#pragma once #include "../util/Log.h" #include "types.h" namespace crepe { /** * \brief Global configuration interface * * This class stores engine default settings. Properties on this class are only supposed to be * modified *before* execution is handed over from the game programmer to the engine (i.e. the * main loop is started). */ class Config final { public: //! Retrieve handle to global Config instance static Config & get_instance(); private: Config() = default; ~Config() = default; Config(const Config &) = default; Config(Config &&) = default; Config & operator=(const Config &) = default; Config & operator=(Config &&) = default; public: //! Logging-related settings struct { /** * \brief Log level * * Only messages with equal or higher priority than this value will be logged. */ Log::Level level = Log::Level::DEBUG; /** * \brief Colored log output * * Enables log coloring using ANSI escape codes. */ bool color = true; } log; //! Save manager struct { /** * \brief Save file location * * This location is used by the constructor of SaveManager, and should be set before save * manager functionality is attempted to be used. */ std::string location = "save.crepe.db"; } savemgr; //! physics-related settings struct { /** * \brief gravity value of physics system * * Gravity value of game. */ double gravity = 1; } physics; //! default window settings struct { //TODO make this constexpr because this will never change vec2 def_size = {1080,720}; vec2 pos = {0,0}; float zoom = 1.0f; } win_set; //! Asset loading options struct { /** * \brief Pattern to match for Asset base directory * * All non-absolute paths resolved using \c Asset will be made relative to * the first parent directory relative to the calling executable where * appending this pattern results in a path that exists. If this string is * empty, path resolution is disabled, and Asset will return all paths * as-is. */ std::string root_pattern = ".crepe-root"; } asset; }; } // namespace crepe