mirror of
https://github.com/libretro/scummvm.git
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69b86db74c
Together with the r48651, this addresses bug #2983718: "Incomprehensible message for missing scummvm.ini" svn-id: r48653
627 lines
17 KiB
C++
627 lines
17 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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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "common/util.h"
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#include "common/system.h"
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DECLARE_SINGLETON(Common::ConfigManager)
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static bool isValidDomainName(const Common::String &domName) {
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const char *p = domName.c_str();
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while (*p && (isalnum(*p) || *p == '-' || *p == '_'))
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p++;
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return *p == 0;
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}
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namespace Common {
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const char *ConfigManager::kApplicationDomain = "scummvm";
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const char *ConfigManager::kTransientDomain = "__TRANSIENT";
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#ifdef ENABLE_KEYMAPPER
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const char *ConfigManager::kKeymapperDomain = "keymapper";
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#endif
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#pragma mark -
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ConfigManager::ConfigManager() : _activeDomain(0) {
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}
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void ConfigManager::loadDefaultConfigFile() {
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// Open the default config file
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assert(g_system);
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SeekableReadStream *stream = g_system->createConfigReadStream();
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_filename.clear(); // clear the filename to indicate that we are using the default config file
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// ... load it, if available ...
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if (stream) {
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loadFromStream(*stream);
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// ... and close it again.
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delete stream;
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} else {
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// No config file -> create new one!
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printf("Default configuration file missing, creating a new one\n");
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flushToDisk();
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}
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}
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void ConfigManager::loadConfigFile(const String &filename) {
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_filename = filename;
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FSNode node(filename);
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File cfg_file;
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if (!cfg_file.open(node)) {
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printf("Creating configuration file: %s\n", filename.c_str());
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} else {
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printf("Using configuration file: %s\n", _filename.c_str());
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loadFromStream(cfg_file);
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}
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}
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void ConfigManager::loadFromStream(SeekableReadStream &stream) {
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String domain;
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String comment;
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int lineno = 0;
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_appDomain.clear();
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_gameDomains.clear();
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_transientDomain.clear();
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_domainSaveOrder.clear();
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#ifdef ENABLE_KEYMAPPER
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_keymapperDomain.clear();
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#endif
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// TODO: Detect if a domain occurs multiple times (or likewise, if
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// a key occurs multiple times inside one domain).
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while (!stream.eos() && !stream.err()) {
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lineno++;
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// Read a line
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String line = stream.readLine();
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if (line.size() == 0) {
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// Do nothing
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} else if (line[0] == '#') {
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// Accumulate comments here. Once we encounter either the start
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// of a new domain, or a key-value-pair, we associate the value
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// of the 'comment' variable with that entity.
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comment += line;
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comment += "\n";
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} else if (line[0] == '[') {
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// It's a new domain which begins here.
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const char *p = line.c_str() + 1;
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// Get the domain name, and check whether it's valid (that
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// is, verify that it only consists of alphanumerics,
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// dashes and underscores).
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while (*p && (isalnum(*p) || *p == '-' || *p == '_'))
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p++;
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if (*p == '\0')
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error("Config file buggy: missing ] in line %d", lineno);
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else if (*p != ']')
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error("Config file buggy: Invalid character '%c' occurred in section name in line %d", *p, lineno);
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domain = String(line.c_str() + 1, p);
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// Store domain comment
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if (domain == kApplicationDomain) {
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_appDomain.setDomainComment(comment);
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#ifdef ENABLE_KEYMAPPER
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} else if (domain == kKeymapperDomain) {
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_keymapperDomain.setDomainComment(comment);
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#endif
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} else {
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_gameDomains[domain].setDomainComment(comment);
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}
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comment.clear();
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_domainSaveOrder.push_back(domain);
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} else {
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// This line should be a line with a 'key=value' pair, or an empty one.
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// Skip leading whitespaces
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const char *t = line.c_str();
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while (isspace(*t))
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t++;
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// Skip empty lines / lines with only whitespace
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if (*t == 0)
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continue;
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// If no domain has been set, this config file is invalid!
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if (domain.empty()) {
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error("Config file buggy: Key/value pair found outside a domain in line %d", lineno);
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}
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// Split string at '=' into 'key' and 'value'. First, find the "=" delimeter.
