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#pragma once
#include <cstdint>
#include <map>
#include <string>
#include <vector>
#include "Utils/Directory.h"
#include "tinyxml2.h"
struct TexturePoolEntry
{
fs::path path = ""; // Path to Shared Texture
};
class ExternalFile
{
public:
fs::path xmlPath, outPath;
ExternalFile(fs::path nXmlPath, fs::path nOutPath);
};
// Stores data from the XML file, the integer is the index (via ATOI) and the string is the value
class EnumData
{
public:
// Common
std::map<uint16_t, std::string> cutsceneCmd;
std::map<uint16_t, std::string> miscType;
std::map<uint16_t, std::string> fadeOutSeqPlayer;
std::map<uint16_t, std::string> transitionType;
std::map<uint16_t, std::string> naviQuestHintType;
std::map<uint16_t, std::string> ocarinaSongActionId;
std::map<uint16_t, std::string> seqId;
// OoT
std::map<uint16_t, std::string> textType;
std::map<uint16_t, std::string> destination;
std::map<uint16_t, std::string> playerCueId;
// MM
std::map<uint16_t, std::string> modifySeqType;
std::map<uint16_t, std::string> chooseCreditsSceneType;
std::map<uint16_t, std::string> destinationType;
std::map<uint16_t, std::string> motionBlurType;
std::map<uint16_t, std::string> transitionGeneralType;
std::map<uint16_t, std::string> rumbleType;
std::map<uint8_t, std::string> spawnFlag;
std::map<uint8_t, std::string> endSfx;
std::map<uint8_t, std::string> interpType;
std::map<uint16_t, std::string> relTo;
};
class ZFile;
class GameConfig
{
public:
std::string configFilePath;
std::map<int32_t, std::vector<ZFile*>> segmentRefFiles;
std::map<uint32_t, std::string> symbolMap;
std::vector<std::string> actorList;
std::vector<std::string> objectList;
std::vector<std::string> entranceList;
std::vector<std::string> specialEntranceList;
std::map<uint32_t, TexturePoolEntry> texturePool; // Key = CRC
EnumData enumData;
// ZBackground
uint32_t bgScreenWidth = 320, bgScreenHeight = 240;
bool useScreenWidthHeightConstants = true; // If true, ZBackground's will be declared with
// SCREEN_WIDTH * SCREEN_HEIGHT in the C file
// ExternalFile
fs::path externalXmlFolder;
std::vector<ExternalFile> externalFiles;
GameConfig() = default;
~GameConfig();
void ReadTexturePool(const fs::path& texturePoolXmlPath);
void GenSymbolMap(const fs::path& symbolMapPath);
void ConfigFunc_SymbolMap(const tinyxml2::XMLElement& element);
void ConfigFunc_ActorList(const tinyxml2::XMLElement& element);
void ConfigFunc_ObjectList(const tinyxml2::XMLElement& element);
void ConfigFunc_EntranceList(const tinyxml2::XMLElement& element);
void ConfigFunc_specialEntranceList(const tinyxml2::XMLElement& element);
void ConfigFunc_TexturePool(const tinyxml2::XMLElement& element);
void ConfigFunc_BGConfig(const tinyxml2::XMLElement& element);
void ConfigFunc_ExternalXMLFolder(const tinyxml2::XMLElement& element);
void ConfigFunc_ExternalFile(const tinyxml2::XMLElement& element);
void ConfigFunc_EnumData(const tinyxml2::XMLElement& element);
void ReadConfigFile(const fs::path& configFilePath);
};
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