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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6090 dfc29bdd-3216-0410-991c-e03cc46cb475
511 lines
15 KiB
C++
511 lines
15 KiB
C++
/** Example 025 Xml Handling
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Demonstrates loading and saving of configurations via XML
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@author Y.M. Bosman \<yoran.bosman@gmail.com\>
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This demo features a fully usable system for configuration handling. The code
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can easily be integrated into own apps.
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*/
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#include <irrlicht.h>
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#include "exampleHelper.h"
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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/* SettingManager class.
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This class loads and writes the settings and manages the options.
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The class makes use of irrMap which is a an associative arrays using a
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red-black tree it allows easy mapping of a key to a value, along the way there
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is some information on how to use it.
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*/
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class SettingManager
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{
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public:
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// Construct setting managers and set default settings
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SettingManager(const stringw& settings_file): SettingsFile(settings_file), NullDevice(0)
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{
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// Irrlicht null device, we want to load settings before we actually created our device, therefore, nulldevice
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NullDevice = irr::createDevice(irr::video::EDT_NULL);
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//DriverOptions is an irrlicht map,
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//we can insert values in the map in two ways by calling insert(key,value) or by using the [key] operator
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//the [] operator overrides values if they already exist
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DriverOptions.insert(L"Software", EDT_SOFTWARE);
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DriverOptions.insert(L"OpenGL", EDT_OPENGL);
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DriverOptions.insert(L"Direct3D9", EDT_DIRECT3D9);
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//some resolution options
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ResolutionOptions.insert(L"640x480", dimension2du(640,480));
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ResolutionOptions.insert(L"800x600", dimension2du(800,600));
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ResolutionOptions.insert(L"1024x768", dimension2du(1024,768));
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//our preferred defaults
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SettingMap.insert(L"driver", L"Direct3D9");
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SettingMap.insert(L"resolution", L"640x480");
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SettingMap.insert(L"fullscreen", L"0"); //0 is false
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}
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// Destructor, you could store settings automatically on exit of your
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// application if you wanted to in our case we simply drop the
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// nulldevice
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~SettingManager()
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{
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if (NullDevice)
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{
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NullDevice->closeDevice();
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NullDevice->drop();
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}
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};
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/*
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Load xml from disk, overwrite default settings
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The xml we are trying to load has the following structure
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settings nested in sections nested in the root node, like so
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<pre>
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<?xml version="1.0"?>
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<mygame>
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<video>
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<setting name="driver" value="Direct3D9" />
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<setting name="fullscreen" value="0" />
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<setting name="resolution" value="1024x768" />
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</video>
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</mygame>
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</pre>
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*/
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bool load()
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{
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//if not able to create device don't attempt to load
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if (!NullDevice)
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return false;
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irr::io::IXMLReader* xml = NullDevice->getFileSystem()->createXMLReader(SettingsFile); //create xml reader
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if (!xml)
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return false;
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const stringw settingTag(L"setting"); //we'll be looking for this tag in the xml
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stringw currentSection; //keep track of our current section
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const stringw videoTag(L"video"); //constant for videotag
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//while there is more to read
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while (xml->read())
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{
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//check the node type
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switch (xml->getNodeType())
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{
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//we found a new element
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case irr::io::EXN_ELEMENT:
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{
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//we currently are in the empty or mygame section and find the video tag so we set our current section to video
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if (currentSection.empty() && videoTag.equals_ignore_case(xml->getNodeName()))
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{
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currentSection = videoTag;
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}
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//we are in the video section and we find a setting to parse
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else if (currentSection.equals_ignore_case(videoTag) && settingTag.equals_ignore_case(xml->getNodeName() ))
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{
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//read in the key
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stringw key = xml->getAttributeValueSafe(L"name");
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//if there actually is a key to set
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if (!key.empty())
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{
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//set the setting in the map to the value,
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//the [] operator overrides values if they already exist or inserts a new key value
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//pair into the settings map if it was not defined yet
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SettingMap[key] = xml->getAttributeValueSafe(L"value");
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}
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}
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//..
