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77a6dc7046
The way we determine if a domain is a game domain or not when loading from the config file is by checking for a 'gameId' key. This required changing the method of loading somewhat. MiscDomains (ie. non-game domains) are saved to the config file before game domains but after the main domains. This change shouldn't mess anything up but it could probably use a look-through just in case. svn-id: r55060
187 lines
5.9 KiB
C++
187 lines
5.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef COMMON_CONFIG_MANAGER_H
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#define COMMON_CONFIG_MANAGER_H
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#include "common/array.h"
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//#include "common/config-file.h"
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#include "common/hashmap.h"
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#include "common/singleton.h"
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#include "common/str.h"
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#include "common/hash-str.h"
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namespace Common {
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class WriteStream;
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class SeekableReadStream;
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/**
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* The (singleton) configuration manager, used to query & set configuration
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* values using string keys.
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*
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* @todo Implement the callback based notification system (outlined below)
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* which sends out notifications to interested parties whenever the value
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* of some specific (or any) configuration key changes.
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*/
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class ConfigManager : public Singleton<ConfigManager> {
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public:
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class Domain : public StringMap {
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private:
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StringMap _keyValueComments;
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String _domainComment;
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public:
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void setDomainComment(const String &comment);
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const String &getDomainComment() const;
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void setKVComment(const String &key, const String &comment);
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const String &getKVComment(const String &key) const;
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bool hasKVComment(const String &key) const;
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};
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typedef HashMap<String, Domain, IgnoreCase_Hash, IgnoreCase_EqualTo> DomainMap;
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/** The name of the application domain (normally 'scummvm'). */
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static const char *kApplicationDomain;
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/** The transient (pseudo) domain. */
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static const char *kTransientDomain;
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#ifdef ENABLE_KEYMAPPER
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/** The name of keymapper domain used to store the key maps */
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static const char *kKeymapperDomain;
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#endif
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void loadDefaultConfigFile();
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void loadConfigFile(const String &filename);
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/**
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* Retrieve the config domain with the given name.
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* @param domName the name of the domain to retrieve
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* @return pointer to the domain, or 0 if the domain doesn't exist.
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*/
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Domain * getDomain(const String &domName);
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const Domain * getDomain(const String &domName) const;
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//
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// Generic access methods: No domain specified, use the values from the
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// various domains in the order of their priority.
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//
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bool hasKey(const String &key) const;
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const String & get(const String &key) const;
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void set(const String &key, const String &value);
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#if 1
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//
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// Domain specific access methods: Acces *one specific* domain and modify it.
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// TODO: I'd like to get rid of most of those if possible, or at least reduce
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// their usage, by using getDomain as often as possible. For example in the
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// options dialog code...
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//
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bool hasKey(const String &key, const String &domName) const;
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const String & get(const String &key, const String &domName) const;
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void set(const String &key, const String &value, const String &domName);
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void removeKey(const String &key, const String &domName);
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#endif
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//
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// Some additional convenience accessors.
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//
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int getInt(const String &key, const String &domName = String()) const;
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bool getBool(const String &key, const String &domName = String()) const;
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void setInt(const String &key, int value, const String &domName = String());
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void setBool(const String &key, bool value, const String &domName = String());
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void registerDefault(const String &key, const String &value);
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void registerDefault(const String &key, const char *value);
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void registerDefault(const String &key, int value);
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void registerDefault(const String &key, bool value);
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void flushToDisk();
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void setActiveDomain(const String &domName);
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Domain * getActiveDomain() { return _activeDomain; }
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const Domain * getActiveDomain() const { return _activeDomain; }
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const String & getActiveDomainName() const { return _activeDomainName; }
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void addGameDomain(const String &domName);
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void removeGameDomain(const String &domName);
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void renameGameDomain(const String &oldName, const String &newName);
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void addMiscDomain(const String &domName);
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void removeMiscDomain(const String &domName);
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void renameMiscDomain(const String &oldName, const String &newName);
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bool hasGameDomain(const String &domName) const;
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bool hasMiscDomain(const String &domName) const;
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const DomainMap & getGameDomains() const { return _gameDomains; }
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DomainMap & getGameDomains() { return _gameDomains; }
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static void defragment(); // move in memory to reduce fragmentation
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void copyFrom(ConfigManager &source);
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private:
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friend class Singleton<SingletonBaseType>;
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ConfigManager();
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void loadFromStream(SeekableReadStream &stream);
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void addDomain(const Common::String &domainName, const Domain &domain);
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void writeDomain(WriteStream &stream, const String &name, const Domain &domain);
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void renameDomain(const String &oldName, const String &newName, DomainMap &map);
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Domain _transientDomain;
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DomainMap _gameDomains;
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DomainMap _miscDomains; // Any other domains
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Domain _appDomain;
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Domain _defaultsDomain;
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#ifdef ENABLE_KEYMAPPER
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Domain _keymapperDomain;
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#endif
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Array<String> _domainSaveOrder;
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String _activeDomainName;
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Domain * _activeDomain;
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String _filename;
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};
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} // End of namespace Common
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/** Shortcut for accessing the configuration manager. */
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#define ConfMan Common::ConfigManager::instance()
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#endif
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