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(raw text for the tutorial)
m
Line 1: Line 1:
-
Step Two : Basic configuration handling
+
= Step Two : Basic configuration handling =
-
First, from that point we will use more and more cim-specific files, like pictures, map files, music, sound etc. It his tutorial we load the first version of cim’s configuration file.
+
First, from that point we will use more and more cim-specific files, like
-
The configuration handling is Crystal Space is very easy to use. All plugin has his own configuration file, you can override the values with your own configuration file. You can add or override many option from command line. The manual describes this mechanism in depth, please read this section for all details.
+
 
 +
pictures, map files, music, sound etc. It his tutorial we load the first version
 +
 
 +
of cim’s configuration file.
 +
 
 +
 
 +
The configuration handling is Crystal Space is very easy to use. All plugin has
 +
 
 +
his own configuration file, you can override the values with your own
 +
 
 +
configuration file. You can add or override many option from command line. The
 +
 
 +
manual describes this mechanism in depth, please read [http://www.crystalspace3d.org/docs/online/manual-1.0/cs_4.5.php#4.5 link this section] for all details.
You can configure many thing from your configuration file.
You can configure many thing from your configuration file.
-
We can load plugins from the configuration file, this is a very nice feature. You can change dynamically the plugins, without recompile your application. For example, the cim.cfg (config file) has this line somewhere:
+
We can load plugins from the configuration file, this is a very nice feature.
 +
You can change dynamically the plugins, without recompile your application. For
 +
 +
example, the cim.cfg (config file) has this line somewhere:
 +
 +
<pre>
System.Plugins.iConsoleOutput = crystalspace.console.output.standard
System.Plugins.iConsoleOutput = crystalspace.console.output.standard
 +
</pre>
That means, Crystal Space will use the standard output plugin. When you change the line a little bit:
That means, Crystal Space will use the standard output plugin. When you change the line a little bit:
 +
<pre>
System.Plugins.iConsoleOutput = crystalspace.console.output.fancy
System.Plugins.iConsoleOutput = crystalspace.console.output.fancy
 +
</pre>
-
In that case the fancy console output waits you, when you run the application (Note, we will change the console source a little bit., now it’s s load the standard plugin statically. When you edit the walktest.cfg file, in the /data/config directory, you can see the effect in walktest.).
+
In that case the fancy console output awaits you, when you run the application
 +
 
 +
(Note, we will change the console source a little bit., now it’s s load the
 +
 
 +
standard plugin statically. When you edit the walktest.cfg file, in the
 +
 
 +
''/data/config directory'' , you can see the effect in walktest.).
You can ovveride any settings of the official CS plugins. For example:
You can ovveride any settings of the official CS plugins. For example:
 +
<pre>
Video.ScreenWidth = 800
Video.ScreenWidth = 800
Line 24: Line 51:
Video.FullScreen = yes
Video.FullScreen = yes
-
When your configuration file has this lines, your app will start at 800*600 resolution, in fullscreen. You can change any system configuration key, by adding the name and the value
+
</pre>
 +
 