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// You can add your own sections and tags to read in here
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//..
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}
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break;
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//we found the end of an element
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case irr::io::EXN_ELEMENT_END:
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//we were at the end of the video section so we reset our tag
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currentSection=L"";
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break;
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default:
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break;
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}
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}
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// don't forget to delete the xml reader
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xml->drop();
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return true;
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}
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// Save the xml to disk. We use the nulldevice.
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bool save()
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{
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//if not able to create device don't attempt to save
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if (!NullDevice)
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return false;
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//create xml writer
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irr::io::IXMLWriter* xwriter = NullDevice->getFileSystem()->createXMLWriter( SettingsFile );
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if (!xwriter)
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return false;
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//write out the obligatory xml header. Each xml-file needs to have exactly one of those.
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xwriter->writeXMLHeader();
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//start element mygame, you replace the label "mygame" with anything you want
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xwriter->writeElement(L"mygame");
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xwriter->writeLineBreak(); //new line
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//start section with video settings
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xwriter->writeElement(L"video");
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xwriter->writeLineBreak(); //new line
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// getIterator gets us a pointer to the first node of the settings map
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// every iteration we increase the iterator which gives us the next map node
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// until we reach the end we write settings one by one by using the nodes key and value functions
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map<stringw, stringw>::Iterator i = SettingMap.getIterator();
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for(; !i.atEnd(); i++)
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{
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//write element as <setting name="key" value="x" />
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//the second parameter indicates this is an empty element with no children, just attributes
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xwriter->writeElement(L"setting",true, L"name", i->getKey().c_str(), L"value",i->getValue().c_str() );
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xwriter->writeLineBreak();
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}
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xwriter->writeLineBreak();
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//close video section
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xwriter->writeClosingTag(L"video");
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xwriter->writeLineBreak();
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//..
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// You can add writing sound settings, savegame information etc
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//..
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//close mygame section
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xwriter->writeClosingTag(L"mygame");
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//delete xml writer
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xwriter->drop();
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return true;
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}
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// Set setting in our manager
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void setSetting(const stringw& name, const stringw& value)
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{
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SettingMap[name]=value;
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}
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// set setting overload to quickly assign integers to our setting map
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void setSetting(const stringw& name, s32 value)
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{
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SettingMap[name]=stringw(value);
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}
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// Get setting as string
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stringw getSetting(const stringw& key) const
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{
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//the find function or irrmap returns a pointer to a map Node
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//if the key can be found, otherwise it returns null
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//the map node has the function getValue and getKey, as we already know the key, we return node->getValue()
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map<stringw, stringw>::Node* n = SettingMap.find(key);
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if (n)
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return n->getValue();
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else
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return L"";
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}
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//
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bool getSettingAsBoolean(const stringw& key ) const
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{
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stringw s = getSetting(key);
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if (s.empty())
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return false;
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return s.equals_ignore_case(L"1");
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}
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//
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s32 getSettingAsInteger(const stringw& key) const
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{
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//we implicitly cast to string instead of stringw because strtol10 does not accept wide strings
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const stringc s = getSetting(key);
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if (s.empty())
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return 0;
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return strtol10(s.c_str());
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}
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public:
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map<stringw, s32> DriverOptions; //available options for driver config
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map<stringw, dimension2du> ResolutionOptions; //available options for resolution config
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private:
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SettingManager(const SettingManager& other); // defined but not implemented
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SettingManager& operator=(const SettingManager& other); // defined but not implemented
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map<stringw, stringw> SettingMap; //current config
