goldberg_emulator/dll/settings.cpp

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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "settings.h"
std::string Settings::sanitize(std::string name)
{
name.erase(std::remove(name.begin(), name.end(), '\n'), name.end());
name.erase(std::remove(name.begin(), name.end(), '\r'), name.end());
for (int i = 0; i < name.size(); ++i) {
if (name[i] >= 'a' && name[i] <= 'z') continue;
if (name[i] >= 'A' && name[i] <= 'Z') continue;
if (name[i] >= '0' && name[i] <= '9') continue;
name[i] = ' ';
}
return name;
}
Settings::Settings(CSteamID steam_id, CGameID game_id, std::string name, std::string language, bool offline)
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{
this->steam_id = steam_id;
this->game_id = game_id;
this->name = sanitize(name);
if (this->name.size() == 0) {
this->name = " ";
}
if (this->name.size() == 1) {
this->name = this->name + " ";
}
auto lang = sanitize(language);
std::transform(lang.begin(), lang.end(), lang.begin(), ::tolower);
lang.erase(std::remove(lang.begin(), lang.end(), ' '), lang.end());
this->language = lang;
this->lobby_id = k_steamIDNil;
this->unlockAllDLCs = true;
this->offline = offline;
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}
CSteamID Settings::get_local_steam_id()
{
return steam_id;
}
CGameID Settings::get_local_game_id()
{
return game_id;
}
const char *Settings::get_local_name()
{
return name.c_str();
}
const char *Settings::get_language()
{
return language.c_str();
}
void Settings::set_game_id(CGameID game_id)
{
this->game_id = game_id;
}
void Settings::set_lobby(CSteamID lobby_id)
{
this->lobby_id = lobby_id;
}
CSteamID Settings::get_lobby()
{
return this->lobby_id;
}
void Settings::unlockAllDLC(bool value)
{
this->unlockAllDLCs = value;
}
void Settings::addDLC(AppId_t appID, std::string name, bool available)
{
auto f = std::find_if(DLCs.begin(), DLCs.end(), [&appID](DLC_entry const& item) { return item.appID == appID; });
if (DLCs.end() != f) {
f->name = name;
f->available = available;
return;
}
DLC_entry new_entry;
new_entry.appID = appID;
new_entry.name = name;
new_entry.available = available;
DLCs.push_back(new_entry);
}
void Settings::addMod(PublishedFileId_t id, std::string title, std::string path)
{
auto f = std::find_if(mods.begin(), mods.end(), [&id](Mod_entry const& item) { return item.id == id; });
if (mods.end() != f) {
f->title = title;
f->path = path;
return;
}
Mod_entry new_entry;
new_entry.id = id;
new_entry.title = title;
new_entry.path = path;
mods.push_back(new_entry);
}
Mod_entry Settings::getMod(PublishedFileId_t id)
{
auto f = std::find_if(mods.begin(), mods.end(), [&id](Mod_entry const& item) { return item.id == id; });
if (mods.end() != f) {
return *f;
}
return Mod_entry();
}
bool Settings::isModInstalled(PublishedFileId_t id)
{
auto f = std::find_if(mods.begin(), mods.end(), [&id](Mod_entry const& item) { return item.id == id; });
if (mods.end() != f) {
return true;
}
return false;
}
std::set<PublishedFileId_t> Settings::modSet()
{
std::set<PublishedFileId_t> ret_set;
for (auto & m: mods) {
ret_set.insert(m.id);
}
return ret_set;
}
unsigned int Settings::DLCCount()
{
return this->DLCs.size();
}
bool Settings::hasDLC(AppId_t appID)
{
if (this->unlockAllDLCs) return true;
auto f = std::find_if(DLCs.begin(), DLCs.end(), [&appID](DLC_entry const& item) { return item.appID == appID; });
if (DLCs.end() == f)
return false;
return f->available;
}
bool Settings::getDLC(unsigned int index, AppId_t &appID, bool &available, std::string &name)
{
if (index >= DLCs.size()) return false;
appID = DLCs[index].appID;
available = DLCs[index].available;
name = DLCs[index].name;
return true;
}