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There are two reasons for this change: 1. It removes many repetitive lines of code. 2. I think it's a good idea to enable the use of old-style section names even for settings that previously haven't been settable in game INIs. Mixing the two styles in INIs (using the new style only for new settings) is not ideal, and people on the forums don't even seem to know that the new style exists (nobody knew a way to set ubershader settings per game, for instance). Encouraging everyone to start using only the new style might work long-term, but it would take take time and effort to make everyone get used to it. Considering that this commit *reduces* the amount of code by adding the ability to use old-style names for more settings, I'd say that adding this ability is worth it.
319 lines
10 KiB
C++
319 lines
10 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 "Core/ConfigLoaders/GameConfigLoader.h"
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#include <algorithm>
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#include <array>
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#include <list>
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#include <map>
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#include <optional>
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#include <sstream>
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#include <string>
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#include <tuple>
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#include <utility>
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#include <vector>
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#include "Common/CommonPaths.h"
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#include "Common/Config/Config.h"
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Common/Config/Config.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/Config/SYSCONFSettings.h"
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#include "Core/ConfigLoaders/IsSettingSaveable.h"
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namespace ConfigLoaders
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{
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// Returns all possible filenames in ascending order of priority
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std::vector<std::string> GetGameIniFilenames(const std::string& id, std::optional<u16> revision)
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{
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std::vector<std::string> filenames;
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if (id.empty())
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return filenames;
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// Using the first letter or the 3 letters of the ID only makes sense
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// if the ID is an actual game ID (which has 6 characters).
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if (id.length() == 6)
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{
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// INIs that match the system code (unique for each Virtual Console system)
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filenames.push_back(id.substr(0, 1) + ".ini");
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// INIs that match all regions
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filenames.push_back(id.substr(0, 3) + ".ini");
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}
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// Regular INIs
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filenames.push_back(id + ".ini");
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// INIs with specific revisions
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if (revision)
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filenames.push_back(id + StringFromFormat("r%d", *revision) + ".ini");
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return filenames;
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}
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using ConfigLocation = Config::ConfigLocation;
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using INIToLocationMap = std::map<std::pair<std::string, std::string>, ConfigLocation>;
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using INIToSectionMap = std::map<std::string, std::pair<Config::System, std::string>>;
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// This is a mapping from the legacy section-key pairs to ConfigLocations.
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// New settings do not need to be added to this mapping.
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// See also: MapINIToRealLocation and GetINILocationFromConfig.
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static const INIToLocationMap& GetINIToLocationMap()
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{
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static const INIToLocationMap ini_to_location = {
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{{"Core", "ProgressiveScan"}, {Config::SYSCONF_PROGRESSIVE_SCAN.location}},
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{{"Core", "PAL60"}, {Config::SYSCONF_PAL60.location}},
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{{"Wii", "Widescreen"}, {Config::SYSCONF_WIDESCREEN.location}},
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{{"Wii", "Language"}, {Config::SYSCONF_LANGUAGE.location}},
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};
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return ini_to_location;
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}
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// This is a mapping from the legacy section names to system + section.
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// New settings do not need to be added to this mapping.
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// See also: MapINIToRealLocation and GetINILocationFromConfig.
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static const INIToSectionMap& GetINIToSectionMap()
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{
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static const INIToSectionMap ini_to_section = {
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{"Video_Hardware", {Config::System::GFX, "Hardware"}},
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{"Video_Settings", {Config::System::GFX, "Settings"}},
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{"Video_Enhancements", {Config::System::GFX, "Enhancements"}},
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{"Video_Stereoscopy", {Config::System::GFX, "Stereoscopy"}},
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{"Video_Hacks", {Config::System::GFX, "Hacks"}},
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{"Video", {Config::System::GFX, "GameSpecific"}},
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};
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return ini_to_section;
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}
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// Converts from a legacy GameINI section-key tuple to a ConfigLocation.
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// Also supports the following format:
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// [System.Section]
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// Key = Value
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static ConfigLocation MapINIToRealLocation(const std::string& section, const std::string& key)
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{
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static const INIToLocationMap& ini_to_location = GetINIToLocationMap();
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const auto it = ini_to_location.find({section, key});
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if (it != ini_to_location.end())
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return it->second;
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static const INIToSectionMap& ini_to_section = GetINIToSectionMap();
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const auto it2 = ini_to_section.find(section);
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if (it2 != ini_to_section.end())
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return {it2->second.first, it2->second.second, key};
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// Attempt to load it as a configuration option
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// It will be in the format of '<System>.<Section>'
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std::istringstream buffer(section);
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std::string system_str, config_section;
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bool fail = false;
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std::getline(buffer, system_str, '.');
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fail |= buffer.fail();
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std::getline(buffer, config_section, '.');
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fail |= buffer.fail();
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const std::optional<Config::System> system = Config::GetSystemFromName(system_str);
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if (!fail && system)
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return {*system, config_section, key};
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WARN_LOG(CORE, "Unknown game INI option in section %s: %s", section.c_str(), key.c_str());
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return {Config::System::Main, "", ""};
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}
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static std::pair<std::string, std::string> GetINILocationFromConfig(const ConfigLocation& location)
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{
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static const INIToLocationMap& ini_to_location = GetINIToLocationMap();
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const auto it = std::find_if(ini_to_location.begin(), ini_to_location.end(),
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[&location](const auto& entry) { return entry.second == location; });
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if (it != ini_to_location.end())
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return it->first;
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static const INIToSectionMap& ini_to_section = GetINIToSectionMap();
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const auto it2 =
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std::find_if(ini_to_section.begin(), ini_to_section.end(), [&location](const auto& entry) {
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return entry.second.first == location.system && entry.second.second == location.section;
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});
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if (it2 != ini_to_section.end())
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return {it2->first, location.key};
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return {Config::GetSystemName(location.system) + "." + location.section, location.key};
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}
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// INI Game layer configuration loader
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class INIGameConfigLayerLoader final : public Config::ConfigLayerLoader
