6e8fbca745
match the genesis editor version 1.3.0.653.
154 lines
4.3 KiB
C++
154 lines
4.3 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all 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,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __gameconfigmanger_H__
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#define __gameconfigmanger_H__
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#include "appframework/manager.h"
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#include "appframework/serialization.h"
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#include "core/singleton.h"
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namespace App
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{
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class GameConfigManager: public App::Manager, public App::ISerialization
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{
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__DeclareClass(GameConfigManager);
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__DeclareThreadSingleton(GameConfigManager);
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public:
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GameConfigManager();
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virtual ~GameConfigManager();
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// Game Name
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const Util::String& GetGameName(void) const;
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void SetGameName(const Util::String& name);
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// company name
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const Util::String& GetCompanyName(void) const;
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void SetCompanyName(const Util::String& name);
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// game UIID
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const Util::Guid& GetGameGUID(void) const;
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void SetGameGUID(const Util::Guid& guid);
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/**
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* AddGamePath
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* @param: const String & assgine
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* @param: const String & path
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* @return: void
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* @see:
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* @remark: like: AddGamePath("data", "export:data");
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must add before active
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*/
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void AddGamePath(const Util::String& assgine, const Util::String& path);
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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virtual Version GetVersion() const;
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// @ISerialization::Load
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virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args );
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// @ISerialization::Save
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virtual void Save( AppWriter* pWriter ) const ;
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protected:
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Util::String mGameName;
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Util::String mCompanyName;
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Util::Guid mGameGUID;
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struct AssginData
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{
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Util::String mAssginName;
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Util::String mPath;
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};
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// use array for assgin has fix order
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typedef Util::Array<AssginData> GameAssgins;
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GameAssgins mGameAssigns;
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friend class GameConfigSerialization;
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};
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//------------------------------------------------------------------------
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inline
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const Util::String&
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GameConfigManager::GetGameName(void) const
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{
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return mGameName;
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}
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//------------------------------------------------------------------------
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inline
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void
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GameConfigManager::SetGameName(const Util::String& name)
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{
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mGameName = name;
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}
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//------------------------------------------------------------------------
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inline
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const Util::String&
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GameConfigManager::GetCompanyName(void) const
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{
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return mCompanyName;
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}
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//------------------------------------------------------------------------
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inline
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void
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GameConfigManager::SetCompanyName(const Util::String& name)
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{
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mCompanyName = name;
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}
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//------------------------------------------------------------------------
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inline
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const Util::Guid&
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GameConfigManager::GetGameGUID(void) const
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{
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return mGameGUID;
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}
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//------------------------------------------------------------------------
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inline
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void
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GameConfigManager::SetGameGUID(const Util::Guid& guid)
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{
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mGameGUID = guid;
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}
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//------------------------------------------------------------------------
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inline
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void
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GameConfigManager::AddGamePath(const Util::String& assgine, const Util::String& path)
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{
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AssginData data;
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data.mAssginName = assgine;
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data.mPath = path;
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mGameAssigns.Append(data );
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}
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}
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#endif // __gameconfigmanger_H__
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