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GameSettings.cs
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GameSettings.cs
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// Author: abi
// Project: Xbox 360 Copy of DungeonQuest
// Path: C:\code\Xna\DungeonQuestGDC
// Creation date: 10.02.2008 13:05
// Last modified: 10.02.2008 16:08
#region Using directives
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml.Serialization;
using System.Threading;
using DungeonQuest.Helpers;
#endregion
namespace DungeonQuest.Properties
{
/// <summary>
/// Game settings, stored in a custom xml file. The reason for this is
/// we want to be able to store our game data on the Xbox360 too.
/// On the PC we could just use a Settings/config file and have all the
/// code autogenerated for us, but this way it works both on PC and Xbox.
/// Note: The default instance for the game settings is in this class,
/// this way we get the same behaviour as for normal Settings files!
/// </summary>
[Serializable]
public class GameSettings
{
#region Default
/// <summary>
/// Filename for our game settings file.
/// </summary>
const string SettingsFilename = "DungeonQuestSettings.xml";
/// <summary>
/// Default instance for our game settings.
/// </summary>
#if !XBOX360
[NonSerialized]
#endif
private static GameSettings defaultInstance = null;
/// <summary>
/// Need saving the game settings file? Only set to true if
/// we really changed some game setting here.
/// </summary>
#if !XBOX360
[NonSerialized]
#endif
private static bool needSave = false;
/// <summary>
/// Default
/// </summary>
/// <returns>Game settings</returns>
public static GameSettings Default
{
get
{
return defaultInstance;
} // get
} // Default
#endregion
#region Constructor
/// <summary>
/// Create game settings, don't allow public constructor!
/// </summary>
private GameSettings()
{
} // GameSettings()
/// <summary>
/// Create game settings. This constructor helps us to only load the
/// GameSettings once, not again if GameSettings is recreated by
/// the Deserialization process.
/// </summary>
/// <param name="loadSettings">Load settings</param>
static GameSettings()
{
defaultInstance = new GameSettings();
Load();
} // GameSettings(loadSettings)
#endregion
#region Load
/// <summary>
/// Load
/// </summary>
public static void Load()
{
needSave = false;
FileStream file =
FileHelper.LoadGameContentFile(SettingsFilename);
if (file == null)
return;
// If the file is empty, just create a new file with the default
// settings.
if (file.Length == 0)
{
// Close the file
file.Close();
// But first check if there is maybe a file in the game directory
// to load the default game settings from.
file = FileHelper.LoadGameContentFile(SettingsFilename);
if (file != null)
{
// Load everything into this class
GameSettings loadedGameSettings =
(GameSettings)new XmlSerializer(typeof(GameSettings)).
Deserialize(file);
if (loadedGameSettings != null)
defaultInstance = loadedGameSettings;
// Close the file
file.Close();
} // if (file)
// Save user settings file
needSave = true;
Save();
} // if (file.Length)
else
{
// Else load everything into this class with help of the
// XmlSerializer.
GameSettings loadedGameSettings =
(GameSettings)new XmlSerializer(typeof(GameSettings)).
Deserialize(file);
if (loadedGameSettings != null)
defaultInstance = loadedGameSettings;
// Close the file
file.Close();
} // else
} // Load()
#endregion
#region Save
/// <summary>
/// Save
/// </summary>
public static void Save()
{
// No need to save if everything is up to date.
if (needSave == false)
return;
needSave = false;
try
{
FileStream file = FileHelper.SaveGameContentFile(SettingsFilename);
// Save everything in this class with help of the XmlSerializer.
new XmlSerializer(typeof(GameSettings)).
Serialize(file, defaultInstance);
// Close the file
file.Close();
} // try
catch
{
// Ignore, may crash on the Xbox 360
} // catch
} // Save()
#endregion
#region Setting variables with properties
/// <summary>
/// Highscores
/// </summary>
string highscores = "";
/// <summary>
/// Highscores
/// </summary>
/// <returns>String</returns>
public string Highscores
{
get
{
return highscores;
} // get
set
{
if (highscores != value)
needSave = true;
highscores = value;
} // set
} // Highscores
/// <summary>
/// Player name
/// </summary>
string playerName = "";
/// <summary>
/// Player name
/// </summary>
/// <returns>String</returns>
public string PlayerName
{
get
{
// No player set yet? Then get from windows user name
if (String.IsNullOrEmpty(playerName))
playerName = WindowsHelper.GetDefaultPlayerName();
return playerName;
} // get
set
{
if (playerName != value)
needSave = true;
playerName = value;
} // set
} // PlayerName
/// <summary>
/// Language
/// </summary>
string language = "";
/// <summary>
/// Language
/// </summary>
/// <returns>String</returns>
public string Language
{
get
{
return language;
} // get
set
{
if (language != value)
needSave = true;
language = value;
} // set
} // Language
/// <summary>
/// BaseGame width
/// </summary>
int resolutionWidth = 0;
/// <summary>
/// BaseGame width
/// </summary>
/// <returns>Int</returns>
public int ResolutionWidth
{
get
{
return resolutionWidth;
} // get
set
{
if (resolutionWidth != value)
needSave = true;
resolutionWidth = value;
} // set
} // ResolutionWidth
