mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
6d22c4989e
Modified Sanitize to allow all ANSI printable chars.
195 lines
4.6 KiB
C++
195 lines
4.6 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "settings.h"
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std::string Settings::sanitize(std::string name)
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{
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name.erase(std::remove(name.begin(), name.end(), '\n'), name.end());
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name.erase(std::remove(name.begin(), name.end(), '\r'), name.end());
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for (auto& i : name)
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{
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if (!isprint(i))
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i = ' ';
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}
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return name;
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}
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Settings::Settings(CSteamID steam_id, CGameID game_id, std::string name, std::string language, bool offline)
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{
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this->steam_id = steam_id;
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this->game_id = game_id;
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this->name = sanitize(name);
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if (this->name.size() == 0) {
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this->name = " ";
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}
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if (this->name.size() == 1) {
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this->name = this->name + " ";
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}
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auto lang = sanitize(language);
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std::transform(lang.begin(), lang.end(), lang.begin(), ::tolower);
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lang.erase(std::remove(lang.begin(), lang.end(), ' '), lang.end());
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this->language = lang;
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this->lobby_id = k_steamIDNil;
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this->unlockAllDLCs = true;
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this->offline = offline;
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}
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CSteamID Settings::get_local_steam_id()
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{
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return steam_id;
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}
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CGameID Settings::get_local_game_id()
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{
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return game_id;
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}
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const char *Settings::get_local_name()
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{
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return name.c_str();
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}
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const char *Settings::get_language()
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{
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return language.c_str();
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}
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void Settings::set_game_id(CGameID game_id)
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{
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this->game_id = game_id;
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}
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void Settings::set_lobby(CSteamID lobby_id)
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{
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this->lobby_id = lobby_id;
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}
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CSteamID Settings::get_lobby()
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{
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return this->lobby_id;
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}
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void Settings::unlockAllDLC(bool value)
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{
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this->unlockAllDLCs = value;
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}
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void Settings::addDLC(AppId_t appID, std::string name, bool available)
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{
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auto f = std::find_if(DLCs.begin(), DLCs.end(), [&appID](DLC_entry const& item) { return item.appID == appID; });
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if (DLCs.end() != f) {
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f->name = name;
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f->available = available;
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return;
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}
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DLC_entry new_entry;
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new_entry.appID = appID;
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new_entry.name = name;
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new_entry.available = available;
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DLCs.push_back(new_entry);
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}
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void Settings::addMod(PublishedFileId_t id, std::string title, std::string path)
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{
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auto f = std::find_if(mods.begin(), mods.end(), [&id](Mod_entry const& item) { return item.id == id; });
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if (mods.end() != f) {
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f->title = title;
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f->path = path;
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return;
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}
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Mod_entry new_entry;
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new_entry.id = id;
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new_entry.title = title;
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new_entry.path = path;
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mods.push_back(new_entry);
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}
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Mod_entry Settings::getMod(PublishedFileId_t id)
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{
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auto f = std::find_if(mods.begin(), mods.end(), [&id](Mod_entry const& item) { return item.id == id; });
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if (mods.end() != f) {
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return *f;
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}
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return Mod_entry();
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}
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bool Settings::isModInstalled(PublishedFileId_t id)
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{
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auto f = std::find_if(mods.begin(), mods.end(), [&id](Mod_entry const& item) { return item.id == id; });
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if (mods.end() != f) {
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return true;
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}
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return false;
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}
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std::set<PublishedFileId_t> Settings::modSet()
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{
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std::set<PublishedFileId_t> ret_set;
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for (auto & m: mods) {
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ret_set.insert(m.id);
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}
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return ret_set;
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}
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unsigned int Settings::DLCCount()
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{
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return this->DLCs.size();
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}
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bool Settings::hasDLC(AppId_t appID)
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{
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if (this->unlockAllDLCs) return true;
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auto f = std::find_if(DLCs.begin(), DLCs.end(), [&appID](DLC_entry const& item) { return item.appID == appID; });
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if (DLCs.end() == f)
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return false;
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return f->available;
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}
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bool Settings::getDLC(unsigned int index, AppId_t &appID, bool &available, std::string &name)
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{
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if (index >= DLCs.size()) return false;
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appID = DLCs[index].appID;
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available = DLCs[index].available;
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name = DLCs[index].name;
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return true;
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}
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void Settings::setAppInstallPath(AppId_t appID, std::string path)
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{
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app_paths[appID] = path;
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}
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std::string Settings::getAppInstallPath(AppId_t appID)
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{
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return app_paths[appID];
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}
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