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VVVVVV/desktop_version/src/XMLUtils.cpp
Misa 5aa8b99113 Move all settings to settings.vvv
The game previously did this dumb thing where it lumped in all its
settings with its file that tracked your records and unlocks,
`unlock.vvv`. It wasn't really an issue, until 2.3 came along and added
a few settings, suddenly making a problem where 2.3 settings would be
reset by chance if you decided to touch 2.2.

The solution to this is to move all settings to a new file,
`settings.vvv`. However, for compatibility with 2.2, settings will still
be written to `unlock.vvv`.

The game will prioritize reading from `settings.vvv` instead of
`unlock.vvv`, so if there's a setting that's missing from `unlock.vvv`,
no worries there. But if `settings.vvv` is missing, then it'll read
settings from `unlock.vvv`. As well, if `unlock.vvv` is missing, then
`settings.vvv` will be read from instead (I explicitly tested for this,
and found that I had to write special code to handle this case,
otherwise the game would overwrite the existing `settings.vvv` before
reading from it; kids, make sure to always test your code!).

Closes #373 fully.
2020-11-04 12:06:57 -05:00

141 lines
3.8 KiB
C++

#include <SDL.h>
#include <tinyxml2.h>
namespace xml
{
// Just get the document, because TinyXML-2 is annoying.
// Useful outside of this file.
// TODO: But XML handling should really be put in a separate file (maybe this
// one renamed?) instead of lumped in with Game.cpp, and when that happens
// maybe this will be unexported again?
tinyxml2::XMLDocument& get_document(tinyxml2::XMLNode* parent)
{
return *(parent->GetDocument());
}
// Create a new element if it doesn't exist. Returns the element.
tinyxml2::XMLElement* update_element(tinyxml2::XMLNode* parent, const char* name)
{
if (parent == NULL)
{
return NULL;
}
tinyxml2::XMLDocument& doc = get_document(parent);
tinyxml2::XMLElement* element = parent->FirstChildElement(name);
if (element == NULL)
{
// It doesn't exist, so create a new one
element = doc.NewElement(name);
parent->LinkEndChild(element);
}
return element;
}
// Same thing as above, but takes &parent instead of *parent
tinyxml2::XMLElement* update_element(tinyxml2::XMLNode& parent, const char* name)
{
return update_element(&parent, name);
}
// Same thing as above, but deletes the content inside the element, too.
tinyxml2::XMLElement* update_element_delete_contents(tinyxml2::XMLNode* parent, const char* name)
{
tinyxml2::XMLDocument& doc = get_document(parent);
tinyxml2::XMLElement* element = update_element(parent, name);
for (tinyxml2::XMLNode* node = element->FirstChild();
node != NULL;
/* Increment code handled separately */)
{
// Unfortunately, element->DeleteNode() is private
// Can't just doc.DeleteNode(node) and then go to next,
// node->NextSiblingElement() will be NULL.
// Instead, store pointer of node we want to delete. Then increment
// `node`. And THEN delete the node.
tinyxml2::XMLNode* delete_this = node;
node = node->NextSiblingElement();
doc.DeleteNode(delete_this);
}
return element;
}
// Call update_element_delete_contents(), then immediately set its value to a
// string. Returns the element.
tinyxml2::XMLElement* update_tag(tinyxml2::XMLNode* parent, const char* name, const char* value)
{
tinyxml2::XMLElement* element = update_element_delete_contents(parent, name);
element->InsertNewText(value);
return element;
}
// Same as above, but takes an int instead, and automatically converts it to a
// string.
tinyxml2::XMLElement* update_tag(tinyxml2::XMLNode* parent, const char* name, const int value)
{
char string[16];
SDL_snprintf(string, sizeof(string), "%i", value);
return update_tag(parent, name, string);
}
// Delete the declaration, if it exists. Then create a new declaration.
// Returns the declaration.
tinyxml2::XMLDeclaration* update_declaration(tinyxml2::XMLDocument& doc)
{
if (doc.FirstChild() != NULL)
{
tinyxml2::XMLDeclaration* decl = doc.FirstChild()->ToDeclaration();
if (decl != NULL)
{
doc.DeleteNode(decl);
}
}
tinyxml2::XMLDeclaration* decl = doc.NewDeclaration();
doc.InsertFirstChild(decl);
return decl;
}
// Create a new comment if the first child of the node isn't a comment.
// Returns the comment.
tinyxml2::XMLComment* update_comment(tinyxml2::XMLNode* parent, const char* text)
{
if (parent == NULL)
{
return NULL;
}
tinyxml2::XMLDocument& doc = get_document(parent);
if (parent->FirstChild() == NULL)
{
return NULL;
}
tinyxml2::XMLComment* comment = parent->FirstChild()->ToComment();
if (comment == NULL)
{
// It doesn't exist, so create a new one
comment = doc.NewComment(text);
parent->InsertFirstChild(comment);
}
return comment;
}
} // namespace xml