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// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 MartiƱo Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _SHARED_UTIL_PROPERTIES_H_
#define _SHARED_UTIL_PROPERTIES_H_
#include <string>
#include <map>
#include <vector>
#include "leak_dumper.h"
using std::map;
using std::vector;
using std::string;
using std::pair;
namespace Shared{ namespace Util{
// =====================================================
// class Properties
//
/// ini-like file loader
// =====================================================
class Properties {
private:
static const int maxLine= 4096;
public:
typedef pair<string, string> PropertyPair;
typedef map<string, string> PropertyMap;
typedef vector<PropertyPair> PropertyVector;
private:
PropertyVector propertyVector;
PropertyMap propertyMap;
PropertyVector propertyVectorTmp;
PropertyMap propertyMapTmp;
string path;
static string applicationPath;
static string applicationDataPath;
static string gameVersion;
static string techtreePath;
static string scenarioPath;
static string tutorialPath;
protected:
void processTextLine(bool is_utf8_language, char *lineBuffer);
public:
static void setApplicationPath(string value) { applicationPath=value; }
static string getApplicationPath() { return applicationPath; }
static void setApplicationDataPath(string value) { applicationDataPath=value; }
static string getApplicationDataPath() { return applicationDataPath; }
static void setGameVersion(string value) { gameVersion=value; }
static string getGameVersion() { return gameVersion; }
static void setTechtreePath(string value) { techtreePath=value; }
static string getTechtreePath() { return techtreePath; }
static void setScenarioPath(string value) { scenarioPath=value; }
static string getScenarioPath() { return scenarioPath; }
static void setTutorialPath(string value) { tutorialPath=value; }
static string getTutorialPath() { return tutorialPath; }
void clear();
void loadFromText(const string &text);
void load(const string &path,bool clearCurrentProperties=true);
void save(const string &path);
int getPropertyCount() const;
string getKey(int i) const;
string getString(int i) const;
bool getBool(const string &key, const char *defaultValueIfNotFound=NULL) const;
int getInt(const string &key, const char *defaultValueIfNotFound=NULL) const;
int getInt(const string &key, int min, int max, const char *defaultValueIfNotFound=NULL) const;
float getFloat(const string &key, const char *defaultValueIfNotFound=NULL) const;
float getFloat(const string &key, float min, float max, const char *defaultValueIfNotFound=NULL) const;
const string getString(const string &key, const char *defaultValueIfNotFound=NULL) const;
int getInt(const char *key,const char *defaultValueIfNotFound=NULL) const;
bool getBool(const char *key,const char *defaultValueIfNotFound=NULL) const;
float getFloat(const char *key,const char *defaultValueIfNotFound=NULL) const;
const string getString(const char *key,const char *defaultValueIfNotFound=NULL) const;
const string getRandomKey(const bool realrandom) const;
void setInt(const string &key, int value);
void setBool(const string &key, bool value);
void setFloat(const string &key, float value);
void setString(const string &key, const string &value);
bool hasString(const string &key) const;
static bool applyTagsToValue(string &value, const std::map<string,string> *mapTagReplacementValues=NULL, bool skipUpdatePathClimbingParts=false);
static std::map<string,string> getTagReplacementValues(std::map<string,string> *mapExtraTagReplacementValues=NULL);
static bool isValuePathVariable(const string &value);
static void updateValuePathVariable(string &value, bool skipUpdatePathClimbingParts=false);
string getpath() const { return path;}
string toString();
};
}}//end namespace
#endif
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