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SaveSystem.cs
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127 lines (116 loc) · 3.86 KB
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using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.Json;
using Godot;
using FileAccess = Godot.FileAccess;
// TODO: implement saving
public static class SaveSystem
{
public static string UserConfigPath = "user://Options.cfg";
private static ConfigFile _curConfigData;
private const float DefaultVolume = 80f;
private const string DefaultInput = "WASD";
private const string DefaultLanguage = "en";
private const bool DefaultHighCon = false;
public enum ConfigSettings
{
Volume,
InputKey,
LanguageKey,
HighContrast,
}
private static void InitConfig()
{
_curConfigData = new ConfigFile();
UpdateConfig(ConfigSettings.Volume, DefaultVolume);
UpdateConfig(ConfigSettings.InputKey, DefaultInput);
UpdateConfig(ConfigSettings.LanguageKey, DefaultLanguage);
UpdateConfig(ConfigSettings.HighContrast, DefaultHighCon);
}
private static void SaveConfig()
{
AssertConfigFile();
_curConfigData.Save(UserConfigPath);
}
public static void UpdateConfig(ConfigSettings setting, Variant value)
{
AssertConfigFile();
switch (setting)
{
case ConfigSettings.Volume:
_curConfigData.SetValue("Options", "Volume", value);
break;
case ConfigSettings.InputKey:
_curConfigData.SetValue("Options", "InputKey", value);
break;
case ConfigSettings.LanguageKey:
_curConfigData.SetValue("Options", "LanguageKey", value);
break;
case ConfigSettings.HighContrast:
_curConfigData.SetValue("Options", "HighContrast", value);
break;
}
SaveConfig();
}
public static void AssertConfigFile()
{
if (_curConfigData == null)
{
LoadConfigData();
}
}
// This method loads the entire save data
private static void LoadConfigData()
{
_curConfigData = new ConfigFile();
VerifyConfig();
if (_curConfigData.Load(UserConfigPath) == Error.Ok)
return;
GD.Print("No config could be found, creating a new one.");
InitConfig();
SaveConfig();
}
//Really naive approach to verifying config integrity, could I have just changed back to JSON? yes. But I'm a real programmer.
//In theory ConfigFiles should be more stable across any version changes.
private static void VerifyConfig()
{
if (!FileAccess.FileExists(UserConfigPath))
return;
string[] sus = new[]
{
"init",
"object",
"script",
"source",
"extends",
"RefCounted",
"sus",
};
FileAccess file = FileAccess.Open(UserConfigPath, FileAccess.ModeFlags.Read);
if (!sus.Any(s => file.GetAsText().Contains(s)))
return;
file.Close();
InitConfig();
}
public static Variant GetConfigValue(ConfigSettings setting)
{
AssertConfigFile();
switch (setting)
{
case ConfigSettings.Volume:
return _curConfigData.GetValue("Options", "Volume", DefaultVolume);
case ConfigSettings.InputKey:
return _curConfigData.GetValue("Options", "InputKey", DefaultInput);
case ConfigSettings.LanguageKey:
return _curConfigData.GetValue("Options", "LanguageKey", DefaultLanguage);
case ConfigSettings.HighContrast:
return _curConfigData.GetValue("Options", "HighContrast", DefaultHighCon);
default:
GD.PushError(
"SaveSystem.GetConfigValue: Invalid config setting passed. " + setting
);
return float.MinValue;
}
}
}