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stringw SettingsFile; // location of the xml, usually the
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irr::IrrlichtDevice* NullDevice;
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};
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/*
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Application context for global variables
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*/
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struct SAppContext
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{
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SAppContext()
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: Device(0),Gui(0), Driver(0), Settings(0), ShouldQuit(false),
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ButtonSave(0), ButtonExit(0), ListboxDriver(0),
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ListboxResolution(0), CheckboxFullscreen(0)
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{
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}
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~SAppContext()
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{
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if (Settings)
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delete Settings;
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if (Device)
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{
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Device->closeDevice();
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Device->drop();
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}
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}
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IrrlichtDevice* Device;
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IGUIEnvironment* Gui;
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IVideoDriver* Driver;
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SettingManager* Settings;
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bool ShouldQuit;
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//settings dialog
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IGUIButton* ButtonSave;
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IGUIButton* ButtonExit;
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IGUIListBox* ListboxDriver;
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IGUIListBox* ListboxResolution;
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IGUICheckBox* CheckboxFullscreen;
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};
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/*
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A typical event receiver.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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MyEventReceiver(SAppContext & a) : App(a) { }
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virtual bool OnEvent(const SEvent& event)
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{
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if (event.EventType == EET_GUI_EVENT )
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{
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switch ( event.GUIEvent.EventType )
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{
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//handle button click events
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case EGET_BUTTON_CLICKED:
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{
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//Our save button was called so we obtain the settings from our dialog and save them
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if ( event.GUIEvent.Caller == App.ButtonSave )
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{
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//if there is a selection write it
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if ( App.ListboxDriver->getSelected() != -1)
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App.Settings->setSetting(L"driver", App.ListboxDriver->getListItem(App.ListboxDriver->getSelected()));
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//if there is a selection write it
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if ( App.ListboxResolution->getSelected() != -1)
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App.Settings->setSetting(L"resolution", App.ListboxResolution->getListItem(App.ListboxResolution->getSelected()));
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App.Settings->setSetting(L"fullscreen", App.CheckboxFullscreen->isChecked());
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if (App.Settings->save())
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{
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App.Gui->addMessageBox(L"settings save",L"settings saved, please restart for settings to change effect","",true);
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}
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}
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// cancel/exit button clicked, tell the application to exit
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else if ( event.GUIEvent.Caller == App.ButtonExit)
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{
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App.ShouldQuit = true;
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}
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}
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break;
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default:
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break;
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}
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}
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return false;
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}
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private:
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SAppContext & App;
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};
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/*
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Function to create a video settings dialog
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This dialog shows the current settings from the configuration xml and allows them to be changed
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*/
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void createSettingsDialog(SAppContext& app)
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{
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// first get rid of alpha in gui
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for (irr::s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
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{
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irr::video::SColor col = app.Gui->getSkin()->getColor((irr::gui::EGUI_DEFAULT_COLOR)i);
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col.setAlpha(255);
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app.Gui->getSkin()->setColor((irr::gui::EGUI_DEFAULT_COLOR)i, col);
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}
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//create video settings windows
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gui::IGUIWindow* windowSettings = app.Gui->addWindow(rect<s32>(10,10,400,400),true,L"Videosettings");
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app.Gui->addStaticText (L"Select your desired video settings", rect< s32 >(10,20, 200, 40), false, true, windowSettings);
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// add listbox for driver choice
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app.Gui->addStaticText (L"Driver", rect< s32 >(10,50, 200, 60), false, true, windowSettings);
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app.ListboxDriver = app.Gui->addListBox(rect<s32>(10,60,220,120), windowSettings, 1,true);
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//add all available options to the driver choice listbox
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map<stringw, s32>::Iterator i = app.Settings->DriverOptions.getIterator();
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for(; !i.atEnd(); i++)
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app.ListboxDriver->addItem(i->getKey().c_str());
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//set currently selected driver
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app.ListboxDriver->setSelected(app.Settings->getSetting("driver").c_str());
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// add listbox for resolution choice
