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EngineSettings.cpp
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EngineSettings.cpp
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#include "EngineSettings.h"
#include <fstream>
#include <cctype>
#include <cstring>
#include <cstdio>
#include <memory.h>
#if PLATFORM_WIN
#include <direct.h>
#define GetCurrentDir _getcwd
#else
#include <unistd.h>
#define GetCurrentDir getcwd
#endif
namespace
{
std::string ToLower(std::string str)
{
for(auto &ch : str)
ch = std::tolower(ch);
return str;
}
void MakeLower(std::string &str)
{
for(auto &ch : str)
ch = std::tolower(ch);
}
struct Common_Settings
{
uint32_t flags = 0;
int32_t resX = 0;
int32_t resY = 0;
int32_t renderer = EngineSettings::RENDERER_SOFT8;
std::unordered_map<std::string,std::string> dataPaths;
};
void LoadSettingsFromFile(Common_Settings &settings, std::istream &file)
{
std::string game_name = "general";
char linestr[64];
while(file.good() && !file.eof())
{
// Read a line from the input (until reaching a \n).
std::string line;
while(file.peek() != '\n' && file.get(linestr, sizeof(linestr)))
{
line += linestr;
if(file.gcount() < sizeof(linestr)-1)
break;
}
// Ignore the \n
file.ignore();
// Exclude comments and strip tailing whitespace
std::size_t cmtpos = line.find_first_of('#');
if(cmtpos != std::string::npos)
{
while(cmtpos > 0 && std::isspace(line[cmtpos-1]))
--cmtpos;
line = line.substr(0, cmtpos);
}
// Continue to the next line if this one was empty
if(line.empty()) continue;
if(line.front() == '[' && line.back() == ']')
{
game_name = ToLower(line.substr(1, line.size()-2));
continue;
}
std::size_t sep = line.find_first_of('=');
if(sep == std::string::npos)
{
fprintf(stderr, "Config syntax error (missing '='): %s\n", line.c_str());
break;
}
// Split the line into separate 'key' and 'value' pairs, strip whitespace.
std::size_t begin = 0;
while(begin < sep && std::isspace(line[begin]))
++sep;
std::string key = ToLower(line.substr(begin, sep));
while(!key.empty() && std::isspace(key.back()))
key.pop_back();
++sep;
while(sep < line.size() && std::isspace(line[sep]))
++sep;
std::string value = line.substr(sep);
if(game_name != "general")
{
if(key == "data-path")
settings.dataPaths[game_name] = std::move(value);
else
fprintf(stderr, "Unhandled game setting: %s\n", key.c_str());
}
else
{
if(key == "width")
{
size_t end = 0;
int v = !value.empty() ? std::stoi(value, &end) : 0;
if(end == value.size() && v >= 320)
settings.resX = v;
else
fprintf(stderr, "Invalid display width: %s\n", value.c_str());
}
else if(key == "height")
{
size_t end = 0;
int v = !value.empty() ? std::stoi(value, &end) : 0;
if(end == value.size() && v >= 200)
settings.resY = v;
else
fprintf(stderr, "Invalid display height: %s\n", value.c_str());
}
else if(key == "fullscreen")
{
for(size_t i = 0;i < value.size();i++)
value[i] = std::tolower(value[i]);
if(value == "true" || value == "1")
settings.flags |= EngineSettings::FULLSCREEN;
else if(!value.empty())
settings.flags &= ~EngineSettings::FULLSCREEN;
}
else if(key == "vsync")
{
for(size_t i = 0;i < value.size();i++)
value[i] = std::tolower(value[i]);
if(value == "true" || value == "1")
settings.flags |= EngineSettings::VSYNC;
else if(!value.empty())
settings.flags &= ~EngineSettings::VSYNC;
}
else if(key == "emulate-low-res")
{
for(size_t i = 0;i < value.size();i++)
value[i] = std::tolower(value[i]);
if(value == "true" || value == "1")
settings.flags |= EngineSettings::EMULATE_320x200;
else if(!value.empty())
settings.flags &= ~EngineSettings::EMULATE_320x200;
}
else if(key == "renderer")
{
for(size_t i = 0;i < value.size();i++)
value[i] = std::tolower(value[i]);
if(value == "opengl")
settings.renderer = EngineSettings::RENDERER_OPENGL;
else if(value == "soft32")
settings.renderer = EngineSettings::RENDERER_SOFT32;
else if(value == "soft8")
settings.renderer = EngineSettings::RENDERER_SOFT8;
else
fprintf(stderr, "Invalid renderer: %s\n", value.c_str());
}
else
fprintf(stderr, "Unhandled general setting: %s\n", key.c_str());
}
}
}
} // namespace
EngineSettings EngineSettings::sSettings;
// Initialize default settings.
EngineSettings::EngineSettings()
{
SetDisplaySettings(1.0f, 1.0f, 1.0f);
}
bool EngineSettings::Load( const char *pszSettingsFile )
{
//Load the settings file. For now we just read the common data,
//later we'll handle extra data per-game.
std::ifstream infile(pszSettingsFile, std::ios_base::binary);
if ( infile.is_open() )
{
Common_Settings commonSettings{mFlags, mScreenWidth, mScreenHeight, mRenderer};
LoadSettingsFromFile(commonSettings, infile);
infile.close();
for(auto &item : commonSettings.dataPaths)
{
if(!item.second.empty() && item.second.back() != '\\' && item.second.back() != '/')
item.second += '/';
mGameDataDirs[item.first] = std::move(item.second);
}
if(commonSettings.resX > 0 && commonSettings.resY > 0)
{
mScreenWidth = commonSettings.resX;
mScreenHeight = commonSettings.resY;
}
mFlags = commonSettings.flags;
mRenderer = commonSettings.renderer;
return true;
}
return false;
}
bool EngineSettings::IsFeatureEnabled(uint32_t feature)
{
return (mFlags&feature) ? true : false;
}
void EngineSettings::SetDisplaySettings(float brightness/*=1.0f*/, float contrast/*=1.0f*/, float gamma/*=1.0f*/)
{
mBrightness = brightness;
mContrast = contrast;
mGamma = 1.0f/gamma;
}
void EngineSettings::GetDisplaySettings(float& brightness, float& contrast, float& gamma)
{
brightness = mBrightness;
contrast = mContrast;
gamma = mGamma;
}
void EngineSettings::SetGameName(const char *game)
{
mGameName = ToLower(game);
char curDir[260];
GetCurrentDir(curDir, 260);
mGameDir = curDir;
mGameDir += '/';
mGameDir += game;
}
const char *EngineSettings::GetGameDataDir()
{
auto iter = mGameDataDirs.find(mGameName);
if(iter != mGameDataDirs.end())
return iter->second.c_str();
return "";
}
void EngineSettings::SetStartMap(const char *map_name)
{
mMapName = map_name;
}
void EngineSettings::SetStartPos(const Vector3 *pos, int32_t sector)
{
mOverridePos = true;
mStartPos = *pos;
mStartSec = sector;
}
void EngineSettings::SetMultiplayerData(int32_t server_PlayerCnt, int32_t port, const char *joinIP)
{
mServerPlayerCnt = server_PlayerCnt;
mPort = port;
mServerIP = joinIP;
}