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6bdc32c54a
This class loads all the common PP shader configuration options and passes those options through to a inherited class that OpenGL or D3D will have. Makes it so all the common code for PP shaders is in VideoCommon instead of duplicating the code across each backend.
134 lines
4.5 KiB
C++
134 lines
4.5 KiB
C++
// Copyright 2013 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 <cstring>
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#include <list>
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#include <map>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/StringUtil.h"
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struct CaseInsensitiveStringCompare
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{
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bool operator() (const std::string& a, const std::string& b) const
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{
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return strcasecmp(a.c_str(), b.c_str()) < 0;
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}
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};
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class IniFile
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{
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public:
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class Section
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{
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friend class IniFile;
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public:
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Section() {}
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Section(const std::string& _name) : name(_name) {}
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bool Exists(const std::string& key) const;
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bool Delete(const std::string& key);
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void Set(const std::string& key, const std::string& newValue);
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void Set(const std::string& key, const std::string& newValue, const std::string& defaultValue);
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bool Get(const std::string& key, std::string* value, const std::string& defaultValue = NULL_STRING);
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void Set(const std::string& key, u32 newValue) {
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Set(key, StringFromFormat("0x%08x", newValue));
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}
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void Set(const std::string& key, float newValue) {
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Set(key, StringFromFormat("%f", newValue));
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}
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void Set(const std::string& key, const float newValue, const float defaultValue);
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void Set(const std::string& key, double newValue) {
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Set(key, StringFromFormat("%f", newValue));
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}
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void Set(const std::string& key, int newValue, int defaultValue);
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void Set(const std::string& key, int newValue) {
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Set(key, StringFromInt(newValue));
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}
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void Set(const std::string& key, bool newValue, bool defaultValue);
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void Set(const std::string& key, bool newValue) {
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Set(key, StringFromBool(newValue));
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}
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void Set(const std::string& key, const std::vector<std::string>& newValues);
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bool Get(const std::string& key, int* value, int defaultValue = 0);
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bool Get(const std::string& key, u32* value, u32 defaultValue = 0);
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bool Get(const std::string& key, bool* value, bool defaultValue = false);
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bool Get(const std::string& key, float* value, float defaultValue = false);
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bool Get(const std::string& key, double* value, double defaultValue = false);
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bool Get(const std::string& key, std::vector<std::string>* values);
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bool operator < (const Section& other) const {
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return name < other.name;
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}
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protected:
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std::string name;
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std::vector<std::string> keys_order;
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std::map<std::string, std::string, CaseInsensitiveStringCompare> values;
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std::vector<std::string> lines;
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};
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/**
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* Loads sections and keys.
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* @param filename filename of the ini file which should be loaded
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* @param keep_current_data If true, "extends" the currently loaded list of sections and keys with the loaded data (and replaces existing entries). If false, existing data will be erased.
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* @warning Using any other operations than "Get*" and "Exists" is untested and will behave unexpectedly
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* @todo This really is just a hack to support having two levels of gameinis (defaults and user-specified) and should eventually be replaced with a less stupid system.
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*/
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bool Load(const std::string& filename, bool keep_current_data = false);
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bool Save(const std::string& filename);
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// Returns true if key exists in section
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bool Exists(const std::string& sectionName, const std::string& key) const;
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template<typename T> bool GetIfExists(const std::string& sectionName, const std::string& key, T value)
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{
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if (Exists(sectionName, key))
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return GetOrCreateSection(sectionName)->Get(key, value);
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return false;
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}
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bool GetKeys(const std::string& sectionName, std::vector<std::string>* keys) const;
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void SetLines(const std::string& sectionName, const std::vector<std::string>& lines);
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bool GetLines(const std::string& sectionName, std::vector<std::string>* lines, const bool remove_comments = true) const;
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bool DeleteKey(const std::string& sectionName, const std::string& key);
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bool DeleteSection(const std::string& sectionName);
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void SortSections();
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Section* GetOrCreateSection(const std::string& section);
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// This function is related to parsing data from lines of INI files
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// It's used outside of IniFile, which is why it is exposed publicly
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// In particular it is used in PostProcessing for its configuration
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static void ParseLine(const std::string& line, std::string* keyOut, std::string* valueOut);
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private:
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std::list<Section> sections;
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const Section* GetSection(const std::string& section) const;
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Section* GetSection(const std::string& section);
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std::string* GetLine(const std::string& section, const std::string& key);
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void CreateSection(const std::string& section);
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static const std::string& NULL_STRING;
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};
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