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{
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public:
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INIGameConfigLayerLoader(const std::string& id, u16 revision, bool global)
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: ConfigLayerLoader(global ? Config::LayerType::GlobalGame : Config::LayerType::LocalGame),
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m_id(id), m_revision(revision)
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{
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}
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void Load(Config::Layer* layer) override
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{
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IniFile ini;
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if (layer->GetLayer() == Config::LayerType::GlobalGame)
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{
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for (const std::string& filename : GetGameIniFilenames(m_id, m_revision))
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ini.Load(File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP + filename, true);
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}
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else
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{
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for (const std::string& filename : GetGameIniFilenames(m_id, m_revision))
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ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + filename, true);
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}
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const std::list<IniFile::Section>& system_sections = ini.GetSections();
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for (const auto& section : system_sections)
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{
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LoadFromSystemSection(layer, section);
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}
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LoadControllerConfig(layer);
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}
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void Save(Config::Layer* layer) override;
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private:
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void LoadControllerConfig(Config::Layer* layer) const
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{
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// Game INIs can have controller profiles embedded in to them
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static const std::array<char, 4> nums = {{'1', '2', '3', '4'}};
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if (m_id == "00000000")
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return;
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const std::array<std::tuple<std::string, std::string, Config::System>, 2> profile_info = {{
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std::make_tuple("Pad", "GCPad", Config::System::GCPad),
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std::make_tuple("Wiimote", "Wiimote", Config::System::WiiPad),
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}};
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for (const auto& use_data : profile_info)
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{
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std::string type = std::get<0>(use_data);
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std::string path = "Profiles/" + std::get<1>(use_data) + "/";
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const auto control_section = [&](std::string key) {
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return Config::ConfigLocation{std::get<2>(use_data), "Controls", key};
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};
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for (const char num : nums)
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{
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if (auto profile = layer->Get<std::string>(control_section(type + "Profile" + num)))
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{
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std::string ini_path = File::GetUserPath(D_CONFIG_IDX) + path + *profile + ".ini";
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if (!File::Exists(ini_path))
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{
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// TODO: PanicAlert shouldn't be used for this.
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PanicAlertT("Selected controller profile does not exist");
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continue;
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}
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IniFile profile_ini;
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profile_ini.Load(ini_path);
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const IniFile::Section* ini_section = profile_ini.GetOrCreateSection("Profile");
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const IniFile::Section::SectionMap& section_map = ini_section->GetValues();
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for (const auto& value : section_map)
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{
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Config::ConfigLocation location{std::get<2>(use_data), std::get<1>(use_data) + num,
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value.first};
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layer->Set(location, value.second);
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}
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}
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}
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}
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}
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void LoadFromSystemSection(Config::Layer* layer, const IniFile::Section& section) const
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{
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const std::string section_name = section.GetName();
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// Regular key,value pairs
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const IniFile::Section::SectionMap& section_map = section.GetValues();
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for (const auto& value : section_map)
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{
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const auto location = MapINIToRealLocation(section_name, value.first);
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if (location.section.empty() && location.key.empty())
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continue;
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layer->Set(location, value.second);
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}
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}
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const std::string m_id;
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const u16 m_revision;
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};
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void INIGameConfigLayerLoader::Save(Config::Layer* layer)
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{
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if (layer->GetLayer() != Config::LayerType::LocalGame)
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return;
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IniFile ini;
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for (const std::string& file_name : GetGameIniFilenames(m_id, m_revision))
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ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + file_name, true);
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for (const auto& config : layer->GetLayerMap())
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{
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const Config::ConfigLocation& location = config.first;
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const std::optional<std::string>& value = config.second;
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if (!IsSettingSaveable(location))
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continue;
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const auto ini_location = GetINILocationFromConfig(location);
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if (ini_location.first.empty() && ini_location.second.empty())
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continue;
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if (value)
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{
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IniFile::Section* ini_section = ini.GetOrCreateSection(ini_location.first);
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ini_section->Set(ini_location.second, *value);
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}
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else
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{
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ini.DeleteKey(ini_location.first, ini_location.second);
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}
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}
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// Try to save to the revision specific INI first, if it exists.
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const std::string gameini_with_rev =
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File::GetUserPath(D_GAMESETTINGS_IDX) + m_id + StringFromFormat("r%d", m_revision) + ".ini";
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if (File::Exists(gameini_with_rev))
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{
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ini.Save(gameini_with_rev);
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return;
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}
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// Otherwise, save to the game INI. We don't try any INI broader than that because it will
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// likely cause issues with cheat codes and game patches.
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const std::string gameini = File::GetUserPath(D_GAMESETTINGS_IDX) + m_id + ".ini";
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ini.Save(gameini);
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}
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// Loader generation
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std::unique_ptr<Config::ConfigLayerLoader> GenerateGlobalGameConfigLoader(const std::string& id,
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u16 revision)
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{
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return std::make_unique<INIGameConfigLayerLoader>(id, revision, true);
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}
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std::unique_ptr<Config::ConfigLayerLoader> GenerateLocalGameConfigLoader(const std::string& id,
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u16 revision)
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{
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return std::make_unique<INIGameConfigLayerLoader>(id, revision, false);
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}
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}
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