 +
 
 +
When your configuration file has this lines, your app will start at 800*600
 +
 
 +
resolution, in fullscreen. You can change any system configuration key, by
 +
 
 +
adding the name and the value
in the config file.
in the config file.
You can mount directories at runtime. For example :
You can mount directories at runtime. For example :
 +
<pre>
VFS.Mount.lev/cim = $@data$/cim$/
VFS.Mount.lev/cim = $@data$/cim$/
 +
</pre
 +
 +
will mount your real ''cim.exe/data/cim'' directory to ''lev/cim'' the
 +
 +
virtual path. I always use this solution, it’s better, then rewrite the original
 +
''vfs.cfg''.
 +
-
will mount your real cim.exe/data/cim directory to lev/cim the virtual path. I always use this solution, it’s better, then rewrite the original vfs.cfg.
+
Note, ''vfs.cfg'' is just a normal configuration file, with many mounting keys.
-
Note, vfs.cfg is just a normal configuration file, with many mounting keys.
+
You can add your own configuration key. Cim will use some own key, for example:
You can add your own configuration key. Cim will use some own key, for example:
 +
<pre>
Cim.Settings.StartLevel = terrain
Cim.Settings.StartLevel = terrain
Cim.Settings.EnableConsole = true;
Cim.Settings.EnableConsole = true;
 +
</pre
We have to handle this config keys from code, of course.
We have to handle this config keys from code, of course.
-
The whole cim.cfg will look like this:
+
The whole ''cim.cfg'' will look like this:
 +
<pre>
;mounting cim working folder
;mounting cim working folder
;VFS.Mount.lev/cim = $@data$/cim$/
;VFS.Mount.lev/cim = $@data$/cim$/
Line 70: Line 114:
Cim.Settings.EnableConsole = false
Cim.Settings.EnableConsole = false
 +
</pre>
-
This file you have to put into your CS/config/ directory.
+
This file you have to put into your ''CS/config/'' directory.
-
To load a config file, first we need a pointer to the config manager. Add the following private member to cim class in cim.h:
+
To load a config file, first we need a pointer to the config manager. Add the
 +
following private member to cim class in cim.h:
 +
 +
<pre>
/// A pointer to the configuration manager.
/// A pointer to the configuration manager.
csRef<iConfigManager> confman;
csRef<iConfigManager> confman;
 +
</pre>
-
And in the cim.cpp, on the OnInitialize function:
+
And in the cim.cpp, on the ''OnInitialize'' function:
 +
<pre>
if (!csInitializer::SetupConfigManager (GetObjectRegistry (),
if (!csInitializer::SetupConfigManager (GetObjectRegistry (),
"/config/cim.cfg"))
"/config/cim.cfg"))
return ReportError ("Error reading config file 'cim.cfg'!");
return ReportError ("Error reading config file 'cim.cfg'!");
 +
</pre>
-
Your config file will be loaded and your settings will be applied. Put cim.cfg in same directory, that your cim binary, recompile the application and run it. Try different Video.ScreenWidth Video.ScreenHeight, etc values (i.e 800*600, 1024*768), and you can see, Crystal Space respects your changes. This the the real power of Crystal Space configuration handling.
+
Your config file will be loaded and your settings will be applied. Put cim.cfg
 +
 
 +
in same directory, that your cim binary, recompile the application and run it.
 +
 
 +
Try different Video.ScreenWidth Video.ScreenHeight, etc values (i.e 800*600,
 +
 
 +
1024*768), and you can see, Crystal Space respects your changes. This the the
 +
 
 +
real power of Crystal Space configuration handling.
Our config file contents the following Cim-specific keys:
Our config file contents the following Cim-specific keys:
 +
<pre>
Cim.Settings.StartLevel = terrain;
Cim.Settings.StartLevel = terrain;
Cim.Settings.EnableConsole = true;
Cim.Settings.EnableConsole = true;
-
The StartLevel defines the name of the starting map, the EnableConsole decides, the app creates a console or not.
+
</pre>
 +
 
 +
The StartLevel defines the name of the starting map, the EnableConsole decides,
 +
 
 +
the app creates a console or not.
Let’s go to to write the code.
Let’s go to to write the code.
-
We make many changes. First, we introduce a variable to check, we use console or not. This will a private member of the cimGame class, called use_console. When this flag is false, we don’t instance and use the console class. The event handlers first check, we have console or not, to avoid crashes :
 
