2
0

CConfigHandler.cpp 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304
  1. /*
  2. * CConfigHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CConfigHandler.h"
  12. #include "../lib/filesystem/Filesystem.h"
  13. #include "../lib/filesystem/FileStream.h"
  14. #include "../lib/GameConstants.h"
  15. #include "../lib/VCMIDirs.h"
  16. VCMI_LIB_NAMESPACE_BEGIN
  17. using namespace config;
  18. SettingsStorage settings;
  19. CConfigHandler conf;
  20. template<typename Accessor>
  21. SettingsStorage::NodeAccessor<Accessor>::NodeAccessor(SettingsStorage & _parent, std::vector<std::string> _path):
  22. parent(_parent),
  23. path(std::move(_path))
  24. {
  25. }
  26. template<typename Accessor>
  27. SettingsStorage::NodeAccessor<Accessor> SettingsStorage::NodeAccessor<Accessor>::operator[](const std::string & nextNode) const
  28. {
  29. std::vector<std::string> newPath = path;
  30. newPath.push_back(nextNode);
  31. return NodeAccessor(parent, newPath);
  32. }
  33. template<typename Accessor>
  34. SettingsStorage::NodeAccessor<Accessor>::operator Accessor() const
  35. {
  36. return Accessor(parent, path);
  37. }
  38. template<typename Accessor>
  39. SettingsStorage::NodeAccessor<Accessor> SettingsStorage::NodeAccessor<Accessor>::operator () (std::vector<std::string> _path) const
  40. {
  41. std::vector<std::string> newPath = path;
  42. newPath.insert( newPath.end(), _path.begin(), _path.end());
  43. return NodeAccessor(parent, newPath);
  44. }
  45. SettingsStorage::SettingsStorage():
  46. write(NodeAccessor<Settings>(*this, std::vector<std::string>() )),
  47. listen(NodeAccessor<SettingsListener>(*this, std::vector<std::string>() ))
  48. {
  49. }
  50. void SettingsStorage::init()
  51. {
  52. std::string confName = "config/settings.json";
  53. JsonUtils::assembleFromFiles(confName).swap(config);
  54. // Probably new install. Create config file to save settings to
  55. if (!CResourceHandler::get("local")->existsResource(ResourceID(confName)))
  56. CResourceHandler::get("local")->createResource(confName);
  57. JsonUtils::maximize(config, "vcmi:settings");
  58. JsonUtils::validate(config, "vcmi:settings", "settings");
  59. }
  60. void SettingsStorage::invalidateNode(const std::vector<std::string> &changedPath)
  61. {
  62. for(SettingsListener * listener : listeners)
  63. listener->nodeInvalidated(changedPath);
  64. JsonNode savedConf = config;
  65. savedConf.Struct().erase("session");
  66. JsonUtils::minimize(savedConf, "vcmi:settings");
  67. FileStream file(*CResourceHandler::get()->getResourceName(ResourceID("config/settings.json")), std::ofstream::out | std::ofstream::trunc);
  68. file << savedConf.toJson();
  69. }
  70. JsonNode & SettingsStorage::getNode(const std::vector<std::string> & path)
  71. {
  72. JsonNode *node = &config;
  73. for(const std::string & value : path)
  74. node = &(*node)[value];
  75. return *node;
  76. }
  77. Settings SettingsStorage::get(const std::vector<std::string> & path)
  78. {
  79. return Settings(*this, path);
  80. }
  81. const JsonNode & SettingsStorage::operator[](const std::string & value) const
  82. {
  83. return config[value];
  84. }
  85. const JsonNode & SettingsStorage::toJsonNode() const
  86. {
  87. return config;
  88. }
  89. SettingsListener::SettingsListener(SettingsStorage & _parent, std::vector<std::string> _path):
  90. parent(_parent),
  91. path(std::move(_path))
  92. {
  93. parent.listeners.insert(this);
  94. }
  95. SettingsListener::SettingsListener(const SettingsListener &sl):
  96. parent(sl.parent),
  97. path(sl.path),
  98. callback(sl.callback)
  99. {
  100. parent.listeners.insert(this);
  101. }
  102. SettingsListener::~SettingsListener()
  103. {
