dolphin/Source/Core/Common/Src/IniFile.h
Shawn Hoffman e4085f0f04 Merge GCPadNew into Dolphin. This takes place in three segments: Core, InputCommon, and InputUICommon. From now on it can be referred to just as "GCPad".
Switch to Billiard's IniFile implementation throughout Dolphin (it's faster!!).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5579 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-03 04:55:39 +00:00

123 lines
2.9 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _INIFILE_H_
#define _INIFILE_H_
#include "CommonTypes.h"
#include <fstream>
#include <map>
#include <string>
#include <sstream>
// some things that include IniFile.h rely on this being here
#include "StringUtil.h"
class IniFile;
class Section : public std::map<std::string, std::string>
{
friend class IniFile;
public:
Section() : m_use_lines(false) {}
bool Exists(const std::string& key) const;
void Delete(const std::string& key);
void SetLines(const std::vector<std::string>& lines);
void GetLines(std::vector<std::string>& lines);
bool Get(const std::string& key, std::string* const val, const std::string& def = "") const;
void Set(const std::string& key, const std::string& val, const std::string& def = "");
template <typename V>
void Set(const std::string& key, const V val)
{
std::ostringstream ss;
ss << val;
operator[](key) = ss.str();
}
// if val doesn't match def, set the key's value to val
// otherwise delete that key
//
// this removed a lot of redundant code in the game-properties stuff
template <typename V, typename D>
void Set(const std::string& key, const V val, const D def)
{
if (val != def)
Set(key, val);
else
{
iterator f = find(key);
if (f != end())
erase(f);
}
}
template <typename V>
bool Get(const std::string& key, V* const val) const
{
const const_iterator f = find(key);
if (f != end())
{
std::istringstream ss(f->second);
ss >> *val;
return true;
}
return false;
}
template <typename V, typename D>
bool Get(const std::string& key, V* const val, const D def) const
{
if (Get(key, val))
return true;
*val = def;
return false;
}
protected:
void Save(std::ostream& file) const;
std::vector<std::string> m_lines;
private:
bool m_use_lines;
};
class IniFile : public std::map<std::string, Section>
{
public:
void Clean();
bool Exists(const std::string& section) const;
void Delete(const std::string& section);
bool Save(const char filename[]) const;
bool Load(const char filename[]);
bool Save(const std::string& filename) const;
bool Load(const std::string& filename);
void Save(std::ostream& file) const;
void Load(std::istream& file);
};
#endif // _INIFILE_H_