 +
 +
We make many changes. First, we introduce a variable to check, we use console or
 +
 +
not. This will a private member of the cimGame class, called use_console. When
 +
 +
this flag is false, we don’t instance and use the console class. The event
 +
 +
handlers first check, we have console or not, to avoid crashes :
 +
 +
<pre>
bool cimGame::OnKeyboard(iEvent& ev)
bool cimGame::OnKeyboard(iEvent& ev)
{
{
Line 116: Line 189:
}
}
//more code of course
//more code of course
 +
</pre>
 +
(This is a very simple solution,. Cs provides us a better way to event handling,
-
(This is a very simple solution,. Cs provides us a better way to event handling, we will deal with this problem later. )
+
we will deal with this problem later. )
On the cimGame::Setup, we do the following changes:
On the cimGame::Setup, we do the following changes:
Line 126: Line 201:
We have to change the ProcessFrame function from same reason:
We have to change the ProcessFrame function from same reason:
 +
<pre>
void cimGame::ProcessFrame ()
void cimGame::ProcessFrame ()
{
{
Line 139: Line 215:
// more code
// more code
 +
</pre>
-
We change the our console class a little bit. First, we change the plugin loading method, we don’t use concrete plugin name, since we give the used plugins from the configuration file:
+
We change the our console class a little bit. First, we change the plugin
 +
loading method, we don’t use concrete plugin name, since we give the used
 +
 +
plugins from the configuration file:
 +
 +
<pre>
bool cimConsole::Initialize(iObjectRegistry* obj_reg)
bool cimConsole::Initialize(iObjectRegistry* obj_reg)
{
{
Line 166: Line 248:
//more code
//more code
 +
</pre>
 +
In the cimGame class, we introduce a new private function, called LoadConfig.
-
In the cimGame class, we introduce a new private function, called LoadConfig. This function parse the application’s special konfiguration keys, and makes the desired settings.
+
This function parse the application’s special konfiguration keys, and makes the
-
The configuration manger has some GetSomeType function to get the key values, these are GetInt. GetStr, GetBool, GetFloat. This functions look up in the configuration file, and return with the given key’s value (first parameter). You can give a default value, when the key was not found, in the second parameter.
+
 +
desired settings.
 +
 +
 +
The configuration manger has some GetSomeType function to get the key values,
 +
 +
these are GetInt. GetStr, GetBool, GetFloat. This functions look up in the
 +
 +
configuration file, and return with the given key’s value (first parameter). You
 +
 +
can give a default value, when the key was not found, in the second parameter.
 +
 +
<pre>
bool cimGame::LoadConfig()
bool cimGame::LoadConfig()
{
{
Line 178: Line 273:
}
}
 +
</pre>
 +
 +
 +
Finally, we learn the basics of the command line handling in CS. Cystal Space
 +
 +
uses heavily command lines and provides an easy way to process it by a CS based
 +
 +
application. The iCommandLineParser helps to do it. So we extend the
-
Finally, we learn the basics of the command line handling in CS. Cystal Space uses heavily command lines and provides an easy way to process it by a CS based application. The iCommandLineParser helps to do it. So we extend the cimGame::Setup function:
+
''cimGame::Setup'' function:
 +
<pre>
csRef<iCommandLineParser> cmdline(CS_QUERY_REGISTRY (object_reg,
csRef<iCommandLineParser> cmdline(CS_QUERY_REGISTRY (object_reg,
iCommandLineParser));
iCommandLineParser));
Line 186: Line 290:
if (!cmdline)
if (!cmdline)
return ReportError("Failed to set up command line parser!");
return ReportError("Failed to set up command line parser!");
 +
</pre>
 +
Then we look up for the option enable-python-console. When the user runs the
-
Then we look up for the option enable-python-console. When the user runs the application with this option, we set up the console anyway:
+
application with this option, we set up the console anyway:
 +
<pre>
if( cmdline->GetOption("enable-python-console")) use_console=true;
if( cmdline->GetOption("enable-python-console")) use_console=true;
 +
</pre>
-
Many more is possible with the command line parser, but probably this function will you use most often.
+
Many more is possible with the command line parser, but probably this function
-
And finally, we organize the map loading and collosion detection init code to a new LoadMap (const char* mapname) function. This function can load any CS map file by name:
 
 +
will you use most often.
 +
 +
And finally, we organize the map loading and collosion detection init code to a
 +
 +
new LoadMap (const char* mapname) function. This function can load any CS map
 +
 +
file by name:
 +
 +
<pre>
bool cimGame::LoadMap (const char* mapname)
bool cimGame::LoadMap (const char* mapname)
{
{
Line 251: Line 367:
return true;
return true;
}
}
 +
</pre>
Look at the source for all changes.
Look at the source for all changes.
-
Thats it. We can configure CS engine and we can add more cim-specific option later. In the next step we will create the basement of our window handling solution..
+
Thats it. We can configure ''CS'' engine and we can add more cim-specific option
 +
 
 +
later. In the next step we will create the basement of our window handling solution.

Revision as of 10:26, 15 January 2007

Step Two : Basic configuration handling

First, from that point we will use more and more cim-specific files, like

pictures, map files, music, sound etc. It his tutorial we load the first version

of cim’s configuration file.


The configuration handling is Crystal Space is very easy to use. All plugin has

his own configuration file, you can override the values with your own

configuration file. You can add or override many option from command line. The

manual describes this mechanism in depth, please read link this section for all details.

You can configure many thing from your configuration file.

We can load plugins from the configuration file, this is a very nice feature.

You can change dynamically the plugins, without recompile your application. For

example, the cim.cfg (config file) has this line somewhere:

System.Plugins.iConsoleOutput = crystalspace.console.output.standard

That means, Crystal Space will use the standard output plugin. When you change the line a little bit:

System.Plugins.iConsoleOutput = crystalspace.console.output.fancy

In that case the fancy console output awaits you, when you run the application

(Note, we will change the console source a little bit., now it’s s load the

standard plugin statically. When you edit the walktest.cfg file, in the

/data/config directory , you can see the effect in walktest.).