  104. parent.listeners.erase(this);
  105. }
  106. void SettingsListener::nodeInvalidated(const std::vector<std::string> &changedPath)
  107. {
  108. if (!callback)
  109. return;
  110. size_t min = std::min(path.size(), changedPath.size());
  111. size_t mismatch = std::mismatch(path.begin(), path.begin()+min, changedPath.begin()).first - path.begin();
  112. if (min == mismatch)
  113. callback(parent.getNode(path));
  114. }
  115. void SettingsListener::operator() (std::function<void(const JsonNode&)> _callback)
  116. {
  117. callback = std::move(_callback);
  118. }
  119. Settings::Settings(SettingsStorage &_parent, const std::vector<std::string> &_path):
  120. parent(_parent),
  121. path(_path),
  122. node(_parent.getNode(_path)),
  123. copy(_parent.getNode(_path))
  124. {
  125. }
  126. Settings::~Settings()
  127. {
  128. if (node != copy)
  129. parent.invalidateNode(path);
  130. }
  131. JsonNode* Settings::operator -> ()
  132. {
  133. return &node;
  134. }
  135. const JsonNode* Settings::operator ->() const
  136. {
  137. return &node;
  138. }
  139. const JsonNode & Settings::operator[](const std::string & value) const
  140. {
  141. return node[value];
  142. }
  143. JsonNode & Settings::operator[](const std::string & value)
  144. {
  145. return node[value];
  146. }
  147. //
  148. // template DLL_LINKAGE struct SettingsStorage::NodeAccessor<SettingsListener>;
  149. // template DLL_LINKAGE struct SettingsStorage::NodeAccessor<Settings>;
  150. static void setButton(ButtonInfo &button, const JsonNode &g)
  151. {
  152. button.x = static_cast<int>(g["x"].Float());
  153. button.y = static_cast<int>(g["y"].Float());
  154. button.playerColoured = g["playerColoured"].Float();
  155. button.defName = g["graphic"].String();
  156. if (!g["additionalDefs"].isNull()) {
  157. const JsonVector &defs_vec = g["additionalDefs"].Vector();
  158. for(const JsonNode &def : defs_vec) {
  159. button.additionalDefs.push_back(def.String());
  160. }
  161. }
  162. }
  163. static void setGem(AdventureMapConfig &ac, const int gem, const JsonNode &g)
  164. {
  165. ac.gemX[gem] = static_cast<int>(g["x"].Float());
  166. ac.gemY[gem] = static_cast<int>(g["y"].Float());
  167. ac.gemG.push_back(g["graphic"].String());
  168. }
  169. CConfigHandler::CConfigHandler()
  170. : current(nullptr)
  171. {
  172. }
  173. void config::CConfigHandler::init()
  174. {
  175. /* Read resolutions. */
  176. const JsonNode config(ResourceID("config/resolutions.json"));
  177. const JsonVector &guisettings_vec = config["GUISettings"].Vector();
  178. for(const JsonNode &g : guisettings_vec)
  179. {
  180. std::pair<int, int> curRes(static_cast<int>(g["resolution"]["x"].Float()), static_cast<int>(g["resolution"]["y"].Float()));
  181. GUIOptions *current = &conf.guiOptions[curRes];
  182. current->ac.inputLineLength = static_cast<int>(g["InGameConsole"]["maxInputPerLine"].Float());
  183. current->ac.outputLineLength = static_cast<int>(g["InGameConsole"]["maxOutputPerLine"].Float());
  184. current->ac.advmapX = static_cast<int>(g["AdvMap"]["x"].Float());
  185. current->ac.advmapY = static_cast<int>(g["AdvMap"]["y"].Float());
  186. current->ac.advmapW = static_cast<int>(g["AdvMap"]["width"].Float());
  187. current->ac.advmapH = static_cast<int>(g["AdvMap"]["height"].Float());
  188. current->ac.smoothMove = g["AdvMap"]["smoothMove"].Float();
  189. current->ac.puzzleSepia = g["AdvMap"]["puzzleSepia"].Float();
  190. current->ac.screenFading = g["AdvMap"]["screenFading"].isNull() ? true : g["AdvMap"]["screenFading"].Float(); // enabled by default
  191. current->ac.objectFading = g["AdvMap"]["objectFading"].isNull() ? true : g["AdvMap"]["objectFading"].Float();
