14 #ifndef GAME_CONFIG_MANAGER_HPP_INCLUDED
15 #define GAME_CONFIG_MANAGER_HPP_INCLUDED
30 CVideo& video,
const bool jump_to_editor);
Dont reload if the previous defines include the new defines.
game_classification * classification
const preproc_map & old_defines_map() const
filesystem::binary_paths_manager paths_manager_
The paths manager is responsible for recording the various paths that binary files may be located at...
game_config_manager(const commandline_options &cmdline_opts, CVideo &video, const bool jump_to_editor)
Dont reload if the previous defines equal the new defines.
std::map< std::string, preproc_define > preproc_map
void load_game_config_for_editor()
preproc_map old_defines_map_
const bool jump_to_editor_
void set_multiplayer_hashes()
void load_game_config_for_create(bool is_mp)
const config & game_config() const
Declarations for File-IO.
void operator=(const game_config_manager &)
const tdata_cache & terrain_types() const
void load_game_config_for_game(const game_classification &classification)
const commandline_options & cmdline_opts_
game_config::config_cache & cache_
void reload_changed_game_config()
A config object defines a single node in a WML file, with access to child nodes.
bool init_game_config(FORCE_RELOAD_CONFIG force_reload)
void load_game_config(FORCE_RELOAD_CONFIG force_reload, game_classification const *classification=nullptr)
void load_game_config_with_loadscreen(FORCE_RELOAD_CONFIG force_reload, game_classification const *classification=nullptr)
Singleton class to manage game config file caching.