You can ovveride any settings of the official CS plugins. For example:


Video.ScreenWidth = 800
Video.ScreenHeight = 600
Video.ScreenDepth = 32
Video.FullScreen = yes


When your configuration file has this lines, your app will start at 800*600

resolution, in fullscreen. You can change any system configuration key, by

adding the name and the value in the config file.

You can mount directories at runtime. For example :

VFS.Mount.lev/cim   = $@data$/cim$/
</pre

will mount your real ''cim.exe/data/cim'' directory to ''lev/cim''    the 

virtual path. I always use this solution, it’s better, then rewrite the original 
''vfs.cfg''.


Note, ''vfs.cfg'' is just a normal configuration file, with many mounting keys. 

You can add your own configuration key. Cim will use some own key, for example:

<pre>
Cim.Settings.StartLevel = terrain
Cim.Settings.EnableConsole = true;
</pre

We have to handle this config keys from code, of course.

The whole ''cim.cfg'' will look like this:

<pre>
;mounting cim working folder
;VFS.Mount.lev/cim   = $@data$/cim$/

;cs plugins
System.Plugins.iGraphics3D = crystalspace.graphics3d.opengl
System.Plugins.iConsoleInput = crystalspace.console.input.standard
System.Plugins.iConsoleOutput = crystalspace.console.output.standard
System.Plugins.iImageIO = crystalspace.graphic.image.io.multiplexer
System.Plugins.iLoader = crystalspace.level.loader
System.Plugins.iDocumentSystem = crystalspace.documentsystem.xmlread
System.Plugins.iEngine = crystalspace.engine.3d
System.ApplicationID = Tutorial.Cim

;video settings
Video.ScreenWidth = 1024
Video.ScreenHeight = 768
Video.ScreenDepth = 32
Video.FullScreen = no

;mouse settings
MouseDriver.DoubleClickTime = 300
MouseDriver.DoubleClickDist = 2

;game specific settings
Cim.Settings.StartLevel = /lev/terrain 
Cim.Settings.EnableConsole = false

This file you have to put into your CS/config/ directory.

To load a config file, first we need a pointer to the config manager. Add the

following private member to cim class in cim.h:

/// A pointer to the configuration manager.
  csRef<iConfigManager> confman;

And in the cim.cpp, on the OnInitialize function:

if (!csInitializer::SetupConfigManager (GetObjectRegistry (),
  	"/config/cim.cfg"))
    return ReportError ("Error reading config file 'cim.cfg'!");

Your config file will be loaded and your settings will be applied. Put cim.cfg

in same directory, that your cim binary, recompile the application and run it.

Try different Video.ScreenWidth Video.ScreenHeight, etc values (i.e 800*600,

1024*768), and you can see, Crystal Space respects your changes. This the the

real power of Crystal Space configuration handling.

Our config file contents the following Cim-specific keys:

Cim.Settings.StartLevel = terrain;
Cim.Settings.EnableConsole = true;

The StartLevel defines the name of the starting map, the EnableConsole decides,

the app creates a console or not.

Let’s go to to write the code.


We make many changes. First, we introduce a variable to check, we use console or

not. This will a private member of the cimGame class, called use_console. When

this flag is false, we don’t instance and use the console class. The event

handlers first check, we have console or not, to avoid crashes :

bool cimGame::OnKeyboard(iEvent& ev)
{
	
  // We got a keyboard event.
  csKeyEventType eventtype = csKeyEventHelper::GetEventType(&ev);
  if (eventtype == csKeyEventTypeDown)
  {
    // The user pressed a key (as opposed to releasing it).
    utf32_char code = csKeyEventHelper::GetCookedCode(&ev);
	

	//The user pressed tab to toggle console, when we have any console
	if (use_console)
	{
	if (code == CSKEY_TAB)
		{
			console->Toggle();
			return false;
		}
//more code of course 

(This is a very simple solution,. Cs provides us a better way to event handling,

we will deal with this problem later. )

On the cimGame::Setup, we do the following changes:


