Added a config file and implemented code for it
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Executable
+2
@@ -0,0 +1,2 @@
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[Debug]
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SkipStory=0
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Executable
+35
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#ifndef ConfigFile_h__
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#define ConfigFile_h__
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#include <string>
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#include <boost/property_tree/ptree.hpp>
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#include <boost/property_tree/ini_parser.hpp>
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#include "ResourceManager.h"
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namespace dd
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{
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class ConfigFile : public Resource
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{
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friend class ResourceManager;
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private:
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ConfigFile(std::string path);
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public:
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template <typename T>
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T GetValue(std::string key)
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{
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std::cout << m_ptree.get<T>(key) << std::endl;
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return m_ptree.get<T>(key);
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}
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private:
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boost::property_tree::ptree m_ptree;
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};
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};
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#endif // ConfigFile_h__
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+10
-1
@@ -32,6 +32,7 @@
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#include "World.h"
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#include "CTransform.h"
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#include "CTemplate.h"
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#include "Core/ConfigFile.h"
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#include "Core/EventBroker.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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@@ -94,7 +95,15 @@ public:
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m_FrameStack = new GUI::Frame(m_EventBroker.get());
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m_FrameStack->Width = 675;
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m_FrameStack->Height = 1080;
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auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
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if (ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<int>("Story.Skip") == 1) {
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Events::GameStart e;
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m_EventBroker->Publish(e);
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auto hud = new GUI::HUD(m_FrameStack, "HUD");
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}
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else {
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auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
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}
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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Executable
+7
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#include "PrecompiledHeader.h"
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#include "Core/ConfigFile.h"
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dd::ConfigFile::ConfigFile(std::string path)
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{
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boost::property_tree::ini_parser::read_ini(path, m_ptree);
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}
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@@ -322,7 +322,7 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
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ballComponent->Combo = 56;
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ballComponent->Combo = 0;
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if (!ballComponent->Waiting) {
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if (m_InkBlaster) {
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if (!m_InkAttached) {
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