#include "SynEngine.hpp" class GameConfiguration { private: sf::Vector2i referenceWindowDimensions; sf::Vector2f canvasSizeMultiplierRatio; sf::Texture spriteSheet; std::string spriteSheetPath; sf::Vector2i spriteSheetCellSize; sf::IntRect spriteSheetRect; float spriteSizeMultiplier; float audioVolume; void LoadDefaultValues(); void LoadValuesFromFile(std::string); void WriteValuesToFile(std::string); std::istringstream GetNextNonCommentLine(std::istream &); bool LoadSpriteSheet(std::string); bool IsFileExists(std::string); public: GameConfiguration(); GameConfiguration(sf::Vector2i, std::string = std::string()); float GetSpriteSizeMultiplier(); float GetAudioVolume(); sf::Sprite GetSprite(unsigned int, sf::Vector2f = sf::Vector2f(0, 0), float = 0.0); ~GameConfiguration(); }; GameConfiguration::GameConfiguration() { LoadDefaultValues(); } GameConfiguration::GameConfiguration(sf::Vector2i windowDimensions, std::string configurationPath) { if(!configurationPath.empty()) if(IsFileExists(configurationPath)) LoadValuesFromFile(configurationPath); else { LoadDefaultValues(); WriteValuesToFile(configurationPath); } else LoadDefaultValues(); spriteSheetRect = sf::IntRect(sf::Vector2i(0, 0), spriteSheetCellSize); spriteSizeMultiplier = (float)windowDimensions.x / (float)referenceWindowDimensions.x * canvasSizeMultiplierRatio.x + (float)windowDimensions.y / (float)referenceWindowDimensions.y * canvasSizeMultiplierRatio.y; } bool GameConfiguration::IsFileExists(std::string path) { std::fstream file(path); return file.good(); } void GameConfiguration::LoadValuesFromFile(std::string path) { std::ifstream confFile(path); std::istream &stream = confFile; char coma; // this is stupid there has to be a better way GetNextNonCommentLine(stream) >> referenceWindowDimensions.x >> coma >> referenceWindowDimensions.y; GetNextNonCommentLine(stream) >> canvasSizeMultiplierRatio.x >> coma >> canvasSizeMultiplierRatio.y; LoadSpriteSheet(GetNextNonCommentLine(stream).str()); GetNextNonCommentLine(stream) >> spriteSheetCellSize.x >> coma >> spriteSheetCellSize.y; GetNextNonCommentLine(stream) >> audioVolume; confFile.close(); } std::istringstream GameConfiguration::GetNextNonCommentLine(std::istream &stream) { std::string line; while (std::getline(stream, line) && !stream.eof()) switch (line[0]) { case '#': case '\n': case ' ': case NULL: break; default: return std::istringstream(line); } return std::istringstream(); } void GameConfiguration::WriteValuesToFile(std::string path) { std::ofstream confFile(path); confFile << "# Reference Window Dimensions (x, y)\n"; confFile << referenceWindowDimensions.x << ", " << referenceWindowDimensions.y << "\n\n"; confFile << "# Canvas Size Multiplier Ratio (x, y)\n"; confFile << canvasSizeMultiplierRatio.x << ", " << canvasSizeMultiplierRatio.y << "\n\n"; confFile << "# Sprite Sheet Path\n"; confFile << spriteSheetPath << "\n\n"; confFile << "# Sprite Sheet Cell Size (x, y)\n"; confFile << spriteSheetCellSize.x << ", " << spriteSheetCellSize.y << "\n\n"; confFile << "# Audio Volume\n"; confFile << audioVolume << "\n"; confFile.close(); } void GameConfiguration::LoadDefaultValues() { // !! Placeholder values! Change after real sprites are added! !! referenceWindowDimensions = sf::Vector2i(600, 500); canvasSizeMultiplierRatio = sf::Vector2f(0.0, 1.0f); spriteSizeMultiplier = 1.0; LoadSpriteSheet("Data\\SpriteSheet.png"); // !! Placeholder values! Change after real sprites are added! !! spriteSheetCellSize = sf::Vector2i(50, 50); audioVolume = 1.0; } bool GameConfiguration::LoadSpriteSheet(std::string path) { spriteSheetPath = path; return spriteSheet.loadFromFile(path); } sf::Sprite GameConfiguration::GetSprite(unsigned int index, sf::Vector2f position, float rotation) { int offset = spriteSheetRect.width * index; int xSize = spriteSheet.getSize().x; sf::Sprite sprite; spriteSheetRect.left = offset % xSize; spriteSheetRect.top = offset / xSize * spriteSheetCellSize.y; sprite.setTexture(spriteSheet); sprite.setTextureRect(spriteSheetRect); sprite.setPosition(position * spriteSizeMultiplier); sprite.setRotation(rotation); sprite.setScale(spriteSizeMultiplier, spriteSizeMultiplier); return sprite; } float GameConfiguration::GetSpriteSizeMultiplier() { return spriteSizeMultiplier; } float GameConfiguration::GetAudioVolume() { return audioVolume; } GameConfiguration::~GameConfiguration() { }