CConfigHandler.cpp 8.3 KB

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