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2026-02-02 04:50:13 +01:00

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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<Shared::XMLTree*> _trees;
Common::HashMap<Common::String, Common::String, Common::IgnoreCase_Hash,
Common::IgnoreCase_EqualTo> _localKeys;
Common::HashMap<Common::String, Common::String, Common::IgnoreCase_Hash,
Common::IgnoreCase_EqualTo> _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<Common::String, Common::String> KeyType;
typedef Common::Array<KeyType> KeyTypeList;
void getSubkeys(KeyTypeList &ktl, const Std::string &basekey);
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif