MegaGlest/source/glest_game/global/config.h

132 lines
4.5 KiB
C++

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