We have to change the ProcessFrame function from same reason:

void cimGame::ProcessFrame ()
{
  // First get elapsed time from the virtual clock.
  csTicks elapsed_time = vc->GetElapsedTicks ();

  csVector3 obj_move (0);
  csVector3 obj_rotate (0);

  if (use_console)
	  if(console->IsVisible() )
		  return;
// more code

We change the our console class a little bit. First, we change the plugin

loading method, we don’t use concrete plugin name, since we give the used

plugins from the configuration file:

bool cimConsole::Initialize(iObjectRegistry* obj_reg)
{
	object_reg = obj_reg;

	conout = CS_QUERY_REGISTRY(obj_reg, iConsoleOutput);
  if (!conout)
  {
    csReport (object_reg,
	    	CS_REPORTER_SEVERITY_ERROR, "cim.console",
		"Can't load the output console!");
    return false;
  }

  conin = CS_QUERY_REGISTRY(obj_reg,iConsoleInput);
  if (!conin)
  {
    csReport (object_reg,
	    	CS_REPORTER_SEVERITY_ERROR, "cim.console",
		"Can't load the input console!");
    return false;
  }

//more code

In the cimGame class, we introduce a new private function, called LoadConfig.

This function parse the application’s special konfiguration keys, and makes the

desired settings.


The configuration manger has some GetSomeType function to get the key values,

these are GetInt. GetStr, GetBool, GetFloat. This functions look up in the

configuration file, and return with the given key’s value (first parameter). You

can give a default value, when the key was not found, in the second parameter.

bool cimGame::LoadConfig()
{
	csRef<iConfigManager> confman (CS_QUERY_REGISTRY (GetObjectRegistry(), iConfigManager));
	use_console = confman->GetBool("Cim.Settings.EnableConsole ", true);
	startmap = confman->GetStr("Cim.Settings.StartLevel","terrain");
}


Finally, we learn the basics of the command line handling in CS. Cystal Space

uses heavily command lines and provides an easy way to process it by a CS based

application. The iCommandLineParser helps to do it. So we extend the

cimGame::Setup function:

csRef<iCommandLineParser> cmdline(CS_QUERY_REGISTRY (object_reg,
  	iCommandLineParser));

	 if (!cmdline) 
		 return ReportError("Failed to set up command line parser!");

Then we look up for the option enable-python-console. When the user runs the

application with this option, we set up the console anyway:

if( cmdline->GetOption("enable-python-console")) use_console=true;

Many more is possible with the command line parser, but probably this function


will you use most often.

And finally, we organize the map loading and collosion detection init code to a

new LoadMap (const char* mapname) function. This function can load any CS map

file by name:

bool cimGame::LoadMap (const char* mapname)
{
	//Delete the engine's content.
	engine->DeleteAll();

  // Set VFS current directory to the level we want to load.
  csRef<iVFS> VFS (CS_QUERY_REGISTRY (GetObjectRegistry (), iVFS));
  VFS->ChDir (mapname);
  // Load the level file which is called 'world'.
  if (!loader->LoadMapFile ("world"))
    ReportError("Error couldn't load level!");

  
   // Initialize collision objects for all loaded objects.
  csColliderHelper::InitializeCollisionWrappers (cdsys, engine);

		
  // Let the engine prepare all lightmaps for use and also free all images 
  // that were loaded for the texture manager.
  engine->Prepare ();

  // Find the starting position in this level.
  csVector3 pos (0);
  if (engine->GetCameraPositions ()->GetCount () > 0)
  {
    // There is a valid starting position defined in the level file.
    iCameraPosition* campos = engine->GetCameraPositions ()->Get (0);
    room = engine->GetSectors ()->FindByName (campos->GetSector ());
    pos = campos->GetPosition ();
  }
  else
  {
    // We didn't find a valid starting position. So we default
    // to going to room called 'room' at position (0,0,0).
    room = engine->GetSectors ()->FindByName ("room");
    pos = csVector3 (0, 0, 0);
  }
  if (!room)
    ReportError("Can't find a valid starting position!");

  // Now we need to position the camera in our world.
  view->GetCamera ()->SetSector (room);
  view->GetCamera ()->GetTransform ().SetOrigin (pos);

  // Initialize our collider actor.
  collider_actor.SetCollideSystem (cdsys);
  collider_actor.SetEngine (engine);
  csVector3 legs (.2f, .3f, .2f);
  csVector3 body (.2f, 1.2f, .2f);
  csVector3 shift (0, -1, 0);
  collider_actor.InitializeColliders (view->GetCamera (),
  	legs, body, shift);

  return true;
}

Look at the source for all changes.

Thats it. We can configure CS engine and we can add more cim-specific option

later. In the next step we will create the basement of our window handling solution.

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