Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef CONFIGMANAGER_H
#define CONFIGMANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "KeyValues.h"
#include "utlvector.h"
#include "filesystem_init.h"
// See filesystem_init for the vconfig registry values.
#define TOKEN_GAMES "Games"
#define TOKEN_GAME_DIRECTORY "GameDir"
#define TOKEN_TOOLS "Tools"
struct defaultConfigInfo_t
{
char gameName[MAX_PATH];
char gameDir[MAX_PATH];
char FGD[MAX_PATH];
char defaultPointEntity[MAX_PATH];
char exeName[MAX_PATH];
int steamAppID;
};
enum eSDKEpochs
{
HL2 = 1,
EP1 = 2,
EP2 = 3,
SP2009 = 4,
MP2009 = 5,
};
extern defaultConfigInfo_t *gDefaultConfigs[];
class CGameConfigManager
{
public:
enum loadStatus_t
{
LOADSTATUS_NONE = 0, // Configs were loaded with no error
LOADSTATUS_CONVERTED, // GameConfig.txt did not exist and was created by converting GameCfg.INI
LOADSTATUS_CREATED, // GameCfg.INI was not found, the system created the default configuration based on found GameInfo.txt resources
LOADSTATUS_ERROR, // File was not loaded and was unable to perform the above fail-safe procedures
};
CGameConfigManager( void );
CGameConfigManager( const char *fileName );
~CGameConfigManager( void );
bool LoadConfigs( const char *baseDir = NULL );
bool SaveConfigs( const char *baseDir = NULL );
bool ResetConfigs( const char *baseDir = NULL );
int GetNumConfigs( void );
KeyValues *GetGameBlock( void );
KeyValues *GetGameSubBlock( const char *keyName );
bool GetDefaultGameBlock( KeyValues *pIn );
bool IsLoaded( void ) const { return m_pData != NULL; }
bool WasConvertedOnLoad( void ) const { return m_LoadStatus == LOADSTATUS_CONVERTED; }
bool WasCreatedOnLoad( void ) const { return m_LoadStatus == LOADSTATUS_CREATED; }
bool AddDefaultConfig( const defaultConfigInfo_t &info, KeyValues *out, const char *rootDirectory, const char *gameExeDir );
void SetBaseDirectory( const char *pDirectory );
void GetRootGameDirectory( char *out, size_t outLen, const char *rootDir );
const char *GetRootDirectory( void );
void SetSDKEpoch( eSDKEpochs epoch ) { m_eSDKEpoch = epoch; };
private:
void GetRootContentDirectory( char *out, size_t outLen, const char *rootDir );
const char *GetBaseDirectory( void );
const char *GetIniFilePath( void );
bool LoadConfigsInternal( const char *baseDir, bool bRecursiveCall );
void UpdateConfigsInternal( void );
void VersionConfig( void );
bool IsConfigCurrent( void );
bool ConvertGameConfigsINI( void );
bool CreateAllDefaultConfigs( void );
bool IsAppSubscribed( int nAppID );
loadStatus_t m_LoadStatus; // Holds various state about what occured while loading
KeyValues *m_pData; // Data as read from configuration file
char m_szBaseDirectory[MAX_PATH]; // Default directory
eSDKEpochs m_eSDKEpoch; // Holds the "working version" of the SDK for times when we need to create an older set of game configurations.
// This is required now that the SDK is deploying the tools for both the latest and previous versions of the engine.
};
#endif // CONFIGMANAGER_H