CConfigHandler.cpp 8.9 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. CResourceHandler::get()->createResource("CONFIG/settings.json");
  63. std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/settings.json")), std::ofstream::trunc);
  64. file << savedConf;
  65. }
  66. JsonNode & SettingsStorage::getNode(std::vector<std::string> path)
  67. {
  68. JsonNode *node = &config;
  69. BOOST_FOREACH(std::string& value, path)
  70. node = &(*node)[value];
  71. return *node;
  72. }
  73. Settings SettingsStorage::get(std::vector<std::string> path)
  74. {
  75. return Settings(*this, path);
  76. }
  77. const JsonNode& SettingsStorage::operator [](std::string value)
  78. {
  79. return config[value];
  80. }
  81. SettingsListener::SettingsListener(SettingsStorage &_parent, const std::vector<std::string> &_path):
  82. parent(_parent),
  83. path(_path)
  84. {
  85. parent.listeners.insert(this);
  86. }
  87. SettingsListener::SettingsListener(const SettingsListener &sl):
  88. parent(sl.parent),
  89. path(sl.path),
  90. callback(sl.callback)
  91. {
  92. parent.listeners.insert(this);
  93. }
  94. SettingsListener::~SettingsListener()
  95. {
  96. parent.listeners.erase(this);
  97. }
  98. void SettingsListener::nodeInvalidated(const std::vector<std::string> &changedPath)
  99. {
  100. if (!callback)
  101. return;
  102. size_t min = std::min(path.size(), changedPath.size());
  103. size_t mismatch = std::mismatch(path.begin(), path.begin()+min, changedPath.begin()).first - path.begin();
  104. if (min == mismatch)
  105. callback(parent.getNode(path));
  106. }
  107. void SettingsListener::operator() (boost::function<void(const JsonNode&)> _callback)
  108. {
  109. callback = _callback;
  110. }
  111. Settings::Settings(SettingsStorage &_parent, const std::vector<std::string> &_path):
  112. parent(_parent),
  113. path(_path),
  114. node(_parent.getNode(_path)),
  115. copy(_parent.getNode(_path))
  116. {
  117. }
  118. Settings::~Settings()
  119. {
  120. if (node != copy)
  121. parent.invalidateNode(path);
  122. }
  123. JsonNode* Settings::operator -> ()
  124. {
  125. return &node;
  126. }
  127. const JsonNode* Settings::operator ->() const
  128. {
  129. return &node;
  130. }
  131. const JsonNode& Settings::operator [](std::string value) const
  132. {
  133. return node[value];
  134. }
  135. JsonNode& Settings::operator [](std::string value)
  136. {
  137. return node[value];
  138. }
  139. //
  140. // template DLL_LINKAGE struct SettingsStorage::NodeAccessor<SettingsListener>;
  141. // template DLL_LINKAGE struct SettingsStorage::NodeAccessor<Settings>;
  142. static void setButton(ButtonInfo &button, const JsonNode &g)
  143. {
  144. button.x = g["x"].Float();
  145. button.y = g["y"].Float();
  146. button.playerColoured = g["playerColoured"].Float();
  147. button.defName = g["graphic"].String();
  148. if (!g["additionalDefs"].isNull()) {
  149. const JsonVector &defs_vec = g["additionalDefs"].Vector();
  150. BOOST_FOREACH(const JsonNode &def, defs_vec) {
  151. button.additionalDefs.push_back(def.String());
  152. }
  153. }
  154. }
  155. static void setGem(AdventureMapConfig &ac, const int gem, const JsonNode &g)
  156. {
  157. ac.gemX[gem] = g["x"].Float();
  158. ac.gemY[gem] = g["y"].Float();
  159. ac.gemG.push_back(g["graphic"].String());
  160. }
  161. CConfigHandler::CConfigHandler(void): current(NULL)
  162. {
  163. }
  164. CConfigHandler::~CConfigHandler(void)
  165. {
  166. }
  167. void config::CConfigHandler::init()
  168. {
  169. /* Read resolutions. */
  170. const JsonNode config(ResourceID("config/resolutions.json"));
  171. const JsonVector &guisettings_vec = config["GUISettings"].Vector();
  172. BOOST_FOREACH(const JsonNode &g, guisettings_vec)
  173. {
  174. std::pair<int,int> curRes(g["resolution"]["x"].Float(), g["resolution"]["y"].Float());
