mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
111 lines
3.2 KiB
C++
111 lines
3.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef CONFIGMANAGER_H
|
|
#define CONFIGMANAGER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "KeyValues.h"
|
|
#include "utlvector.h"
|
|
#include "filesystem_init.h"
|
|
|
|
|
|
// See filesystem_init for the vconfig registry values.
|
|
|
|
|
|
#define TOKEN_GAMES "Games"
|
|
#define TOKEN_GAME_DIRECTORY "GameDir"
|
|
#define TOKEN_TOOLS "Tools"
|
|
|
|
struct defaultConfigInfo_t
|
|
{
|
|
char gameName[MAX_PATH];
|
|
char gameDir[MAX_PATH];
|
|
char FGD[MAX_PATH];
|
|
char defaultPointEntity[MAX_PATH];
|
|
char exeName[MAX_PATH];
|
|
int steamAppID;
|
|
};
|
|
|
|
enum eSDKEpochs
|
|
{
|
|
HL2 = 1,
|
|
EP1 = 2,
|
|
EP2 = 3,
|
|
SP2009 = 4,
|
|
MP2009 = 5,
|
|
};
|
|
|
|
extern defaultConfigInfo_t *gDefaultConfigs[];
|
|
|
|
class CGameConfigManager
|
|
{
|
|
public:
|
|
|
|
enum loadStatus_t
|
|
{
|
|
LOADSTATUS_NONE = 0, // Configs were loaded with no error
|
|
LOADSTATUS_CONVERTED, // GameConfig.txt did not exist and was created by converting GameCfg.INI
|
|
LOADSTATUS_CREATED, // GameCfg.INI was not found, the system created the default configuration based on found GameInfo.txt resources
|
|
LOADSTATUS_ERROR, // File was not loaded and was unable to perform the above fail-safe procedures
|
|
};
|
|
|
|
CGameConfigManager( void );
|
|
CGameConfigManager( const char *fileName );
|
|
|
|
~CGameConfigManager( void );
|
|
|
|
bool LoadConfigs( const char *baseDir = NULL );
|
|
bool SaveConfigs( const char *baseDir = NULL );
|
|
bool ResetConfigs( const char *baseDir = NULL );
|
|
|
|
int GetNumConfigs( void );
|
|
|
|
KeyValues *GetGameBlock( void );
|
|
KeyValues *GetGameSubBlock( const char *keyName );
|
|
bool GetDefaultGameBlock( KeyValues *pIn );
|
|
|
|
bool IsLoaded( void ) const { return m_pData != NULL; }
|
|
|
|
bool WasConvertedOnLoad( void ) const { return m_LoadStatus == LOADSTATUS_CONVERTED; }
|
|
bool WasCreatedOnLoad( void ) const { return m_LoadStatus == LOADSTATUS_CREATED; }
|
|
|
|
bool AddDefaultConfig( const defaultConfigInfo_t &info, KeyValues *out, const char *rootDirectory, const char *gameExeDir );
|
|
|
|
void SetBaseDirectory( const char *pDirectory );
|
|
|
|
void GetRootGameDirectory( char *out, size_t outLen, const char *rootDir );
|
|
|
|
const char *GetRootDirectory( void );
|
|
void SetSDKEpoch( eSDKEpochs epoch ) { m_eSDKEpoch = epoch; };
|
|
|
|
private:
|
|
|
|
void GetRootContentDirectory( char *out, size_t outLen, const char *rootDir );
|
|
|
|
const char *GetBaseDirectory( void );
|
|
const char *GetIniFilePath( void );
|
|
|
|
bool LoadConfigsInternal( const char *baseDir, bool bRecursiveCall );
|
|
void UpdateConfigsInternal( void );
|
|
void VersionConfig( void );
|
|
bool IsConfigCurrent( void );
|
|
|
|
bool ConvertGameConfigsINI( void );
|
|
bool CreateAllDefaultConfigs( void );
|
|
bool IsAppSubscribed( int nAppID );
|
|
|
|
loadStatus_t m_LoadStatus; // Holds various state about what occured while loading
|
|
KeyValues *m_pData; // Data as read from configuration file
|
|
char m_szBaseDirectory[MAX_PATH]; // Default directory
|
|
eSDKEpochs m_eSDKEpoch; // Holds the "working version" of the SDK for times when we need to create an older set of game configurations.
|
|
// This is required now that the SDK is deploying the tools for both the latest and previous versions of the engine.
|
|
};
|
|
|
|
#endif // CONFIGMANAGER_H
|