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New configuration namespace
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187
Source/Core/Common/Config.h
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187
Source/Core/Common/Config.h
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// 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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#pragma once
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#include <list>
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#include <map>
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#include <memory>
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#include <string>
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// XXX: Purely for case insensitive compare
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#include "Common/IniFile.h"
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namespace Config
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{
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enum class LayerType
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{
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Base,
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GlobalGame,
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LocalGame,
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Movie,
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Netplay,
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CommandLine,
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CurrentRun,
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Meta,
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};
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enum class System
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{
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Main,
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GCPad,
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WiiPad,
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GCKeyboard,
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GFX,
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Logger,
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Debugger,
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UI,
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};
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class Section;
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class Layer;
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class ConfigLayerLoader;
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using SectionValueMap = std::map<std::string, std::string, CaseInsensitiveStringCompare>;
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using LayerMap = std::map<System, std::list<Section*>>;
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using Layers = std::map<LayerType, std::unique_ptr<Layer>>;
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using ConfigChangedCallback = std::function<void()>;
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class Section
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{
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friend Layer;
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friend ConfigLayerLoader;
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public:
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Section(LayerType layer, System system, const std::string& name)
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: m_layer(layer), m_system(system), m_name(name)
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{
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}
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virtual bool Exists(const std::string& key) const;
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bool Delete(const std::string& key);
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// Setters
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virtual void Set(const std::string& key, const std::string& value);
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void Set(const std::string& key, u32 newValue);
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void Set(const std::string& key, float newValue);
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void Set(const std::string& key, double newValue);
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void Set(const std::string& key, int newValue);
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void Set(const std::string& key, bool newValue);
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// Setters with default values
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void Set(const std::string& key, const std::string& newValue, const std::string& defaultValue);
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template <typename T>
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void Set(const std::string& key, T newValue, const T 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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// Getters
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virtual bool Get(const std::string& key, std::string* value,
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const std::string& default_value = NULL_STRING) const;
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bool Get(const std::string& key, int* value, int defaultValue = 0) const;
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bool Get(const std::string& key, u32* value, u32 defaultValue = 0) const;
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bool Get(const std::string& key, bool* value, bool defaultValue = false) const;
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bool Get(const std::string& key, float* value, float defaultValue = 0.0f) const;
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bool Get(const std::string& key, double* value, double defaultValue = 0.0) const;
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// Section chunk
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void SetLines(const std::vector<std::string>& lines) { m_lines = lines; }
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// XXX: Add to recursive layer
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virtual bool GetLines(std::vector<std::string>* lines, const bool remove_comments = true) const;
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virtual bool HasLines() const { return m_lines.size() > 0; }
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const std::string& GetName() const { return m_name; }
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const SectionValueMap& GetValues() const { return m_values; }
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protected:
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LayerType m_layer;
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System m_system;
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const std::string m_name;
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static const std::string& NULL_STRING;
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SectionValueMap m_values;
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std::vector<std::string> m_lines;
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};
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// XXX: Allow easy migration!
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class ConfigLayerLoader
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{
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public:
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ConfigLayerLoader(LayerType layer) : m_layer(layer) {}
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~ConfigLayerLoader() {}
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virtual void Load(Layer* config_layer) = 0;
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virtual void Save(Layer* config_layer) = 0;
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LayerType GetLayer() const { return m_layer; }
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private:
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const LayerType m_layer;
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};
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class Layer
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{
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public:
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explicit Layer(LayerType layer) : m_layer(layer) {}
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Layer(std::unique_ptr<ConfigLayerLoader> loader);
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virtual ~Layer();
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// Convenience functions
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bool Exists(System system, const std::string& section_name, const std::string& key);
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bool DeleteKey(System system, const std::string& section_name, const std::string& key);
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template <typename T>
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bool GetIfExists(System system, const std::string& section_name, const std::string& key, T* value)
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{
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if (Exists(system, section_name, key))
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return GetOrCreateSection(system, section_name)->Get(key, value);
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return false;
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}
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virtual Section* GetSection(System system, const std::string& section_name);
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virtual Section* GetOrCreateSection(System system, const std::string& section_name);
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// Explicit load and save of layers
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void Load();
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void Save();
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LayerType GetLayer() const { return m_layer; }
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const LayerMap& GetLayerMap() { return m_sections; }
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// Stay away from this routine as much as possible
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ConfigLayerLoader* GetLoader() { return m_loader.get(); }
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protected:
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LayerMap m_sections;
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const LayerType m_layer;
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std::unique_ptr<ConfigLayerLoader> m_loader;
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};
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// Common function used for getting configuration
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Section* GetOrCreateSection(System system, const std::string& section_name);
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// Layer management
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Layers* GetLayers();
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void AddLayer(std::unique_ptr<Layer> layer);
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void AddLayer(std::unique_ptr<ConfigLayerLoader> loader);
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void AddLoadLayer(std::unique_ptr<Layer> layer);
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void AddLoadLayer(std::unique_ptr<ConfigLayerLoader> loader);
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Layer* GetLayer(LayerType layer);
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void RemoveLayer(LayerType layer);
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bool LayerExists(LayerType layer);
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void AddConfigChangedCallback(ConfigChangedCallback func);
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// Explicit load and save of layers
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void Load();
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void Save();
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void Init();
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void Shutdown();
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const std::string& GetSystemName(System system);
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System GetSystemFromName(const std::string& system);
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const std::string& GetLayerName(LayerType layer);
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}
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