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#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
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