_vec)
{
std::pair<int,int> curRes(g["resolution"]["x"].Float(), g["resolution"]["y"].Float());
GUIOptions *current = &conf.guiOptions[curRes];
current->ac.inputLineLength = g["InGameConsole"]["maxInputPerLine"].Float();
current->ac.outputLineLength = g["InGameConsole"]["maxOutputPerLine"].Float();
current->ac.advmapX = g["AdvMap"]["x"].Float();
current->ac.advmapY = g["AdvMap"]["y"].Float();
current->ac.advmapW = g["AdvMap"]["width"].Float();
current->ac.advmapH = g["AdvMap"]["height"].Float();
current->ac.smoothMove = g["AdvMap"]["smoothMove"].Float();
current->ac.puzzleSepia = g["AdvMap"]["puzzleSepia"].Float();
current->ac.infoboxX = g["InfoBox"]["x"].Float();
current->ac.infoboxY = 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.hlistX = g["HeroList"]["x"].Float();
current->ac.hlistY = g["HeroList"]["y"].Float();
current->ac.hlistSize = 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 = g["TownList"]["x"].Float();
current->ac.tlistY = g["TownList"]["y"].Float();
current->ac.tlistSize = g["TownList"]["size"].Float();
current->ac.tlistAU = g["TownList"]["arrowUp"].String();
current->ac.tlistAD = g["TownList"]["arrowDown"].String();
current->ac.minimapW = g["Minimap"]["width"].Float();
current->ac.minimapH = g["Minimap"]["height"].Float();
current->ac.minimapX = g["Minimap"]["x"].Float();
current->ac.minimapY = g["Minimap"]["y"].Float();
current->ac.overviewPics = g["Overview"]["pics"].Float();
current->ac.overviewSize = g["Overview"]["size"].Float();
current->ac.overviewBg = g["Overview"]["graphic"].String();
current->ac.statusbarX = g["Statusbar"]["x"].Float();
current->ac.statusbarY = g["Statusbar"]["y"].Float();
current->ac.statusbarG = g["Statusbar"]["graphic"].String();
current->ac.resdatabarX = g["ResDataBar"]["x"].Float();
current->ac.resdatabarY = g["ResDataBar"]["y"].Float();
current->ac.resOffsetX = g["ResDataBar"]["offsetX"].Float();
current->ac.resOffsetY = g["ResDataBar"]["offsetY"].Float();
current->ac.resDist = g["ResDataBar"]["resSpace"].Float();
current->ac.resDateDist = 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(screenRes["width"].Float(), screenRes["height"].Float());
}