142 lines
4.1 KiB
Lua
142 lines
4.1 KiB
Lua
-- core/options.lua :: The options loading/saving system. Is used by the other
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-- modules to save their settings.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local Serializer = require "framework.classes.serializable.serializer"
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local OptionsManager = Serializer:extend()
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local TRANSLATION_PATH = "datas/languages/"
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local OPTION_FILE = "options.data"
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-- INIT FUNCTIONS
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-- Initialize and configure the game options
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function OptionsManager:new(controller)
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OptionsManager.super.new(self, {"data"})
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self.controller = controller
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-- We begin by creating an empty data table before reading the data.
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self:reset()
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self:read()
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end
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function OptionsManager:reset()
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local conf = self.controller:getDefaultConf()
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-- Reset the option to the game defaults.
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self.data = {}
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self.data.video = {}
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self.data.video.crtfilter = (conf.window.crtfilter == true)
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self.data.video.resolution = conf.window.resolution or 1
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self.data.video.border = (conf.window.borderless == false)
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self.data.video.vsync = (conf.window.vsync ~= false)
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self.data.video.fullscreen = (conf.window.fullscreen == true)
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-- We load the default files
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self.data.input = self:getInputDefaultData()
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-- TODO: have a way to auto-load a language according to the OS ?
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self.data.language = self:getTranslationDefaultData()
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self.data.audio = {}
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self.data.audio.music = conf.volume.music or 100
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self.data.audio.sfx = conf.volume.sfx or 100
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end
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-- INFO FUNCTIONS
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-- Get informations from the option managers
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function OptionsManager:getInputDefaultData()
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local _path = "datas/inputs.lua"
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local datas = {}
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local fileinfo = love.filesystem.getInfo(_path)
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if fileinfo ~= nil then
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datas = require "datas.inputs"
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else
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datas = {}
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end
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return datas
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end
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function OptionsManager:getPlayerInputData(id)
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local _playerInputData = self.data.input[id]
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if _playerInputData == nil then
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_playerInputData = {}
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_playerInputData.keys = {}
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end
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return _playerInputData
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end
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function OptionsManager:getInputData()
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return self.data.input
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end
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function OptionsManager:setInputKey(sourceid, padkey, key)
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if self.data.input[sourceid] ~= nil then
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if self.data.input[sourceid].keys[padkey] ~= nil then
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self.data.input[sourceid].keys[padkey] = key
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end
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end
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end
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-- Lang data
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function OptionsManager:getTranslationDefaultData()
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local _path = TRANSLATION_PATH .. "init.lua"
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local fileinfo = love.filesystem.getInfo(_path)
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local datas = nil
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local lang
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if fileinfo ~= nil then
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lang = require(TRANSLATION_PATH)
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lang.current = lang.default or "en"
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lang.path = TRANSLATION_PATH
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end
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return lang
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end
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function OptionsManager:setLanguage(lang)
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if (self.controller.lang:isLangAvailable(lang)) then
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self.data.language.current = lang
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self.controller.lang:getTranslationData()
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end
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end
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-- DATA HANDLING FUNCTIONS
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-- Save and get data from the savefile
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-- FIXME: maybe subclass a special module for that ?
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function OptionsManager:write()
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self:serialize(OPTION_FILE)
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end
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function OptionsManager:read()
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self:deserialize(OPTION_FILE)
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end
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return OptionsManager
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