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5aa8b99113
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.
29 lines
963 B
C++
29 lines
963 B
C++
// Forward decl, avoid including tinyxml2.h
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namespace tinyxml2
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{
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class XMLComment;
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class XMLDocument;
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class XMLDeclaration;
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class XMLElement;
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class XMLNode;
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}
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namespace xml
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{
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tinyxml2::XMLDocument& get_document(tinyxml2::XMLNode* parent);
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tinyxml2::XMLElement* update_element(tinyxml2::XMLNode* parent, const char* name);
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// Same thing as above, but takes &parent instead of *parent
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tinyxml2::XMLElement* update_element(tinyxml2::XMLNode& parent, const char* name);
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tinyxml2::XMLElement* update_element_delete_contents(tinyxml2::XMLNode* parent, const char* name);
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tinyxml2::XMLElement* update_tag(tinyxml2::XMLNode* parent, const char* name, const char* value);
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tinyxml2::XMLElement* update_tag(tinyxml2::XMLNode* parent, const char* name, const int value);
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tinyxml2::XMLDeclaration* update_declaration(tinyxml2::XMLDocument& doc);
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tinyxml2::XMLComment* update_comment(tinyxml2::XMLNode* parent, const char* text);
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} // namespace xml
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