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app.Gui->addStaticText (L"Resolution", rect< s32 >(10,130, 200, 140), false, true, windowSettings);
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app.ListboxResolution = app.Gui->addListBox(rect<s32>(10,140,220,200), windowSettings, 1,true);
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//add all available options to the resolution listbox
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map<stringw, dimension2du>::Iterator ri = app.Settings->ResolutionOptions.getIterator();
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for(; !ri.atEnd(); ri++)
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app.ListboxResolution->addItem(ri->getKey().c_str());
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//set currently selected resolution
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app.ListboxResolution->setSelected(app.Settings->getSetting("resolution").c_str());
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//add checkbox to toggle fullscreen, initially set to loaded setting
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app.CheckboxFullscreen = app.Gui->addCheckBox(
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app.Settings->getSettingAsBoolean("fullscreen"),
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rect<s32>(10,220,220,240), windowSettings, -1,
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L"Fullscreen");
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//last but not least add save button
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app.ButtonSave = app.Gui->addButton(
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rect<s32>(80,250,150,270), windowSettings, 2,
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L"Save video settings");
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//exit/cancel button
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app.ButtonExit = app.Gui->addButton(
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rect<s32>(160,250,240,270), windowSettings, 2,
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L"Cancel and exit");
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}
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/*
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The main function. Creates all objects and does the XML handling.
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*/
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int main()
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{
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//create new application context
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SAppContext app;
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//create device creation parameters that can get overwritten by our settings file
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SIrrlichtCreationParameters param;
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param.DriverType = EDT_SOFTWARE;
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param.WindowSize.set(640,480);
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// Try to load config.
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// I leave it as an exercise of the reader to store the configuration in the local application data folder,
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// the only logical place to store config data for games. For all other operating systems I redirect to your manuals
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app.Settings = new SettingManager(getExampleMediaPath() + "settings.xml");
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if ( !app.Settings->load() )
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{
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// ...
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// Here add your own exception handling, for now we continue because there are defaults set in SettingManager constructor
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// ...
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}
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else
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{
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//settings xml loaded from disk,
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//map driversetting to driver type and test if the setting is valid
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//the DriverOptions map contains string representations mapped to to irrlicht E_DRIVER_TYPE enum
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//e.g "direct3d9" will become 4
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//see DriverOptions in the settingmanager class for details
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map<stringw, s32>::Node* driver = app.Settings->DriverOptions.find( app.Settings->getSetting("driver") );
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if (driver)
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{
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if ( irr::IrrlichtDevice::isDriverSupported( static_cast<E_DRIVER_TYPE>( driver->getValue() )))
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{
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// selected driver is supported, so we use it.
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param.DriverType = static_cast<E_DRIVER_TYPE>( driver->getValue());
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}
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}
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//map resolution setting to dimension in a similar way as demonstrated above
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map<stringw, dimension2du>::Node* res = app.Settings->ResolutionOptions.find( app.Settings->getSetting("resolution") );
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if (res)
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{
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param.WindowSize = res->getValue();
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}
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//get fullscreen setting from config
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param.Fullscreen = app.Settings->getSettingAsBoolean("fullscreen");
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}
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//create the irrlicht device using the settings
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app.Device = createDeviceEx(param);
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if (app.Device == 0)
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{
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// You can add your own exception handling on driver failure
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exit(0);
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}
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app.Device->setWindowCaption(L"Xmlhandling - Irrlicht engine tutorial");
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app.Driver = app.Device->getVideoDriver();
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app.Gui = app.Device->getGUIEnvironment();
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createSettingsDialog(app);
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//set event receiver so we can respond to gui events
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MyEventReceiver receiver(app);
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app.Device->setEventReceiver(&receiver);
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//enter main loop
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while (!app.ShouldQuit && app.Device->run())
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{
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if (app.Device->isWindowActive())
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{
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app.Driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
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app.Gui->drawAll();
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app.Driver->endScene();
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}
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app.Device->sleep(10);
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}
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//app destroys device in destructor
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return 0;
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}
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/*
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**/
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