Shipwright/ZAPDTR/ZAPD/GameConfig.h

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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);
};
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::map<uint32_t, TexturePoolEntry> texturePool; // Key = CRC
// ZBackground
uint32_t bgScreenWidth = 320, bgScreenHeight = 240;
// 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_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 ReadConfigFile(const fs::path& configFilePath);
};