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https://github.com/dolphin-emu/dolphin.git
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Config: Flatten structures
Originally, Layer contained a std::map of Sections, which containted a std::map containing the (key, value) pairs. Here we flattern this structure so that only one std::map is required, reducing the number of indirections required and vastly simplifying the code.
This commit is contained in:
@ -199,10 +199,10 @@ public:
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{
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}
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void Load(Config::Layer* config_layer) override
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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 (config_layer->GetLayer() == Config::LayerType::GlobalGame)
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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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@ -217,16 +217,16 @@ public:
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for (const auto& section : system_sections)
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{
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LoadFromSystemSection(config_layer, section);
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LoadFromSystemSection(layer, section);
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}
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LoadControllerConfig(config_layer);
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LoadControllerConfig(layer);
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}
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void Save(Config::Layer* config_layer) override;
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void Save(Config::Layer* layer) override;
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private:
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void LoadControllerConfig(Config::Layer* config_layer) const
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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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@ -244,82 +244,53 @@ private:
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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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Config::Section* control_section =
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config_layer->GetOrCreateSection(std::get<2>(use_data), "Controls");
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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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bool use_profile = false;
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std::string profile;
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if (control_section->Exists(type + "Profile" + num))
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if (auto profile = layer->Get<std::string>(control_section(type + "Profile" + num)))
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{
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if (control_section->Get(type + "Profile" + num, &profile))
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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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if (File::Exists(File::GetUserPath(D_CONFIG_IDX) + path + profile + ".ini"))
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{
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use_profile = true;
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}
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else
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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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}
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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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}
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if (use_profile)
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{
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IniFile profile_ini;
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profile_ini.Load(File::GetUserPath(D_CONFIG_IDX) + path + 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::Section* section = config_layer->GetOrCreateSection(
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std::get<2>(use_data), std::get<1>(use_data) + num);
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section->Set(value.first, value.second);
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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* config_layer, const IniFile::Section& section) const
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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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if (section.HasLines())
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{
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// Trash INI File chunks
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std::vector<std::string> chunk;
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section.GetLines(&chunk, true);
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if (chunk.size())
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{
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const auto mapped_config = MapINIToRealLocation(section_name, "");
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if (mapped_config.section.empty() && mapped_config.key.empty())
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return;
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auto* config_section =
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config_layer->GetOrCreateSection(mapped_config.system, mapped_config.section);
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config_section->SetLines(chunk);
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}
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}
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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 mapped_config = MapINIToRealLocation(section_name, value.first);
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const auto location = MapINIToRealLocation(section_name, value.first);
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if (mapped_config.section.empty() && mapped_config.key.empty())
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if (location.section.empty() && location.key.empty())
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continue;
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auto* config_section =
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config_layer->GetOrCreateSection(mapped_config.system, mapped_config.section);
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config_section->Set(mapped_config.key, value.second);
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layer->Set(location, value.second);
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}
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}
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@ -327,32 +298,35 @@ private:
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const u16 m_revision;
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};
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void INIGameConfigLayerLoader::Save(Config::Layer* config_layer)
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void INIGameConfigLayerLoader::Save(Config::Layer* layer)
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{
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if (config_layer->GetLayer() != Config::LayerType::LocalGame)
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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& system : config_layer->GetLayerMap())
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for (const auto& config : layer->GetLayerMap())
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{
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for (const auto& section : system.second)
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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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for (const auto& value : section->GetValues())
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{
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if (!IsSettingSaveable({system.first, section->GetName(), value.first}))
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continue;
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const auto ini_location =
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GetINILocationFromConfig({system.first, section->GetName(), value.first});
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if (ini_location.first.empty() && ini_location.second.empty())
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continue;
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IniFile::Section* ini_section = ini.GetOrCreateSection(ini_location.first);
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ini_section->Set(ini_location.second, value.second);
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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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