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