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