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496 lines
11 KiB
C++
496 lines
11 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <array>
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#include <map>
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#include "Common/Assert.h"
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#include "Common/Config.h"
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#include "Common/StringUtil.h"
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namespace Config
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{
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const std::string& Section::NULL_STRING = "";
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static Layers s_layers;
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static std::list<ConfigChangedCallback> s_callbacks;
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void CallbackSystems();
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// Only to be used with the meta-layer
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class RecursiveSection final : public Section
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{
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public:
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RecursiveSection(LayerType layer, System system, const std::string& name)
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: Section(layer, system, name)
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{
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}
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bool Exists(const std::string& key) const override;
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bool Get(const std::string& key, std::string* value,
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const std::string& default_value = NULL_STRING) const override;
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void Set(const std::string& key, const std::string& value) override;
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};
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bool RecursiveSection::Exists(const std::string& key) const
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{
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auto layers_it = s_layers.find(LayerType::Meta);
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do
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{
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Section* layer_section = layers_it->second->GetSection(m_system, m_name);
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if (layer_section && layer_section->Exists(key))
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{
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return true;
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}
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} while (--layers_it != s_layers.end());
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return false;
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}
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bool RecursiveSection::Get(const std::string& key, std::string* value,
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const std::string& default_value) const
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{
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static const std::array<LayerType, 7> search_order = {{
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// Skip the meta layer
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LayerType::CurrentRun, LayerType::CommandLine, LayerType::Movie, LayerType::Netplay,
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LayerType::LocalGame, LayerType::GlobalGame, LayerType::Base,
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}};
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for (auto layer_id : search_order)
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{
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auto layers_it = s_layers.find(layer_id);
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if (layers_it == s_layers.end())
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continue;
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Section* layer_section = layers_it->second->GetSection(m_system, m_name);
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if (layer_section && layer_section->Exists(key))
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{
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return layer_section->Get(key, value, default_value);
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}
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}
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return Section::Get(key, value, default_value);
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}
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void RecursiveSection::Set(const std::string& key, const std::string& value)
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{
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// The RecursiveSection can't set since it is used to recursively get values from the layer
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// map.
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// It is only a part of the meta layer, and the meta layer isn't allowed to set any values.
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_assert_msg_(COMMON, false, "Don't try to set values here!");
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}
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class RecursiveLayer final : public Layer
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{
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public:
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RecursiveLayer() : Layer(LayerType::Meta) {}
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Section* GetSection(System system, const std::string& section_name) override;
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Section* GetOrCreateSection(System system, const std::string& section_name) override;
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};
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Section* RecursiveLayer::GetSection(System system, const std::string& section_name)
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{
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// Always queries backwards recursively, so it doesn't matter if it exists or not on this layer
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return GetOrCreateSection(system, section_name);
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}
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Section* RecursiveLayer::GetOrCreateSection(System system, const std::string& section_name)
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{
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Section* section = Layer::GetSection(system, section_name);
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if (!section)
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{
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m_sections[system].emplace_back(new RecursiveSection(m_layer, system, section_name));
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section = m_sections[system].back();
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}
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return section;
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}
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bool Section::Exists(const std::string& key) const
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{
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return m_values.find(key) != m_values.end();
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}
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bool Section::Delete(const std::string& key)
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{
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auto it = m_values.find(key);
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if (it == m_values.end())
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return false;
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m_values.erase(it);
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m_dirty = true;
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return true;
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}
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void Section::Set(const std::string& key, const std::string& value)
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{
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auto it = m_values.find(key);
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if (it != m_values.end() && it->second != value)
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{
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it->second = value;
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m_dirty = true;
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}
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else if (it == m_values.end())
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{
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m_values[key] = value;
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m_dirty = true;
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}
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}
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void Section::Set(const std::string& key, u32 newValue)
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{
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Section::Set(key, StringFromFormat("0x%08x", newValue));
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}
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void Section::Set(const std::string& key, float newValue)
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{
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Section::Set(key, StringFromFormat("%#.9g", newValue));
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}
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void Section::Set(const std::string& key, double newValue)
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{
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Section::Set(key, StringFromFormat("%#.17g", newValue));
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}
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void Section::Set(const std::string& key, int newValue)
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{
