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#pragma once
#include "igame.h"
#include "registry/registry.h"
#include "os/path.h"
#include "os/file.h"
namespace game
{
/**
* Some algorithms built around the GameConfiguration class.
*/
class GameConfigUtil
{
public:
// Loads the property values of this instance from the XMLRegistry
static GameConfiguration LoadFromRegistry()
{
GameConfiguration result;
result.gameType = registry::getValue<std::string>(RKEY_GAME_TYPE);
result.enginePath = os::standardPathWithSlash(registry::getValue<std::string>(RKEY_ENGINE_PATH));
result.modPath = os::standardPathWithSlash(registry::getValue<std::string>(RKEY_MOD_PATH));
result.modBasePath = os::standardPathWithSlash(registry::getValue<std::string>(RKEY_MOD_BASE_PATH));
return result;
}
// Persists the values of this instance to the XMLRegistry
static void SaveToRegistry(const GameConfiguration& config)
{
registry::setValue(RKEY_GAME_TYPE, config.gameType);
registry::setValue(RKEY_ENGINE_PATH, config.enginePath);
registry::setValue(RKEY_MOD_PATH, config.modPath);
registry::setValue(RKEY_MOD_BASE_PATH, config.modBasePath);
}
// Makes sure that all paths are normalised OS paths
static void EnsurePathsNormalised(GameConfiguration& config)
{
config.enginePath = os::standardPathWithSlash(config.enginePath);
config.modPath = os::standardPathWithSlash(config.modPath);
config.modBasePath = os::standardPathWithSlash(config.modBasePath);
}
// Returns true if the paths in this config are pointing to valid OS folders
static bool PathsValid(const GameConfiguration& config)
{
if (!os::fileOrDirExists(config.enginePath))
{
// Engine path doesn't exist
return false;
}
// Check the mod base path, if appropriate
if (!config.modBasePath.empty() && !os::fileOrDirExists(config.modBasePath))
{
// Mod base name is not empty, but folder doesnt' exist
return false;
}
// Check the mod path, if appropriate
if (!config.modPath.empty() && !os::fileOrDirExists(config.modPath))
{
// Mod name is not empty, but mod folder doesnt' exist
return false;
}
return true; // all paths ok
}
};
}
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