/// <summary>
/// BaseGame height
/// </summary>
int resolutionHeight = 0;
/// <summary>
/// BaseGame height
/// </summary>
/// <returns>Int</returns>
public int ResolutionHeight
{
get
{
return resolutionHeight;
} // get
set
{
if (resolutionHeight != value)
needSave = true;
resolutionHeight = value;
} // set
} // ResolutionHeight
/// <summary>
/// Fullscreen
/// </summary>
bool fullscreen = true;
/// <summary>
/// Fullscreen
/// </summary>
/// <returns>Bool</returns>
public bool Fullscreen
{
get
{
return fullscreen;
} // get
set
{
if (fullscreen != value)
needSave = true;
fullscreen = value;
} // set
} // Fullscreen
/// <summary>
/// Performance settings
/// </summary>
int performanceSettings = -1;
/// <summary>
/// Performance settings
/// </summary>
/// <returns>Int</returns>
public int PerformanceSettings
{
get
{
return performanceSettings;
} // get
set
{
if (performanceSettings != value)
needSave = true;
performanceSettings = value;
} // set
} // PerformanceSettings
bool postScreenEffects = true;
/// <summary>
/// Post screen effects
/// </summary>
/// <returns>Bool</returns>
public bool PostScreenEffects
{
get
{
return postScreenEffects;
} // get
set
{
if (postScreenEffects != value)
needSave = true;
postScreenEffects = value;
} // set
} // PostScreenEffects
bool shadowMapping = true;
/// <summary>
/// ShadowMapping
/// </summary>
/// <returns>Bool</returns>
public bool ShadowMapping
{
get
{
return shadowMapping;
} // get
set
{
if (shadowMapping != value)
needSave = true;
shadowMapping = value;
} // set
} // ShadowMapping
bool highDetail = true;
/// <summary>
/// HighDetail
/// </summary>
/// <returns>Bool</returns>
public bool HighDetail
{
get
{
return highDetail;
} // get
set
{
if (highDetail != value)
needSave = true;
highDetail = value;
} // set
} // HighDetail
/// <summary>
/// Sound volume
/// </summary>
float soundVolume = 0.8f;
/// <summary>
/// Sound volume
/// </summary>
/// <returns>Float</returns>
public float SoundVolume
{
get
{
return soundVolume;
} // get
set
{
if (soundVolume != value)
needSave = true;
soundVolume = value;
} // set
} // SoundVolume
/// <summary>
/// Music volume
/// </summary>
float musicVolume = 0.6f;
/// <summary>
/// Music volume
/// </summary>
/// <returns>Float</returns>
public float MusicVolume
{
get
{
return musicVolume;
} // get
set
{
if (musicVolume != value)
needSave = true;
musicVolume = value;
} // set
} // MusicVolume
/// <summary>
/// Music on
/// </summary>
bool musicOn = true;
/// <summary>
/// Music on
/// </summary>
/// <returns>bool</returns>
public bool MusicOn
{
get
{
return musicOn;
} // get
set
{
musicOn = value;
} // set
} // MusicOn
/// <summary>
/// waitForVSync
/// </summary>
bool waitForVSync = false;
/// <summary>
/// waitForVSync
/// </summary>
/// <returns>bool</returns>
public bool WaitForVSync
{
get
{
return waitForVSync;
} // get
set
{
waitForVSync = value;
} // set
} // WaitForVSync
/// <summary>
/// Controller sensibility
/// </summary>
float controllerSensibility = 1;
/// <summary>
/// Controller sensibility
/// </summary>
/// <returns>Float</returns>
public float ControllerSensibility
{
get
{
return controllerSensibility;
} // get
set
{
if (controllerSensibility != value)
needSave = true;
controllerSensibility = value;
} // set
} // ControllerSensibility
Keys moveLeftKey = Keys.A,
moveRightKey = Keys.D,
moveUpKey = Keys.W,
moveDownKey = Keys.S,
rollLeftKey = Keys.Q,
rollRightKey = Keys.E;
/// <summary>
/// Move left key
/// </summary>
/// <returns>Char</returns>
public Keys MoveLeftKey
{
get
{
return moveLeftKey;
} // get
set
{
if (moveLeftKey != value)
needSave = true;
moveLeftKey = value;
} // set
} // MoveLeftKey
/// <summary>
/// Move right key
/// </summary>
/// <returns>Char</returns>
public Keys MoveRightKey
{
get
{
return moveRightKey;
} // get
set
{
if (moveRightKey != value)
needSave = true;
moveRightKey = value;
} // set
} // MoveRightKey
/// <summary>
/// Move up key
/// </summary>
/// <returns>Char</returns>
public Keys MoveForwardKey
{
get
{
return moveUpKey;
} // get
set
{
if (moveUpKey != value)
needSave = true;
moveUpKey = value;
} // set
} // MoveForwardKey
/// <summary>
/// Move down key
/// </summary>
/// <returns>Char</returns>
public Keys MoveBackwardKey
{
get
{
return moveDownKey;
} // get
set
{
if (moveDownKey != value)
needSave = true;
moveDownKey = value;
} // set
} // MoveBackwardKey
/// <summary>
/// RollLeftKey
/// </summary>
/// <returns>Char</returns>
public Keys RollLeftKey
{
get
{
return rollLeftKey;
} // get
set
{
if (rollLeftKey != value)
needSave = true;
rollLeftKey = value;
} // set
} // RollLeftKey
/// <summary>
/// RollRightKey
/// </summary>
/// <returns>Char</returns>
public Keys RollRightKey
{
get
{
return rollRightKey;
} // get
set
{
if (rollRightKey != value)
needSave = true;
rollRightKey = value;
} // set
} // RollRightKey
#endregion
#region Unit Testing
#if DEBUG
/// <summary>
/// Test save game settings
/// </summary>
public static void TestSaveGameSettings()
{
// Just save some data for the highscores ^^
GameSettings.Default.Highscores = "TestSaveGameSettings";
// And save, on the Xbox360 we should get a dialog asking us
// where we want to save our savegame file.
GameSettings.Save();
} // TestSaveGameSettings()
#endif
#endregion
} // class GameSettings
} // namespace DungeonQuest.Properties