CConfigHandler.cpp 8.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275
  1. #include "StdInc.h"
  2. #include "CConfigHandler.h"
  3. #include "../lib/GameConstants.h"
  4. #include "../lib/VCMIDirs.h"
  5. using namespace config;
  6. /*
  7. * CConfigHandler.cpp, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. SettingsStorage settings;
  16. CConfigHandler conf;
  17. template<typename Accessor>
  18. SettingsStorage::NodeAccessor<Accessor>::NodeAccessor(SettingsStorage & _parent, std::vector<std::string> _path):
  19. parent(_parent),
  20. path(_path)
  21. {
  22. }
  23. template<typename Accessor>
  24. SettingsStorage::NodeAccessor<Accessor> SettingsStorage::NodeAccessor<Accessor>::operator [](std::string nextNode) const
  25. {
  26. std::vector<std::string> newPath = path;
  27. newPath.push_back(nextNode);
  28. return NodeAccessor(parent, newPath);
  29. }
  30. template<typename Accessor>
  31. SettingsStorage::NodeAccessor<Accessor>::operator Accessor() const
  32. {
  33. return Accessor(parent, path);
  34. }
  35. template<typename Accessor>
  36. SettingsStorage::NodeAccessor<Accessor> SettingsStorage::NodeAccessor<Accessor>::operator () (std::vector<std::string> _path)
  37. {
  38. std::vector<std::string> newPath = path;
  39. newPath.insert( newPath.end(), _path.begin(), _path.end());
  40. return NodeAccessor(parent, newPath);
  41. }
  42. SettingsStorage::SettingsStorage():
  43. write(NodeAccessor<Settings>(*this, std::vector<std::string>() )),
  44. listen(NodeAccessor<SettingsListener>(*this, std::vector<std::string>() ))
  45. {
  46. }
  47. void SettingsStorage::init()
  48. {
  49. JsonNode(GVCMIDirs.UserPath + "/config/settings.json").swap(config);
  50. JsonNode schema(GameConstants::DATA_DIR + "/config/defaultSettings.json");
  51. config.validate(schema);
  52. }
  53. void SettingsStorage::invalidateNode(const std::vector<std::string> &changedPath)
  54. {
  55. BOOST_FOREACH(SettingsListener * listener, listeners)
  56. listener->nodeInvalidated(changedPath);
  57. JsonNode savedConf = config;
  58. JsonNode schema(GameConstants::DATA_DIR + "/config/defaultSettings.json");
  59. savedConf.Struct().erase("session");
  60. savedConf.minimize(schema);
  61. std::ofstream file((GVCMIDirs.UserPath + "/config/settings.json").c_str(), std::ofstream::trunc | std::ofstream::out);
  62. file << savedConf;
  63. }
  64. JsonNode & SettingsStorage::getNode(std::vector<std::string> path)
  65. {
  66. JsonNode *node = &config;
  67. BOOST_FOREACH(std::string& value, path)
  68. node = &(*node)[value];
  69. return *node;
  70. }
  71. Settings SettingsStorage::get(std::vector<std::string> path)
  72. {
  73. return Settings(*this, path);
  74. }
  75. const JsonNode& SettingsStorage::operator [](std::string value)
  76. {
  77. return config[value];
  78. }
  79. SettingsListener::SettingsListener(SettingsStorage &_parent, const std::vector<std::string> &_path):
  80. parent(_parent),
  81. path(_path)
  82. {
  83. parent.listeners.insert(this);
  84. }
  85. SettingsListener::~SettingsListener()
  86. {
  87. parent.listeners.erase(this);
  88. }
  89. void SettingsListener::nodeInvalidated(const std::vector<std::string> changedPath)
  90. {
  91. if (!callback)
  92. return;
  93. size_t min = std::min(path.size(), changedPath.size());
  94. size_t mismatch = std::mismatch(path.begin(), path.begin()+min, changedPath.begin()).first - path.begin();
  95. if (min == mismatch)
  96. callback(parent.getNode(path));
  97. }
  98. void SettingsListener::operator() (boost::function<void(const JsonNode&)> _callback)
  99. {
  100. callback = _callback;
  101. }
  102. Settings::Settings(SettingsStorage &_parent, const std::vector<std::string> &_path):
  103. parent(_parent),
  104. path(_path),
  105. node(_parent.getNode(_path)),
  106. copy(_parent.getNode(_path))
  107. {
  108. }
  109. Settings::~Settings()
  110. {
  111. if (node != copy)
  112. parent.invalidateNode(path);
  113. }
  114. JsonNode* Settings::operator -> ()
  115. {
  116. return &node;
  117. }
  118. const JsonNode* Settings::operator ->() const
  119. {
  120. return &node;
  121. }
  122. const JsonNode& Settings::operator [](std::string value) const
  123. {
  124. return node[value];
  125. }
  126. JsonNode& Settings::operator [](std::string value)
  127. {
  128. return node[value];
  129. }
  130. template struct SettingsStorage::NodeAccessor<SettingsListener>;
  131. template struct SettingsStorage::NodeAccessor<Settings>;
  132. static void setButton(ButtonInfo &button, const JsonNode &g)
  133. {
  134. button.x = g["x"].Float();
  135. button.y = g["y"].Float();
