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openmw/components/config/gamesettings.hpp
AnyOldName3 a130ca57a4 Track source of settings
This one's a biggie.

The basic idea's that GameSettings should know:
* what the interpreted value of a setting is, so it can actually be used.
* what the original value the user put in their config was, so it can be put back when the config's saved.
* which path it's processing the openmw.cfg from so relative paths can be resolved correctly.
* whether a setting's a user setting that can be modified, or from one of the other openmw.cfg files that can't necessarily be modified.

This had fairly wide-reaching implications.

The first is that paths are resolved properly in cases where they previously wouldn't have been.
Without this commit, if the launcher saw a relative path in an openmw.cfg, it'd be resolved relative to the process' working directory (which we always set to the binary directory for reasons I won't get into).
That's not what the engine does, so is bad.
It's also not something a user's likely to suspect.
This mess is no longer a problem as paths are resolved correctly when they're loaded instead of on demand when they're used by whatever uses them.

Another problem was that if paths used slugs like ?userconfig? would be written back to openmw.cfg with the slugs replaced, which defeats the object of using the slugs.
This is also fixed.

Tracking which settings are user settings and which are in a non-editable openmw.cfg allows the launcher to grey out rows so they can't be edited (which is sensible as they can't be edited on-disk) while still being aware of content files that are provided by non-user data directories etc.
This is done in a pretty straightforward way for the data directories and fallback-archives, as those bits of UI are basic, but it's more complicated for content files as that uses a nmodel/view approach and has a lot more moving parts.
Thankfully, I'd already implemented that when dealing with builtin.omwscripts, so it just needed wiring up.

One more thing of note is that I made the SettingValue struct storable as a QVariant so it could be attached to the UI widgets as userdata, and then I could just grab the original representation and use it instead of needing any complicated mapping from display value to on-disk value.
2024-03-06 00:36:13 +00:00

137 lines
4.2 KiB
C++

#ifndef GAMESETTINGS_HPP
#define GAMESETTINGS_HPP
#include <QFile>
#include <QMultiMap>
#include <QString>
#include <QStringList>
#include <QTextStream>
#include <filesystem>
namespace Files
{
typedef std::vector<std::filesystem::path> PathContainer;
struct ConfigurationManager;
}
namespace Config
{
struct SettingValue
{
QString value = "";
// value as found in openmw.cfg, e.g. relative path with ?slug?
QString originalRepresentation = value;
// path of openmw.cfg, e.g. to resolve relative paths
QString context = "";
friend auto operator<=>(const SettingValue&, const SettingValue&) = default;
};
class GameSettings
{
public:
explicit GameSettings(const Files::ConfigurationManager& cfg);
inline SettingValue value(const QString& key, const SettingValue& defaultValue = {})
{
return mSettings.contains(key) ? mSettings.value(key) : defaultValue;
}
inline void setValue(const QString& key, const SettingValue& value)
{
mSettings.remove(key);
mSettings.insert(key, value);
mUserSettings.remove(key);
if (isUserSetting(value))
mUserSettings.insert(key, value);
}
inline void setMultiValue(const QString& key, const SettingValue& value)
{
QList<SettingValue> values = mSettings.values(key);
if (!values.contains(value))
mSettings.insert(key, value);
if (isUserSetting(value))
{
values = mUserSettings.values(key);
if (!values.contains(value))
mUserSettings.insert(key, value);
}
}
inline void remove(const QString& key)
{
mSettings.remove(key);
mUserSettings.remove(key);
}
QList<SettingValue> getDataDirs() const;
QString getResourcesVfs() const;
inline void removeDataDir(const QString& existingDir)
{
if (!existingDir.isEmpty())
{
// non-user settings can't be removed as we can't edit the openmw.cfg they're in
std::remove_if(mDataDirs.begin(), mDataDirs.end(),
[&](const SettingValue& dir) { return isUserSetting(dir) && dir.value == existingDir; });
}
}
inline void addDataDir(const SettingValue& dir)
{
if (!dir.value.isEmpty())
mDataDirs.append(dir);
}
inline QString getDataLocal() const { return mDataLocal; }
bool hasMaster();
QList<SettingValue> values(const QString& key, const QList<SettingValue>& defaultValues = {}) const;
bool containsValue(const QString& key, const QString& value) const;
bool readFile(QTextStream& stream, const QString& context, bool ignoreContent = false);
bool readFile(QTextStream& stream, QMultiMap<QString, SettingValue>& settings, const QString& context,
bool ignoreContent = false);
bool readUserFile(QTextStream& stream, const QString& context, bool ignoreContent = false);
bool writeFile(QTextStream& stream);
bool writeFileWithComments(QFile& file);
QList<SettingValue> getArchiveList() const;
void setContentList(
const QList<SettingValue>& dirNames, const QList<SettingValue>& archiveNames, const QStringList& fileNames);
QList<SettingValue> getContentList() const;
const QString& getUserContext() const { return mContexts.back(); }
bool isUserSetting(const SettingValue& settingValue) const;
void clear();
private:
const Files::ConfigurationManager& mCfgMgr;
void validatePaths();
QMultiMap<QString, SettingValue> mSettings;
QMultiMap<QString, SettingValue> mUserSettings;
QStringList mContexts;
QList<SettingValue> mDataDirs;
QString mDataLocal;
static const char sArchiveKey[];
static const char sContentKey[];
static const char sDirectoryKey[];
static bool isOrderedLine(const QString& line);
};
}
Q_DECLARE_METATYPE(Config::SettingValue)
#endif // GAMESETTINGS_HPP