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141 lines
3.1 KiB
C++
141 lines
3.1 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 <list>
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#include <map>
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#include "Common/Assert.h"
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#include "Common/Config/Config.h"
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namespace Config
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{
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static Layers s_layers;
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static std::list<ConfigChangedCallback> s_callbacks;
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void InvokeConfigChangedCallbacks();
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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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InvokeConfigChangedCallbacks();
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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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InvokeConfigChangedCallbacks();
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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 InvokeConfigChangedCallbacks()
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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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}
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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 const 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.at(system);
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}
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System GetSystemFromName(const std::string& name)
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{
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const auto system = std::find_if(system_to_name.begin(), system_to_name.end(),
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[&name](const auto& entry) { return entry.second == name; });
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if (system != system_to_name.end())
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return system->first;
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_assert_msg_(COMMON, false, "Programming error! Couldn't convert '%s' to system!", name.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 const 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.at(layer);
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}
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}
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