  175. GUIOptions *current = &conf.guiOptions[curRes];
  176. current->ac.inputLineLength = g["InGameConsole"]["maxInputPerLine"].Float();
  177. current->ac.outputLineLength = g["InGameConsole"]["maxOutputPerLine"].Float();
  178. current->ac.advmapX = g["AdvMap"]["x"].Float();
  179. current->ac.advmapY = g["AdvMap"]["y"].Float();
  180. current->ac.advmapW = g["AdvMap"]["width"].Float();
  181. current->ac.advmapH = g["AdvMap"]["height"].Float();
  182. current->ac.smoothMove = g["AdvMap"]["smoothMove"].Float();
  183. current->ac.puzzleSepia = g["AdvMap"]["puzzleSepia"].Float();
  184. current->ac.infoboxX = g["InfoBox"]["x"].Float();
  185. current->ac.infoboxY = g["InfoBox"]["y"].Float();
  186. setGem(current->ac, 0, g["gem0"]);
  187. setGem(current->ac, 1, g["gem1"]);
  188. setGem(current->ac, 2, g["gem2"]);
  189. setGem(current->ac, 3, g["gem3"]);
  190. current->ac.mainGraphic = g["background"].String();
  191. current->ac.hlistX = g["HeroList"]["x"].Float();
  192. current->ac.hlistY = g["HeroList"]["y"].Float();
  193. current->ac.hlistSize = g["HeroList"]["size"].Float();
  194. current->ac.hlistMB = g["HeroList"]["movePoints"].String();
  195. current->ac.hlistMN = g["HeroList"]["manaPoints"].String();
  196. current->ac.hlistAU = g["HeroList"]["arrowUp"].String();
  197. current->ac.hlistAD = g["HeroList"]["arrowDown"].String();
  198. current->ac.tlistX = g["TownList"]["x"].Float();
  199. current->ac.tlistY = g["TownList"]["y"].Float();
  200. current->ac.tlistSize = g["TownList"]["size"].Float();
  201. current->ac.tlistAU = g["TownList"]["arrowUp"].String();
  202. current->ac.tlistAD = g["TownList"]["arrowDown"].String();
  203. current->ac.minimapW = g["Minimap"]["width"].Float();
  204. current->ac.minimapH = g["Minimap"]["height"].Float();
  205. current->ac.minimapX = g["Minimap"]["x"].Float();
  206. current->ac.minimapY = g["Minimap"]["y"].Float();
  207. current->ac.overviewPics = g["Overview"]["pics"].Float();
  208. current->ac.overviewSize = g["Overview"]["size"].Float();
  209. current->ac.overviewBg = g["Overview"]["graphic"].String();
  210. current->ac.statusbarX = g["Statusbar"]["x"].Float();
  211. current->ac.statusbarY = g["Statusbar"]["y"].Float();
  212. current->ac.statusbarG = g["Statusbar"]["graphic"].String();
  213. current->ac.resdatabarX = g["ResDataBar"]["x"].Float();
  214. current->ac.resdatabarY = g["ResDataBar"]["y"].Float();
  215. current->ac.resOffsetX = g["ResDataBar"]["offsetX"].Float();
  216. current->ac.resOffsetY = g["ResDataBar"]["offsetY"].Float();
  217. current->ac.resDist = g["ResDataBar"]["resSpace"].Float();
  218. current->ac.resDateDist = g["ResDataBar"]["resDateSpace"].Float();
  219. current->ac.resdatabarG = g["ResDataBar"]["graphic"].String();
  220. setButton(current->ac.kingOverview, g["ButtonKingdomOv"]);
  221. setButton(current->ac.underground, g["ButtonUnderground"]);
  222. setButton(current->ac.questlog, g["ButtonQuestLog"]);
  223. setButton(current->ac.sleepWake, g["ButtonSleepWake"]);
  224. setButton(current->ac.moveHero, g["ButtonMoveHero"]);
  225. setButton(current->ac.spellbook, g["ButtonSpellbook"]);
  226. setButton(current->ac.advOptions, g["ButtonAdvOptions"]);
  227. setButton(current->ac.sysOptions, g["ButtonSysOptions"]);
  228. setButton(current->ac.nextHero, g["ButtonNextHero"]);
  229. setButton(current->ac.endTurn, g["ButtonEndTurn"]);
  230. }
  231. const JsonNode& screenRes = settings["video"]["screenRes"];
  232. SetResolution(screenRes["width"].Float(), screenRes["height"].Float());
  233. }
  234. // Force instantiation of the SettingsStorage::NodeAccessor class template.
  235. // That way method definitions can sit in the cpp file
  236. template struct SettingsStorage::NodeAccessor<SettingsListener>;
  237. template struct SettingsStorage::NodeAccessor<Settings>;