config file now uses the SparrowSerializer

This commit is contained in:
Anselme 2017-01-19 15:13:09 +01:00
parent d71250fab0
commit 7400ace40c
4 changed files with 50 additions and 40 deletions

View File

@ -14,6 +14,7 @@ file(GLOB EXEC_SRC_LIST src/test/*.cpp)
#set compilation option #set compilation option
set(IS_LIBRARY True) set(IS_LIBRARY True)
set(USE_RENDERER True) set(USE_RENDERER True)
set(USE_SERIALIZER True)
set(USE_INPUT True) set(USE_INPUT True)
set(USE_BULLET True) set(USE_BULLET True)
set(USE_SOL2 True) set(USE_SOL2 True)

View File

@ -1,6 +0,0 @@
# this is the demo's config file
width=800
height=600
mode=windowed
scene=none
vsync=false

View File

@ -7,7 +7,7 @@
ScriptNode::ScriptNode() ScriptNode::ScriptNode()
{ {
LUASETFUN(print); LUASETFUN(print);
printf("c is love\n"); // printf("c is love\n"); // nope
} }
void ScriptNode::update(){ void ScriptNode::update(){

View File

@ -29,6 +29,9 @@
#include <glm/ext.hpp> #include <glm/ext.hpp>
#include "potator.h" #include "potator.h"
#include "serializationmanager.h"
#include "serializable.h"
#include <fstream>
class TestGen : public TerrainGenerator class TestGen : public TerrainGenerator
{ {
@ -124,43 +127,55 @@ void generateSponza(SceneTree *scene, btDiscreteDynamicsWorld *world)
} }
} }
struct Config struct Config : public Serializable
{ {
std::string mode; // fullscreen / windowed / borderless STRING(mode) // fullscreen / windowed / borderless
std::string scene; // terrain / sponza / none STRING(scene) // terrain / sponza / none
bool vsync; BOOL(vsync)
int width; INT(width)
int height; INT(height)
SERIALIZABLE(Config, CAST(mode), CAST(scene), CAST(vsync), CAST(width), CAST(height))
Config() : Config()
mode("windowed"),
scene("none"),
vsync(false),
width(800),
height(600)
{}
void loadFromMap(std::unordered_map<std::string, std::string>* configMap)
{ {
std::unordered_map<std::string, std::string>& conf = *configMap; mode = "windowed";
if(conf.count("width")) scene = "none";
width = std::stoi(conf["width"]); vsync = false;
if(conf.count("height")) width = 800;
height = std::stoi(conf["height"]); height = 600;
if(conf.count("vsync"))
vsync = (conf["vsync"] == "true");
if(conf.count("mode"))
mode = conf["mode"];
if(conf.count("scene"))
scene = conf["scene"];
} }
static Config* load()
{
std::fstream configFile;
configFile.open("../config.ini", std::ios_base::in);
Config *conf;
if(configFile.is_open())
{
ObjectLoader loader;
loader.loadAscii(configFile);
configFile.close();
const std::vector<Config*>& confVec = loader.getObjects<Config>();
if(confVec.size() != 0)
conf = confVec[0];
else
conf = new Config();
}
else
conf = new Config();
ObjectSaver saver;
saver.addObject(conf);
configFile.open("../config.ini", std::ios_base::out);
saver.saveAscii(configFile);
configFile.close();
return conf;
}
}; };
int main(){ INIT_SERIALIZABLE(Config)
Config config;
config.loadFromMap(Loader::loadConfigFile("../config.ini"));
int main(){
Config* config = Config::load();
Engine engine; Engine engine;
Loader::setObjDirectory("../data/"); Loader::setObjDirectory("../data/");
@ -169,8 +184,8 @@ int main(){
// this creates the opengl context // this creates the opengl context
// the opengl context must exist before any opengl class is used (texture, pipeline, etc..) // the opengl context must exist before any opengl class is used (texture, pipeline, etc..)
engine.createWindow("Sparrow Engine Demo", config.width, config.height, config.mode); engine.createWindow("Sparrow Engine Demo", config->width, config->height, config->mode);
engine.getWindow()->setVerticalSyncEnabled(config.vsync); engine.getWindow()->setVerticalSyncEnabled(config->vsync);
engine.toggleMouseVisibility(); engine.toggleMouseVisibility();
@ -226,7 +241,7 @@ int main(){
scene->getRootObject()->addChild(sunLight); scene->getRootObject()->addChild(sunLight);
// scene // scene
if(config.scene == "sponza") if(config->scene == "sponza")
{ {
sun->initShadowMap(4096); sun->initShadowMap(4096);
generateSponza(scene, engine.getPhysics()); generateSponza(scene, engine.getPhysics());
@ -235,7 +250,7 @@ int main(){
player->setPosition(0.f, 2.f, 0.f); player->setPosition(0.f, 2.f, 0.f);
sun->setShadowView(glm::vec3(30, 30, 50)); sun->setShadowView(glm::vec3(30, 30, 50));
} }
else if(config.scene == "terrain") else if(config->scene == "terrain")
{ {
sun->initShadowMap(4096); sun->initShadowMap(4096);
generateTerrain(scene, engine.getPhysics()); generateTerrain(scene, engine.getPhysics());