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engines/ultima/nuvie/conf/configuration.h
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120
engines/ultima/nuvie/conf/configuration.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NUVIE_CONF_CONFIGURATION_H
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#define NUVIE_CONF_CONFIGURATION_H
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#include "ultima/shared/std/string.h"
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#include "ultima/shared/std/containers.h"
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#include "ultima/detection.h"
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namespace Ultima {
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namespace Shared {
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class XMLTree;
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} // End of namespace Shared
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namespace Nuvie {
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class ConfigNode;
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#define NUVIE_CONF_READONLY true
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#define NUVIE_CONF_READWRITE false
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/**
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* Configuration class.
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*
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* Configuration values are stored in one of two ways -either as a standalone
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* nuvie.cfg file, or otherwise from the ScummVM domain for the added game.
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*
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* When the nuvie.cfg file is present, it's contents are stored as an XML tree
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* (or a forest, technically). All values are stored as strings, but access
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* functions for ints and bools are provided
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* You should only store values in leaf nodes. (This isn't enforced everywhere,
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* but contents of non-leaf nodes can disappear without warning)
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*
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* You can load multiple config files, which can be read-only.
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* Each config file contains a single tree.
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* Values in files loaded last override values in files loaded earlier.
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* Values are written to the last-loaded writable config file with the right root.
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* Because of this it's important to make sure the last-loaded config file with
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* a given root is writable. (The idea is that you can load a system-wide config
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* file first, and a user's config file after that.)
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*/
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class Configuration {
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private:
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Std::vector<Shared::XMLTree*> _trees;
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Common::HashMap<Common::String, Common::String, Common::IgnoreCase_Hash,
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Common::IgnoreCase_EqualTo> _localKeys;
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Common::HashMap<Common::String, Common::String, Common::IgnoreCase_Hash,
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Common::IgnoreCase_EqualTo> _settings;
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Std::string _configFilename;
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bool _configChanged;
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// Sets default configurations common to both enhanced and unhenaced
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void setCommonDefaults(GameId gameType);
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// sets up unenhanced version defaults
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void setUnenhancedDefaults(GameId gameType);
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// sets up enhanced version defaults
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void setEnhancedDefaults(GameId gameType);
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public:
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Configuration();
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~Configuration();
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// read config file. Multiple files may be read. Order is important.
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bool readConfigFile(const Std::string &fname, const Std::string &root, bool readonly = true);
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// Loads up the configuration settings
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void load(GameId gameId, bool isEnhanced);
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// write all (writable) config files
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void write();
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// clear everything
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void clear();
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// get value
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void value(const Std::string &key, Std::string &ret, const char *defaultvalue = "") const;
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void value(const Std::string &key, int &ret, int defaultvalue = 0) const;
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void value(const Std::string &key, bool &ret, bool defaultvalue = false) const;
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void pathFromValue(const Std::string &key, const Std::string &file, Common::Path &full_path) const;
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// set value
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bool set(const Std::string &key, const Std::string &value);
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bool set(const Std::string &key, const char *value);
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bool set(const Std::string &key, int value);
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bool set(const Std::string &key, bool value);
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// get node ref. (delete it afterwards)
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ConfigNode *getNode(const Std::string &key);
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typedef Common::Pair<Common::String, Common::String> KeyType;
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typedef Common::Array<KeyType> KeyTypeList;
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void getSubkeys(KeyTypeList &ktl, const Std::string &basekey);
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};
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} // End of namespace Nuvie
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} // End of namespace Ultima
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#endif
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