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const char *p = strchr(t, '=');
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if (!p)
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error("Config file buggy: Junk found in line line %d: '%s'", lineno, t);
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// Extract the key/value pair
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String key(t, p);
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String value(p + 1);
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// Trim of spaces
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key.trim();
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value.trim();
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// Finally, store the key/value pair in the active domain
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set(key, value, domain);
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// Store comment
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if (domain == kApplicationDomain) {
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_appDomain.setKVComment(key, comment);
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#ifdef ENABLE_KEYMAPPER
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} else if (domain == kKeymapperDomain) {
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_keymapperDomain.setKVComment(key, comment);
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#endif
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} else {
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_gameDomains[domain].setKVComment(key, comment);
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}
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comment.clear();
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}
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}
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}
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void ConfigManager::flushToDisk() {
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#ifndef __DC__
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WriteStream *stream;
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if (_filename.empty()) {
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// Write to the default config file
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assert(g_system);
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stream = g_system->createConfigWriteStream();
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if (!stream) // If writing to the config file is not possible, do nothing
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return;
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} else {
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DumpFile *dump = new DumpFile();
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assert(dump);
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if (!dump->open(_filename)) {
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warning("Unable to write configuration file: %s", _filename.c_str());
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delete dump;
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return;
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}
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stream = dump;
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}
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// First write the domains in _domainSaveOrder, in that order.
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// Note: It's possible for _domainSaveOrder to list domains which
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// are not present anymore.
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Array<String>::const_iterator i;
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for (i = _domainSaveOrder.begin(); i != _domainSaveOrder.end(); ++i) {
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if (kApplicationDomain == *i) {
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writeDomain(*stream, *i, _appDomain);
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#ifdef ENABLE_KEYMAPPER
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} else if (kKeymapperDomain == *i) {
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writeDomain(*stream, *i, _keymapperDomain);
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#endif
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} else if (_gameDomains.contains(*i)) {
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writeDomain(*stream, *i, _gameDomains[*i]);
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}
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}
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DomainMap::const_iterator d;
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// Now write the domains which haven't been written yet
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if (find(_domainSaveOrder.begin(), _domainSaveOrder.end(), kApplicationDomain) == _domainSaveOrder.end())
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writeDomain(*stream, kApplicationDomain, _appDomain);
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#ifdef ENABLE_KEYMAPPER
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if (find(_domainSaveOrder.begin(), _domainSaveOrder.end(), kKeymapperDomain) == _domainSaveOrder.end())
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writeDomain(*stream, kKeymapperDomain, _keymapperDomain);
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#endif
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for (d = _gameDomains.begin(); d != _gameDomains.end(); ++d) {
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if (find(_domainSaveOrder.begin(), _domainSaveOrder.end(), d->_key) == _domainSaveOrder.end())
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writeDomain(*stream, d->_key, d->_value);
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}
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delete stream;
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#endif // !__DC__
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}
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void ConfigManager::writeDomain(WriteStream &stream, const String &name, const Domain &domain) {
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if (domain.empty())
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return; // Don't bother writing empty domains.
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// WORKAROUND: Fix for bug #1972625 "ALL: On-the-fly targets are
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// written to the config file": Do not save domains that came from
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// the command line
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if (domain.contains("id_came_from_command_line"))
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return;
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String comment;
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// Write domain comment (if any)
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comment = domain.getDomainComment();
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if (!comment.empty())
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stream.writeString(comment);
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// Write domain start
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stream.writeByte('[');
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stream.writeString(name);
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stream.writeByte(']');
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stream.writeByte('\n');
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// Write all key/value pairs in this domain, including comments
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Domain::const_iterator x;
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for (x = domain.begin(); x != domain.end(); ++x) {
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if (!x->_value.empty()) {
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// Write comment (if any)
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if (domain.hasKVComment(x->_key)) {
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comment = domain.getKVComment(x->_key);
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stream.writeString(comment);
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}
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// Write the key/value pair
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stream.writeString(x->_key);
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stream.writeByte('=');
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stream.writeString(x->_value);
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stream.writeByte('\n');
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}
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}
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stream.writeByte('\n');
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}
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#pragma mark -
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const ConfigManager::Domain *ConfigManager::getDomain(const String &domName) const {
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assert(!domName.empty());
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assert(isValidDomainName(domName));
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if (domName == kTransientDomain)
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return &_transientDomain;
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if (domName == kApplicationDomain)
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return &_appDomain;
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#ifdef ENABLE_KEYMAPPER
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if (domName == kKeymapperDomain)
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return &_keymapperDomain;
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#endif
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if (_gameDomains.contains(domName))
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return &_gameDomains[domName];
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return 0;
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}
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ConfigManager::Domain *ConfigManager::getDomain(const String &domName) {
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assert(!domName.empty());
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assert(isValidDomainName(domName));
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if (domName == kTransientDomain)
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return &_transientDomain;
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if (domName == kApplicationDomain)
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return &_appDomain;
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#ifdef ENABLE_KEYMAPPER
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if (domName == kKeymapperDomain)
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return &_keymapperDomain;
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#endif
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if (_gameDomains.contains(domName))
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return &_gameDomains[domName];
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return 0;
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}
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#pragma mark -
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bool ConfigManager::hasKey(const String &key) const {
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// Search the domains in the following order:
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// 1) the transient domain,
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// 2) the active game domain (if any),
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// 3) the application domain.