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Section::Set(key, StringFromInt(newValue));
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}
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void Section::Set(const std::string& key, bool newValue)
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{
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Section::Set(key, StringFromBool(newValue));
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}
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void Section::Set(const std::string& key, const std::string& newValue,
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const std::string& defaultValue)
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{
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if (newValue != defaultValue)
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Set(key, newValue);
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else
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Delete(key);
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}
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void Section::SetLines(const std::vector<std::string>& lines)
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{
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m_lines = lines;
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m_dirty = true;
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}
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bool Section::Get(const std::string& key, std::string* value,
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const std::string& default_value) const
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{
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const auto& it = m_values.find(key);
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if (it != m_values.end())
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{
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*value = it->second;
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return true;
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}
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else if (&default_value != &NULL_STRING)
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{
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*value = default_value;
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return true;
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}
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return false;
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}
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bool Section::Get(const std::string& key, int* value, int defaultValue) const
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{
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std::string temp;
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bool retval = Get(key, &temp);
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if (retval && TryParse(temp, value))
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return true;
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*value = defaultValue;
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return false;
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}
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bool Section::Get(const std::string& key, u32* value, u32 defaultValue) const
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{
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std::string temp;
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bool retval = Get(key, &temp);
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if (retval && TryParse(temp, value))
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return true;
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*value = defaultValue;
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return false;
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}
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bool Section::Get(const std::string& key, bool* value, bool defaultValue) const
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{
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std::string temp;
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bool retval = Get(key, &temp);
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if (retval && TryParse(temp, value))
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return true;
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*value = defaultValue;
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return false;
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}
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bool Section::Get(const std::string& key, float* value, float defaultValue) const
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{
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std::string temp;
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bool retval = Get(key, &temp);
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if (retval && TryParse(temp, value))
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return true;
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*value = defaultValue;
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return false;
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}
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bool Section::Get(const std::string& key, double* value, double defaultValue) const
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{
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std::string temp;
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bool retval = Get(key, &temp);
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if (retval && TryParse(temp, value))
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return true;
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*value = defaultValue;
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return false;
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}
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// Return a list of all lines in a section
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bool Section::GetLines(std::vector<std::string>* lines, const bool remove_comments) const
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{
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lines->clear();
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for (std::string line : m_lines)
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{
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line = StripSpaces(line);
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if (remove_comments)
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{
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size_t commentPos = line.find('#');
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if (commentPos == 0)
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{
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continue;
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}
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if (commentPos != std::string::npos)
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{
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line = StripSpaces(line.substr(0, commentPos));
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}
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}
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lines->push_back(line);
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}
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return true;
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}
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// Onion layers
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Layer::Layer(std::unique_ptr<ConfigLayerLoader> loader)
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: m_layer(loader->GetLayer()), m_loader(std::move(loader))
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{
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Load();
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}
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Layer::~Layer()
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{
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Save();
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}
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bool Layer::Exists(System system, const std::string& section_name, const std::string& key)
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{
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Section* section = GetSection(system, section_name);
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if (!section)
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return false;
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return section->Exists(key);
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}
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bool Layer::DeleteKey(System system, const std::string& section_name, const std::string& key)
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{
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Section* section = GetSection(system, section_name);
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if (!section)
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return false;
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return section->Delete(key);
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}
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Section* Layer::GetSection(System system, const std::string& section_name)
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{
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for (Section* section : m_sections[system])
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if (!strcasecmp(section->m_name.c_str(), section_name.c_str()))
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return section;
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return nullptr;
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}
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Section* Layer::GetOrCreateSection(System system, const std::string& section_name)
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{
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Section* section = GetSection(system, section_name);
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if (!section)
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{
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if (m_layer == LayerType::Meta)
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m_sections[system].emplace_back(new RecursiveSection(m_layer, system, section_name));
