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132 lines
4.5 KiB
C++
132 lines
4.5 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_CONFIG_H_
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#define _GLEST_GAME_CONFIG_H_
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#ifdef WIN32
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#include <winsock2.h>
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#include <winsock.h>
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#endif
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#include "properties.h"
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#include <vector>
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#include "game_constants.h"
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#include <SDL.h>
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#include "leak_dumper.h"
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namespace Glest{ namespace Game{
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using Shared::Util::Properties;
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// =====================================================
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// class Config
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//
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// Game configuration
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// =====================================================
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enum ConfigType {
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cfgMainGame,
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cfgUserGame,
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cfgTempGame,
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cfgMainKeys,
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cfgUserKeys,
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cfgTempKeys
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};
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class Config {
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private:
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std::pair<Properties,Properties> properties;
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Properties tempProperties;
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std::pair<ConfigType,ConfigType> cfgType;
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std::pair<string,string> fileNameParameter;
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std::pair<string,string> fileName;
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std::pair<bool,bool> fileLoaded;
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string custom_path_parameter;
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static map<ConfigType,Config> configList;
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static const char *glest_ini_filename;
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static const char *glestuser_ini_filename;
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static map<string,string> customRuntimeProperties;
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public:
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static const char *glestkeys_ini_filename;
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static const char *glestuserkeys_ini_filename;
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static const char *ACTIVE_MOD_PROPERTY_NAME;
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static const char *colorPicking;
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static const char *selectBufPicking;
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static const char *frustumPicking;
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protected:
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Config();
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Config(std::pair<ConfigType,ConfigType> type, std::pair<string,string> file, std::pair<bool,bool> fileMustExist,string custom_path="");
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bool tryCustomPath(std::pair<ConfigType,ConfigType> &type, std::pair<string,string> &file, string custom_path);
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static void CopyAll(Config *src,Config *dest);
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vector<pair<string,string> > getPropertiesFromContainer(const Properties &propertiesObj) const;
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static bool replaceFileWithLocalFile(const vector<string> &dirList, string fileNamePart, string &resultToReplace);
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public:
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static Config &getInstance(std::pair<ConfigType,ConfigType> type = std::make_pair(cfgMainGame,cfgUserGame) ,
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std::pair<string,string> file = std::make_pair(glest_ini_filename,glestuser_ini_filename) ,
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std::pair<bool,bool> fileMustExist = std::make_pair(true,false),string custom_path="" );
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void save(const string &path="");
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void reload();
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int getInt(const string &key,const char *defaultValueIfNotFound=NULL) const;
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bool getBool(const string &key,const char *defaultValueIfNotFound=NULL) const;
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float getFloat(const string &key,const char *defaultValueIfNotFound=NULL) const;
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const string getString(const string &key,const char *defaultValueIfNotFound=NULL) const;
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int getInt(const char *key,const char *defaultValueIfNotFound=NULL) const;
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bool getBool(const char *key,const char *defaultValueIfNotFound=NULL) const;
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float getFloat(const char *key,const char *defaultValueIfNotFound=NULL) const;
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const string getString(const char *key,const char *defaultValueIfNotFound=NULL) const;
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//char getCharKey(const char *key) const;
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SDL_Keycode getSDLKey(const char *key) const;
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void setInt(const string &key, int value, bool tempBuffer=false);
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void setBool(const string &key, bool value, bool tempBuffer=false);
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void setFloat(const string &key, float value, bool tempBuffer=false);
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void setString(const string &key, const string &value, bool tempBuffer=false);
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vector<string> getPathListForType(PathType type, string scenarioDir = "");
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vector<pair<string,string> > getMergedProperties() const;
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vector<pair<string,string> > getMasterProperties() const;
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vector<pair<string,string> > getUserProperties() const;
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void setUserProperties(const vector<pair<string,string> > &valueList);
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string getFileName(bool userFilename) const;
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SDL_Keycode translateStringToSDLKey(const string &value) const;
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string toString();
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static string getCustomRuntimeProperty(string key) { return customRuntimeProperties[key]; }
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static void setCustomRuntimeProperty(string key, string value) { customRuntimeProperties[key] = value; }
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static string findValidLocalFileFromPath(string fileName);
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static string getMapPath(const string &mapName, string scenarioDir="", bool errorOnNotFound=true);
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};
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}}//end namespace
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#endif
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