1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef AGS_ENGINE_MAIN_CONFIG_H
24 #define AGS_ENGINE_MAIN_CONFIG_H
25 
26 #include "ags/engine/main/graphics_mode.h"
27 #include "ags/shared/util/ini_util.h"
28 
29 namespace AGS3 {
30 
31 using AGS::Shared::String;
32 using AGS::Shared::ConfigTree;
33 
34 // Set up default config settings
35 void config_defaults();
36 // Find and default configuration file (usually located in the game installation directory)
37 String find_default_cfg_file();
38 // Find all-games user configuration file
39 String find_user_global_cfg_file();
40 // Find and game-specific user configuration file (located into writable user directory)
41 String find_user_cfg_file();
42 // Apply overriding values from the external config (e.g. for mobile ports)
43 void override_config_ext(ConfigTree &cfg);
44 // Setup game using final config tree
45 void apply_config(const ConfigTree &cfg);
46 // Fixup game setup parameters
47 void post_config();
48 
49 void save_config_file();
50 
51 ScreenSizeDefinition parse_screendef(const String &option, ScreenSizeDefinition def_value);
52 void parse_scaling_option(const String &scaling_option, FrameScaleDefinition &scale_def, int &scale_factor);
53 void parse_scaling_option(const String &scaling_option, GameFrameSetup &frame_setup);
54 String make_scaling_option(FrameScaleDefinition scale_def, int scale_factor = 0);
55 String make_scaling_option(const GameFrameSetup &frame_setup);
56 uint32_t convert_scaling_to_fp(int scale_factor);
57 int convert_fp_to_scaling(uint32_t scaling);
58 // Fill in setup structs with default settings for the given mode (windowed or fullscreen)
59 void graphics_mode_get_defaults(bool windowed, ScreenSizeSetup &scsz_setup, GameFrameSetup &frame_setup);
60 
61 
62 bool INIreaditem(const ConfigTree &cfg, const String &sectn, const String &item, String &value);
63 int INIreadint(const ConfigTree &cfg, const String &sectn, const String &item, int def_value = 0);
64 float INIreadfloat(const ConfigTree &cfg, const String &sectn, const String &item, float def_value = 0.f);
65 String INIreadstring(const ConfigTree &cfg, const String &sectn, const String &item, const String &def_value = "");
66 void INIwriteint(ConfigTree &cfg, const String &sectn, const String &item, int value);
67 void INIwritestring(ConfigTree &cfg, const String &sectn, const String &item, const String &value);
68 void INIwriteint(ConfigTree &cfg, const String &sectn, const String &item, int value);
69 
70 } // namespace AGS3
71 
72 #endif
73