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else
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m_sections[system].emplace_back(new Section(m_layer, system, section_name));
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section = m_sections[system].back();
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}
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return section;
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}
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void Layer::Load()
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{
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if (m_loader)
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m_loader->Load(this);
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ClearDirty();
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CallbackSystems();
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}
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void Layer::Save()
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{
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if (!m_loader || !IsDirty())
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return;
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m_loader->Save(this);
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ClearDirty();
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}
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bool Layer::IsDirty() const
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{
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return std::any_of(m_sections.begin(), m_sections.end(), [](const auto& system) {
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return std::any_of(system.second.begin(), system.second.end(),
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[](const auto& section) { return section->IsDirty(); });
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});
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}
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void Layer::ClearDirty()
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{
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std::for_each(m_sections.begin(), m_sections.end(), [](const auto& system) {
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std::for_each(system.second.begin(), system.second.end(),
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[](const auto& section) { section->ClearDirty(); });
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});
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}
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Section* GetOrCreateSection(System system, const std::string& section_name)
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{
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return s_layers[LayerType::Meta]->GetOrCreateSection(system, section_name);
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}
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Layers* GetLayers()
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{
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return &s_layers;
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}
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void AddLayer(std::unique_ptr<Layer> layer)
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{
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s_layers[layer->GetLayer()] = std::move(layer);
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CallbackSystems();
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}
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void AddLayer(std::unique_ptr<ConfigLayerLoader> loader)
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{
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AddLayer(std::make_unique<Layer>(std::move(loader)));
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}
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void AddLoadLayer(std::unique_ptr<Layer> layer)
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{
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layer->Load();
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AddLayer(std::move(layer));
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}
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void AddLoadLayer(std::unique_ptr<ConfigLayerLoader> loader)
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{
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AddLoadLayer(std::make_unique<Layer>(std::move(loader)));
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}
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Layer* GetLayer(LayerType layer)
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{
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if (!LayerExists(layer))
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return nullptr;
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return s_layers[layer].get();
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}
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void RemoveLayer(LayerType layer)
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{
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s_layers.erase(layer);
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CallbackSystems();
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}
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bool LayerExists(LayerType layer)
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{
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return s_layers.find(layer) != s_layers.end();
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}
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void AddConfigChangedCallback(ConfigChangedCallback func)
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{
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s_callbacks.emplace_back(func);
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}
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void CallbackSystems()
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{
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for (const auto& callback : s_callbacks)
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callback();
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}
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// Explicit load and save of layers
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void Load()
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{
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for (auto& layer : s_layers)
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layer.second->Load();
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CallbackSystems();
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}
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void Save()
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{
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for (auto& layer : s_layers)
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layer.second->Save();
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}
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void Init()
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{
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// This layer always has to exist
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s_layers[LayerType::Meta] = std::make_unique<RecursiveLayer>();
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}
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void Shutdown()
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{
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s_layers.clear();
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s_callbacks.clear();
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}
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static std::map<System, std::string> system_to_name = {
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{System::Main, "Dolphin"}, {System::GCPad, "GCPad"}, {System::WiiPad, "Wiimote"},
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{System::GCKeyboard, "GCKeyboard"}, {System::GFX, "Graphics"}, {System::Logger, "Logger"},
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{System::Debugger, "Debugger"}, {System::UI, "UI"},
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};
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const std::string& GetSystemName(System system)
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{
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return system_to_name[system];
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}
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System GetSystemFromName(const std::string& system)
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{
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for (auto& val : system_to_name)
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if (val.second == system)
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return val.first;
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_assert_msg_(COMMON, false, "Programming error! Couldn't convert '%s' to system!",
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system.c_str());
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return System::Main;
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}
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const std::string& GetLayerName(LayerType layer)
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{
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static std::map<LayerType, std::string> layer_to_name = {
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{LayerType::Base, "Base"},
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{LayerType::GlobalGame, "Global GameINI"},
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{LayerType::LocalGame, "Local GameINI"},
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{LayerType::Netplay, "Netplay"},
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{LayerType::Movie, "Movie"},
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{LayerType::CommandLine, "Command Line"},
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{LayerType::CurrentRun, "Current Run"},
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{LayerType::Meta, "Top"},
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};
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return layer_to_name[layer];
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}
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}
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