  136. button.playerColoured = g["playerColoured"].Float();
  137. button.defName = g["graphic"].String();
  138. if (!g["additionalDefs"].isNull()) {
  139. const JsonVector &defs_vec = g["additionalDefs"].Vector();
  140. BOOST_FOREACH(const JsonNode &def, defs_vec) {
  141. button.additionalDefs.push_back(def.String());
  142. }
  143. }
  144. }
  145. static void setGem(AdventureMapConfig &ac, const int gem, const JsonNode &g)
  146. {
  147. ac.gemX[gem] = g["x"].Float();
  148. ac.gemY[gem] = g["y"].Float();
  149. ac.gemG.push_back(g["graphic"].String());
  150. }
  151. CConfigHandler::CConfigHandler(void): current(NULL)
  152. {
  153. }
  154. CConfigHandler::~CConfigHandler(void)
  155. {
  156. }
  157. void config::CConfigHandler::init()
  158. {
  159. /* Read resolutions. */
  160. const JsonNode config(GameConstants::DATA_DIR + "/config/resolutions.json");
  161. const JsonVector &guisettings_vec = config["GUISettings"].Vector();
  162. BOOST_FOREACH(const JsonNode &g, guisettings_vec)
  163. {
  164. std::pair<int,int> curRes(g["resolution"]["x"].Float(), g["resolution"]["y"].Float());
  165. GUIOptions *current = &conf.guiOptions[curRes];
  166. current->ac.inputLineLength = g["InGameConsole"]["maxInputPerLine"].Float();
  167. current->ac.outputLineLength = g["InGameConsole"]["maxOutputPerLine"].Float();
  168. current->ac.advmapX = g["AdvMap"]["x"].Float();
  169. current->ac.advmapY = g["AdvMap"]["y"].Float();
  170. current->ac.advmapW = g["AdvMap"]["width"].Float();
  171. current->ac.advmapH = g["AdvMap"]["height"].Float();
  172. current->ac.smoothMove = g["AdvMap"]["smoothMove"].Float();
  173. current->ac.puzzleSepia = g["AdvMap"]["puzzleSepia"].Float();
  174. current->ac.infoboxX = g["InfoBox"]["x"].Float();
  175. current->ac.infoboxY = g["InfoBox"]["y"].Float();
  176. setGem(current->ac, 0, g["gem0"]);
  177. setGem(current->ac, 1, g["gem1"]);
  178. setGem(current->ac, 2, g["gem2"]);
  179. setGem(current->ac, 3, g["gem3"]);
  180. current->ac.mainGraphic = g["background"].String();
  181. current->ac.hlistX = g["HeroList"]["x"].Float();
  182. current->ac.hlistY = g["HeroList"]["y"].Float();
  183. current->ac.hlistSize = g["HeroList"]["size"].Float();
  184. current->ac.hlistMB = g["HeroList"]["movePoints"].String();
  185. current->ac.hlistMN = g["HeroList"]["manaPoints"].String();
  186. current->ac.hlistAU = g["HeroList"]["arrowUp"].String();
  187. current->ac.hlistAD = g["HeroList"]["arrowDown"].String();
  188. current->ac.tlistX = g["TownList"]["x"].Float();
  189. current->ac.tlistY = g["TownList"]["y"].Float();
  190. current->ac.tlistSize = g["TownList"]["size"].Float();
  191. current->ac.tlistAU = g["TownList"]["arrowUp"].String();
  192. current->ac.tlistAD = g["TownList"]["arrowDown"].String();
  193. current->ac.minimapW = g["Minimap"]["width"].Float();
  194. current->ac.minimapH = g["Minimap"]["height"].Float();
  195. current->ac.minimapX = g["Minimap"]["x"].Float();
  196. current->ac.minimapY = g["Minimap"]["y"].Float();
  197. current->ac.overviewPics = g["Overview"]["pics"].Float();
  198. current->ac.overviewSize = g["Overview"]["size"].Float();
  199. current->ac.overviewBg = g["Overview"]["graphic"].String();
  200. current->ac.statusbarX = g["Statusbar"]["x"].Float();
  201. current->ac.statusbarY = g["Statusbar"]["y"].Float();
  202. current->ac.statusbarG = g["Statusbar"]["graphic"].String();
  203. current->ac.resdatabarX = g["ResDataBar"]["x"].Float();
  204. current->ac.resdatabarY = g["ResDataBar"]["y"].Float();
  205. current->ac.resOffsetX = g["ResDataBar"]["offsetX"].Float();
  206. current->ac.resOffsetY = g["ResDataBar"]["offsetY"].Float();
  207. current->ac.resDist = g["ResDataBar"]["resSpace"].Float();
  208. current->ac.resDateDist = g["ResDataBar"]["resDateSpace"].Float();
  209. current->ac.resdatabarG = g["ResDataBar"]["graphic"].String();
  210. setButton(current->ac.kingOverview, g["ButtonKingdomOv"]);
  211. setButton(current->ac.underground, g["ButtonUnderground"]);
  212. setButton(current->ac.questlog, g["ButtonQuestLog"]);
  213. setButton(current->ac.sleepWake, g["ButtonSleepWake"]);
  214. setButton(current->ac.moveHero, g["ButtonMoveHero"]);
  215. setButton(current->ac.spellbook, g["ButtonSpellbook"]);
  216. setButton(current->ac.advOptions, g["ButtonAdvOptions"]);
  217. setButton(current->ac.sysOptions, g["ButtonSysOptions"]);
  218. setButton(current->ac.nextHero, g["ButtonNextHero"]);
  219. setButton(current->ac.endTurn, g["ButtonEndTurn"]);
  220. }
  221. const JsonNode& screenRes = settings["video"]["screenRes"];
  222. SetResolution(screenRes["width"].Float(), screenRes["height"].Float());
  223. }