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[EU] Saving Data
To save settings, you can use the convenient SettingsManager
interface that provides a couple of functions to help you with saving settings
static void saveSettings(); // saves all of the settings below
static void saveRendererSettings(); // saves settings related to rendering operations in `Config/Settings/Renderer.yaml`
static void saveEditorKeybindSettings(); // saves settings about the editor's keybings, saved to `Config/Editor/EditorKeybinds.yaml`
static void saveKeybindSettings(); // saves the game's keybinding settings, saved to `Config/Editor/GameKeybinds.yaml`
static void saveWindowSettings(); // saves the settings about the winddow, saved to `Config/Editor/Window.yaml`
static void saveWindowAndKeybindSettings(); // saves the window and keybind settings
Reading is done automatically when you re-open the application
To save a level, you can use the
static void save(String location);
function to save a level to a specific location
Currently, the engine doesn't restrict saving/reading data from disc. It's up to the developer to choose a library or approach that fits the application's needs. For most internal operations the engine uses YAML
files due to their readability and them being easy for humans to merge unlike formats like JSON
.
The included YAML
library we use is called yaml-cpp
and our fork can be found here. The original repository includes documentation on how to use the library's features.
You don't really need to include any headers for the library, since the Engine.hpp
includes it for you.
This project is supported by all the people who joined our discord server and became beta testers. If you want to join the discord you can click here
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