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// The defaults domain is explicitly *not* checked.
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if (_transientDomain.contains(key))
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return true;
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if (_activeDomain && _activeDomain->contains(key))
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return true;
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if (_appDomain.contains(key))
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return true;
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return false;
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}
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bool ConfigManager::hasKey(const String &key, const String &domName) const {
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// FIXME: For now we continue to allow empty domName to indicate
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// "use 'default' domain". This is mainly needed for the SCUMM ConfigDialog
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// and should be removed ASAP.
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if (domName.empty())
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return hasKey(key);
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const Domain *domain = getDomain(domName);
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if (!domain)
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return false;
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return domain->contains(key);
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}
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void ConfigManager::removeKey(const String &key, const String &domName) {
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Domain *domain = getDomain(domName);
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if (!domain)
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error("ConfigManager::removeKey(%s, %s) called on non-existent domain",
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key.c_str(), domName.c_str());
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domain->erase(key);
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}
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#pragma mark -
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const String & ConfigManager::get(const String &key) const {
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if (_transientDomain.contains(key))
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return _transientDomain[key];
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else if (_activeDomain && _activeDomain->contains(key))
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return (*_activeDomain)[key];
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else if (_appDomain.contains(key))
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return _appDomain[key];
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return _defaultsDomain.getVal(key);
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}
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const String & ConfigManager::get(const String &key, const String &domName) const {
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// FIXME: For now we continue to allow empty domName to indicate
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// "use 'default' domain". This is mainly needed for the SCUMM ConfigDialog
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// and should be removed ASAP.
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if (domName.empty())
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return get(key);
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const Domain *domain = getDomain(domName);
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if (!domain)
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error("ConfigManager::get(%s,%s) called on non-existent domain",
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key.c_str(), domName.c_str());
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if (domain->contains(key))
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return (*domain)[key];
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return _defaultsDomain.getVal(key);
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}
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int ConfigManager::getInt(const String &key, const String &domName) const {
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String value(get(key, domName));
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char *errpos;
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// For now, be tolerant against missing config keys. Strictly spoken, it is
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// a bug in the calling code to retrieve an int for a key which isn't even
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// present... and a default value of 0 seems rather arbitrary.
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if (value.empty())
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return 0;
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// We use the special value '0' for the base passed to strtol. Doing that
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// makes it possible to enter hex values as "0x1234", but also decimal
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// values ("123") are still valid.
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int ivalue = (int)strtol(value.c_str(), &errpos, 0);
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if (value.c_str() == errpos)
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error("ConfigManager::getInt(%s,%s): '%s' is not a valid integer",
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key.c_str(), domName.c_str(), errpos);
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return ivalue;
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}
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bool ConfigManager::getBool(const String &key, const String &domName) const {
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String value(get(key, domName));
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if ((value == "true") || (value == "yes") || (value == "1"))
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return true;
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if ((value == "false") || (value == "no") || (value == "0"))
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return false;
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error("ConfigManager::getBool(%s,%s): '%s' is not a valid bool",
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key.c_str(), domName.c_str(), value.c_str());
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}
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#pragma mark -
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void ConfigManager::set(const String &key, const String &value) {
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// Remove the transient domain value, if any.
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_transientDomain.erase(key);
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// Write the new key/value pair into the active domain, resp. into
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// the application domain if no game domain is active.
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if (_activeDomain)
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(*_activeDomain)[key] = value;
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else
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_appDomain[key] = value;
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}
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void ConfigManager::set(const String &key, const String &value, const String &domName) {
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// FIXME: For now we continue to allow empty domName to indicate
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// "use 'default' domain". This is mainly needed for the SCUMM ConfigDialog
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// and should be removed ASAP.
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if (domName.empty()) {
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set(key, value);
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return;
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}
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Domain *domain = getDomain(domName);
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if (!domain)
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error("ConfigManager::set(%s,%s,%s) called on non-existent domain",
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key.c_str(), value.c_str(), domName.c_str());
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(*domain)[key] = value;
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// TODO/FIXME: We used to erase the given key from the transient domain
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// here. Do we still want to do that?
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// It was probably there to simplify the options dialogs code:
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// Imagine you are editing the current options (via the SCUMM ConfigDialog,
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// for example). If you edit the game domain for that, but a matching
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// entry in the transient domain is present, than your changes may not take
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// effect. So you want to remove the key from the transient domain before
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// adding it to the active domain.
