PrismLauncher/launcher/minecraft/gameoptions/GameOptions.cpp

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#include "GameOptions.h"
#include <QDebug>
#include <QSaveFile>
#include "FileSystem.h"
namespace {
bool load(const QString& path, std::vector<GameOptionItem>& contents, int& version)
{
contents.clear();
QFile file(path);
if (!file.open(QFile::ReadOnly)) {
qWarning() << "Failed to read options file.";
return false;
}
version = 0;
while (!file.atEnd()) {
auto line = file.readLine();
if (line.endsWith('\n')) {
line.chop(1);
}
auto separatorIndex = line.indexOf(':');
if (separatorIndex == -1) {
continue;
}
auto key = QString::fromUtf8(line.data(), separatorIndex);
auto value = QString::fromUtf8(line.data() + separatorIndex + 1, line.size() - 1 - separatorIndex);
qDebug() << "!!" << key << "!!";
if (key == "version") {
version = value.toInt();
continue;
}
contents.emplace_back(GameOptionItem{ key, value });
}
qDebug() << "Loaded" << path << "with version:" << version;
return true;
}
bool save(const QString& path, std::vector<GameOptionItem>& mapping, int version)
{
QSaveFile out(path);
if (!out.open(QIODevice::WriteOnly)) {
return false;
}
if (version != 0) {
QString versionLine = QString("version:%1\n").arg(version);
out.write(versionLine.toUtf8());
}
auto iter = mapping.begin();
while (iter != mapping.end()) {
out.write(iter->key.toUtf8());
out.write(":");
out.write(iter->value.toUtf8());
out.write("\n");
iter++;
}
return out.commit();
}
} // namespace
GameOptions::GameOptions(const QString& path) : path(path)
{
reload();
}
QVariant GameOptions::headerData(int section, Qt::Orientation orientation, int role) const
{
if (role != Qt::DisplayRole) {
return QAbstractListModel::headerData(section, orientation, role);
}
switch (section) {
case 0:
return tr("Key");
case 1:
return tr("Value");
default:
return QVariant();
}
}
QVariant GameOptions::data(const QModelIndex& index, int role) const
{
if (!index.isValid())
return QVariant();
int row = index.row();
int column = index.column();
if (row < 0 || row >= int(contents.size()))
return QVariant();
switch (role) {
case Qt::DisplayRole:
if (column == 0) {
return contents[row].key;
} else {
return contents[row].value;
}
default:
return QVariant();
}
}
int GameOptions::rowCount(const QModelIndex&) const
{
return static_cast<int>(contents.size());
}
int GameOptions::columnCount(const QModelIndex&) const
{
return 2;
}
bool GameOptions::isLoaded() const
{
return loaded;
}
bool GameOptions::reload()
{
beginResetModel();
loaded = load(path, contents, version);
endResetModel();
return loaded;
}
bool GameOptions::save()
{
return ::save(path, contents, version);
}