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250 lines
7.8 KiB
C++
250 lines
7.8 KiB
C++
#ifndef RWGAME_GAMECONFIG_HPP
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#define RWGAME_GAMECONFIG_HPP
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#include <map>
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#include <string>
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#include <vector>
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class GameConfig {
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private:
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enum ParseType { DEFAULT, CONFIG, FILE, STRING };
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/**
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* @brief extractFilenameParseTypeData Get a human readable filename string
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* @return file path or a description of the data type
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*/
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static std::string extractFilenameParseTypeData(ParseType type,
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const std::string &data);
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public:
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class ParseResult {
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public:
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enum ErrorType {
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/// GOOD: Input file/string was good
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GOOD,
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/// INVALIDINPUTFILE: There was some error while reading from a file
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/// or string or the input was ambiguous (e.g. duplicate keys)
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INVALIDINPUTFILE,
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/// INVALIDARGUMENT: The parser received impossible arguments
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INVALIDARGUMENT,
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/// INVALIDCONTENT: Some required keys were missing or some values
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/// were of incorrect type
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INVALIDCONTENT,
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/// INVALIDOUTPUTFILE: There was some error while writing to a file
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/// or string
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INVALIDOUTPUTFILE
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};
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private:
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/**
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* @brief ParseResult Holds the issues occurred while parsing of a
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* config file.
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* @param srcType Type of the source
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* @param source The source of the parser
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* @param destType Type of the destination
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* @param destination The destination
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*/
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ParseResult(ParseType srcType, const std::string &source,
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ParseType destType, const std::string &destination);
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/**
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* @brief ParseResult Create empty ParseResult
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*/
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ParseResult();
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public:
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/**
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* @brief type Get the type of error
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* @return Type of error or GOOD if there was no error
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*/
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ErrorType type() const;
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/**
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* @brief getKeysRequiredMissing Get the keys that were missing
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* @return A vector with all the keys
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*/
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const std::vector<std::string> &getKeysRequiredMissing() const;
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/**
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* @brief getKeysInvalidData Get the keys that contained invalid data
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* @return A vector with all the keys
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*/
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const std::vector<std::string> &getKeysInvalidData() const;
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/**
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* @brief failInputFile Fail because the input file was invalid
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* @param line Line number where the error is located
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* @param message Description of the error
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*/
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void failInputFile(size_t line, const std::string &message);
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/**
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* @brief failArgument Fail because an argument was invalid
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* @param srcType type of the source
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* @param destType type of the destination
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*/
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void failArgument();
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/**
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* @brief failRequiredMissing Fail because a required key is missing
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* @param key The key that is missing
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*/
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void failRequiredMissing(const std::string &key);
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/**
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* @brief failInvalidData Fail because a key contains invalid data
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* @param key The key that contains invalid data
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*/
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void failInvalidData(const std::string &key);
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/**
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* @brief failOutputFile Fail because an error occurred while while
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* writing to the output
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* @param line Line number where the error is located
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* @param message Description of the error
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*/
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void failOutputFile(size_t line, const std::string &message);
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/**
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* @brief isValid
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* @return True if the loaded configuration is valid
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*/
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bool isValid() const;
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/**
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* @brief what Get a string representing the error
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* @return String with the error description
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*/
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std::string what() const;
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/**
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* @brief addUnknownData Add unknown key value pairs
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* @param key The unknown key
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* @param value The associated data
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*/
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void addUnknownData(const std::string &key, const std::string &value);
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/**
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* @brief addUnknownData Get all the unknown key value pairs
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* @return Mapping of the unknown keys with associated data
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*/
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const std::map<std::string, std::string> &getUnknownData() const;
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private:
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/// Type of the failure
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ErrorType m_result;
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/// Filename of the input file
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std::string m_inputfilename;
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/// Filename of the output file
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std::string m_outputfilename;
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/// Line number where the failure occurred (on invalid input or output
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/// file)
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size_t m_line;
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/// Description of the failure (on invalid input or output file)
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std::string m_message;
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/// All required keys that are missing
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std::vector<std::string> m_keys_requiredMissing;
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/// All keys that contain invalid data
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std::vector<std::string> m_keys_invalidData;
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// Mapping of unknown keys and associated data
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std::map<std::string, std::string> m_unknownData;
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/**
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* @brief setUnknownData Replace the the unknown key value pairs
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*/
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void setUnknownData(
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const std::map<std::string, std::string> &unknownData);
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friend class GameConfig;
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};
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/**
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* @brief GameConfig Loads a game configuration
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* @param configName The configuration filename to load
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* @param configPath Where to look.
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*/
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GameConfig(const std::string &configName,
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const std::string &configPath = getDefaultConfigPath());
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/**
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* @brief getFilePath Returns the system file path for the configuration
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*/
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std::string getConfigFile() const;
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/**
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* @brief writeConfig Save the game configuration
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*/
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ParseResult saveConfig();
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/**
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* @brief isValid
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* @return True if the loaded configuration is valid
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*/
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bool isValid() const;
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/**
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* @brief getParseResult Get more information on parsing failures
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* @return A ParseResult object containing more information
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*/
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const ParseResult &getParseResult() const;
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/**
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* @brief getConfigString Returns the content of the default INI
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* configuration.
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* @return INI string
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*/
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std::string getDefaultINIString();
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const std::string &getGameDataPath() const {
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return m_gamePath;
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}
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const std::string &getGameLanguage() const {
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return m_gameLanguage;
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}
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bool getInputInvertY() const {
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return m_inputInvertY;
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}
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private:
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static std::string getDefaultConfigPath();
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/**
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* @brief parseConfig Load data from source and write it to destination.
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* Whitespace will be stripped from unknown data.
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* @param srcType Can be DEFAULT | CONFIG | FILE | STRING
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* @param source don't care if srcType == (DEFAULT | CONFIG),
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* path of INI file if srcType == FILE
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* INI string if srcType == STRING
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* @param destType Can be CONFIG | FILE | STRING (DEFAULT is invalid)
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* @param destination don't care if srcType == CONFIG
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* path of INI file if destType == FILE
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* INI string if srcType == STRING
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* @return True if the parsing succeeded
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*/
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ParseResult parseConfig(ParseType srcType, const std::string &source,
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ParseType destType, std::string &destination);
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/* Config State */
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std::string m_configName;
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std::string m_configPath;
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ParseResult m_parseResult;
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/* Actual Configuration */
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/// Path to the game data
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std::string m_gamePath;
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/// Language for game
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std::string m_gameLanguage = "american";
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/// Invert the y axis for camera control.
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bool m_inputInvertY;
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};
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#endif
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