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// But doing this here seems rather evil... need to comb the options dialog
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// code to find out if it's still necessary, and if that's the case, how
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// to replace it in a clean fashion...
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/*
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if (domName == kTransientDomain)
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_transientDomain[key] = value;
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else {
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if (domName == kApplicationDomain) {
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_appDomain[key] = value;
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if (_activeDomainName.empty() || !_gameDomains[_activeDomainName].contains(key))
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_transientDomain.erase(key);
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} else {
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_gameDomains[domName][key] = value;
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if (domName == _activeDomainName)
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_transientDomain.erase(key);
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}
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}
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*/
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}
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void ConfigManager::setInt(const String &key, int value, const String &domName) {
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char tmp[128];
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snprintf(tmp, sizeof(tmp), "%i", value);
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set(key, String(tmp), domName);
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}
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void ConfigManager::setBool(const String &key, bool value, const String &domName) {
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set(key, String(value ? "true" : "false"), domName);
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}
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#pragma mark -
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void ConfigManager::registerDefault(const String &key, const String &value) {
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_defaultsDomain[key] = value;
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}
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void ConfigManager::registerDefault(const String &key, const char *value) {
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registerDefault(key, String(value));
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}
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void ConfigManager::registerDefault(const String &key, int value) {
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char tmp[128];
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snprintf(tmp, sizeof(tmp), "%i", value);
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registerDefault(key, tmp);
|
|
}
|
|
|
|
void ConfigManager::registerDefault(const String &key, bool value) {
|
|
registerDefault(key, value ? "true" : "false");
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
|
|
|
|
void ConfigManager::setActiveDomain(const String &domName) {
|
|
if (domName.empty()) {
|
|
_activeDomain = 0;
|
|
} else {
|
|
assert(isValidDomainName(domName));
|
|
_activeDomain = & _gameDomains[domName];
|
|
}
|
|
_activeDomainName = domName;
|
|
}
|
|
|
|
void ConfigManager::addGameDomain(const String &domName) {
|
|
assert(!domName.empty());
|
|
assert(isValidDomainName(domName));
|
|
|
|
// TODO: Do we want to generate an error/warning if a domain with
|
|
// the given name already exists?
|
|
|
|
_gameDomains[domName];
|
|
|
|
// Add it to the _domainSaveOrder, if it's not already in there
|
|
if (find(_domainSaveOrder.begin(), _domainSaveOrder.end(), domName) == _domainSaveOrder.end())
|
|
_domainSaveOrder.push_back(domName);
|
|
}
|
|
|
|
void ConfigManager::removeGameDomain(const String &domName) {
|
|
assert(!domName.empty());
|
|
assert(isValidDomainName(domName));
|
|
_gameDomains.erase(domName);
|
|
}
|
|
|
|
void ConfigManager::renameGameDomain(const String &oldName, const String &newName) {
|
|
if (oldName == newName)
|
|
return;
|
|
|
|
assert(!oldName.empty());
|
|
assert(!newName.empty());
|
|
assert(isValidDomainName(oldName));
|
|
assert(isValidDomainName(newName));
|
|
|
|
// _gameDomains[newName].merge(_gameDomains[oldName]);
|
|
Domain &oldDom = _gameDomains[oldName];
|
|
Domain &newDom = _gameDomains[newName];
|
|
Domain::const_iterator iter;
|
|
for (iter = oldDom.begin(); iter != oldDom.end(); ++iter)
|
|
newDom[iter->_key] = iter->_value;
|
|
|
|
_gameDomains.erase(oldName);
|
|
}
|
|
|
|
bool ConfigManager::hasGameDomain(const String &domName) const {
|
|
assert(!domName.empty());
|
|
return isValidDomainName(domName) && _gameDomains.contains(domName);
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
|
|
|
|
void ConfigManager::Domain::setDomainComment(const String &comment) {
|
|
_domainComment = comment;
|
|
}
|
|
const String &ConfigManager::Domain::getDomainComment() const {
|
|
return _domainComment;
|
|
}
|
|
|
|
void ConfigManager::Domain::setKVComment(const String &key, const String &comment) {
|
|
_keyValueComments[key] = comment;
|
|
}
|
|
const String &ConfigManager::Domain::getKVComment(const String &key) const {
|
|
return _keyValueComments[key];
|
|
}
|
|
bool ConfigManager::Domain::hasKVComment(const String &key) const {
|
|
return _keyValueComments.contains(key);
|
|
}
|
|
|
|
} // End of namespace Common
|