117 lines
3.5 KiB
C++
117 lines
3.5 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef CONFIGMANAGER_H
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#define CONFIGMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "KeyValues.h"
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#include "utlvector.h"
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#include "filesystem_init.h"
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// See filesystem_init for the vconfig registry values.
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#define TOKEN_GAMES "Games"
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#define TOKEN_GAME_DIRECTORY "GameDir"
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#define TOKEN_TOOLS "Tools"
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// STEAM CLOUD FLAGS
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#define STEAMREMOTESTORAGE_CLOUD_CONFIG (1<<0)
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#define STEAMREMOTESTORAGE_CLOUD_SPRAY (1<<1)
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#define STEAMREMOTESTORAGE_CLOUD_ALL 0x7fff // all bits set, so any new items added will be on by default
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struct defaultConfigInfo_t
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{
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char gameName[MAX_PATH];
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char gameDir[MAX_PATH];
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char FGD[MAX_PATH];
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char steamPath[MAX_PATH];
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char defaultPointEntity[MAX_PATH];
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char exeName[MAX_PATH];
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int steamAppID;
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};
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enum eSDKEpochs
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{
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HL2 = 1,
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EP1 = 2,
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EP2 = 3,
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SWARM = 4,
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};
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extern defaultConfigInfo_t *gDefaultConfigs[];
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class CGameConfigManager
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{
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public:
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enum loadStatus_t
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{
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LOADSTATUS_NONE = 0, // Configs were loaded with no error
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LOADSTATUS_CONVERTED, // GameConfig.txt did not exist and was created by converting GameCfg.INI
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LOADSTATUS_CREATED, // GameCfg.INI was not found, the system created the default configuration based on found GameInfo.txt resources
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LOADSTATUS_ERROR, // File was not loaded and was unable to perform the above fail-safe procedures
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};
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CGameConfigManager( void );
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CGameConfigManager( const char *fileName );
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~CGameConfigManager( void );
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bool LoadConfigs( const char *baseDir = NULL );
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bool SaveConfigs( const char *baseDir = NULL );
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bool ResetConfigs( const char *baseDir = NULL );
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int GetNumConfigs( void );
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KeyValues *GetGameBlock( void );
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KeyValues *GetGameSubBlock( const char *keyName );
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bool GetDefaultGameBlock( KeyValues *pIn );
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bool IsLoaded( void ) const { return m_pData != NULL; }
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bool WasConvertedOnLoad( void ) const { return m_LoadStatus == LOADSTATUS_CONVERTED; }
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bool WasCreatedOnLoad( void ) const { return m_LoadStatus == LOADSTATUS_CREATED; }
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bool AddDefaultConfig( const defaultConfigInfo_t &info, KeyValues *out, const char *rootDirectory, const char *gameExeDir );
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void SetBaseDirectory( const char *pDirectory );
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void GetRootGameDirectory( char *out, size_t outLen, const char *rootDir, const char *steamDir );
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const char *GetRootDirectory( void );
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void SetSDKEpoch( eSDKEpochs epoch ) { m_eSDKEpoch = epoch; };
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private:
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void GetRootContentDirectory( char *out, size_t outLen, const char *rootDir );
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const char *GetBaseDirectory( void );
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const char *GetIniFilePath( void );
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bool LoadConfigsInternal( const char *baseDir, bool bRecursiveCall );
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void UpdateConfigsInternal( void );
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void VersionConfig( void );
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bool IsConfigCurrent( void );
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bool ConvertGameConfigsINI( void );
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bool CreateAllDefaultConfigs( void );
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bool IsAppSubscribed( int nAppID );
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loadStatus_t m_LoadStatus; // Holds various state about what occured while loading
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KeyValues *m_pData; // Data as read from configuration file
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char m_szBaseDirectory[MAX_PATH]; // Default directory
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eSDKEpochs m_eSDKEpoch; // Holds the "working version" of the SDK for times when we need to create an older set of game configurations.
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// This is required now that the SDK is deploying the tools for both the latest and previous versions of the engine.
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};
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#endif // CONFIGMANAGER_H
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