forked from dolphin-emu/dolphin
		
	
		
			
	
	
		
			81 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			81 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								// Copyright 2016 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <map>
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								#include <memory>
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								#include <string>
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								#include <vector>
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								#include "Common/Config/Enums.h"
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								#include "Common/Config/Section.h"
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								namespace Config
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								{
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								using LayerMap = std::map<System, std::vector<Section>>;
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								class ConfigLayerLoader
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								{
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								public:
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								  explicit ConfigLayerLoader(LayerType layer);
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								  virtual ~ConfigLayerLoader();
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								  virtual void Load(Layer* config_layer) = 0;
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								  virtual void Save(Layer* config_layer) = 0;
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								  LayerType GetLayer() const;
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								private:
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								  const LayerType m_layer;
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								};
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								class Layer
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								{
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								public:
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								  explicit Layer(LayerType layer);
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								  explicit Layer(std::unique_ptr<ConfigLayerLoader> loader);
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								  virtual ~Layer();
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								  // Convenience functions
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								  bool Exists(System system, const std::string& section_name, const std::string& key);
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								  bool DeleteKey(System system, const std::string& section_name, const std::string& key);
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								  template <typename T>
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								  bool GetIfExists(System system, const std::string& section_name, const std::string& key, T* value)
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								  {
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								    if (Exists(system, section_name, key))
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								      return GetOrCreateSection(system, section_name)->Get(key, value);
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								    return false;
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								  }
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								  virtual Section* GetSection(System system, const std::string& section_name);
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								  virtual Section* GetOrCreateSection(System system, const std::string& section_name);
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								  // Explicit load and save of layers
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								  void Load();
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								  void Save();
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								  LayerType GetLayer() const;
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								  const LayerMap& GetLayerMap() const;
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								  // Stay away from this routine as much as possible
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								  ConfigLayerLoader* GetLoader() const;
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								protected:
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								  bool IsDirty() const;
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								  void ClearDirty();
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								  LayerMap m_sections;
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								  const LayerType m_layer;
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								  std::unique_ptr<ConfigLayerLoader> m_loader;
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								};
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								class RecursiveLayer final : public Layer
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								{
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								public:
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								  RecursiveLayer();
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								  Section* GetSection(System system, const std::string& section_name) override;
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								  Section* GetOrCreateSection(System system, const std::string& section_name) override;
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								};
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								}
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