  192. current->ac.infoboxX = static_cast<int>(g["InfoBox"]["x"].Float());
  193. current->ac.infoboxY = static_cast<int>(g["InfoBox"]["y"].Float());
  194. setGem(current->ac, 0, g["gem0"]);
  195. setGem(current->ac, 1, g["gem1"]);
  196. setGem(current->ac, 2, g["gem2"]);
  197. setGem(current->ac, 3, g["gem3"]);
  198. current->ac.mainGraphic = g["background"].String();
  199. current->ac.worldViewGraphic = g["backgroundWorldView"].String();
  200. current->ac.hlistX = static_cast<int>(g["HeroList"]["x"].Float());
  201. current->ac.hlistY = static_cast<int>(g["HeroList"]["y"].Float());
  202. current->ac.hlistSize = static_cast<int>(g["HeroList"]["size"].Float());
  203. current->ac.hlistMB = g["HeroList"]["movePoints"].String();
  204. current->ac.hlistMN = g["HeroList"]["manaPoints"].String();
  205. current->ac.hlistAU = g["HeroList"]["arrowUp"].String();
  206. current->ac.hlistAD = g["HeroList"]["arrowDown"].String();
  207. current->ac.tlistX = static_cast<int>(g["TownList"]["x"].Float());
  208. current->ac.tlistY = static_cast<int>(g["TownList"]["y"].Float());
  209. current->ac.tlistSize = static_cast<int>(g["TownList"]["size"].Float());
  210. current->ac.tlistAU = g["TownList"]["arrowUp"].String();
  211. current->ac.tlistAD = g["TownList"]["arrowDown"].String();
  212. current->ac.minimapW = static_cast<int>(g["Minimap"]["width"].Float());
  213. current->ac.minimapH = static_cast<int>(g["Minimap"]["height"].Float());
  214. current->ac.minimapX = static_cast<int>(g["Minimap"]["x"].Float());
  215. current->ac.minimapY = static_cast<int>(g["Minimap"]["y"].Float());
  216. current->ac.overviewPics = static_cast<int>(g["Overview"]["pics"].Float());
  217. current->ac.overviewSize = static_cast<int>(g["Overview"]["size"].Float());
  218. current->ac.overviewBg = g["Overview"]["graphic"].String();
  219. current->ac.statusbarX = static_cast<int>(g["Statusbar"]["x"].Float());
  220. current->ac.statusbarY = static_cast<int>(g["Statusbar"]["y"].Float());
  221. current->ac.statusbarG = g["Statusbar"]["graphic"].String();
  222. current->ac.resdatabarX = static_cast<int>(g["ResDataBar"]["x"].Float());
  223. current->ac.resdatabarY = static_cast<int>(g["ResDataBar"]["y"].Float());
  224. current->ac.resOffsetX = static_cast<int>(g["ResDataBar"]["offsetX"].Float());
  225. current->ac.resOffsetY = static_cast<int>(g["ResDataBar"]["offsetY"].Float());
  226. current->ac.resDist = static_cast<int>(g["ResDataBar"]["resSpace"].Float());
  227. current->ac.resDateDist = static_cast<int>(g["ResDataBar"]["resDateSpace"].Float());
  228. current->ac.resdatabarG = g["ResDataBar"]["graphic"].String();
  229. setButton(current->ac.kingOverview, g["ButtonKingdomOv"]);
  230. setButton(current->ac.underground, g["ButtonUnderground"]);
  231. setButton(current->ac.questlog, g["ButtonQuestLog"]);
  232. setButton(current->ac.sleepWake, g["ButtonSleepWake"]);
  233. setButton(current->ac.moveHero, g["ButtonMoveHero"]);
  234. setButton(current->ac.spellbook, g["ButtonSpellbook"]);
  235. setButton(current->ac.advOptions, g["ButtonAdvOptions"]);
  236. setButton(current->ac.sysOptions, g["ButtonSysOptions"]);
  237. setButton(current->ac.nextHero, g["ButtonNextHero"]);
  238. setButton(current->ac.endTurn, g["ButtonEndTurn"]);
  239. }
  240. const JsonNode& screenRes = settings["video"]["screenRes"];
  241. SetResolution(static_cast<int>(screenRes["width"].Float()), static_cast<int>(screenRes["height"].Float()));
  242. }
  243. // Force instantiation of the SettingsStorage::NodeAccessor class template.
  244. // That way method definitions can sit in the cpp file
  245. template struct SettingsStorage::NodeAccessor<SettingsListener>;
  246. template struct SettingsStorage::NodeAccessor<Settings>;
  247. VCMI_LIB_NAMESPACE_END