forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			150 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 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 <string>
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#include <set>
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#include <vector>
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#include "StringUtil.h"
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struct CaseInsensitiveStringCompare
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{
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	bool operator() (const std::string& a, const std::string& b) const
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	{
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		return strcasecmp(a.c_str(), b.c_str()) < 0;
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	}
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};
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class IniFile
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{
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public:
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	class Section
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	{
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		friend class IniFile;
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	public:
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		Section() {}
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		Section(const std::string& _name) : name(_name) {}
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		bool Exists(const std::string& key) const;
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		bool Delete(const std::string& key);
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		void Set(const std::string& key, const std::string& newValue);
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		void Set(const std::string& key, const std::string& newValue, const std::string& defaultValue);
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 		bool Get(const std::string& key, std::string* value, const std::string& defaultValue = NULL_STRING);
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		void Set(const std::string& key, u32 newValue) {
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			Set(key, StringFromFormat("0x%08x", newValue));
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		}
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		void Set(const std::string& key, float newValue) {
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			Set(key, StringFromFormat("%f", newValue));
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		}
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		void Set(const std::string& key, const float newValue, const float defaultValue);
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		void Set(const std::string& key, double newValue) {
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			Set(key, StringFromFormat("%f", newValue));
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		}
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		void Set(const std::string& key, int newValue, int defaultValue);
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		void Set(const std::string& key, int newValue) {
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			Set(key, StringFromInt(newValue));
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		}
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		void Set(const std::string& key, bool newValue, bool defaultValue);
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		void Set(const std::string& key, bool newValue) {
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			Set(key, StringFromBool(newValue));
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		}
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		void Set(const std::string& key, const std::vector<std::string>& newValues);
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		bool Get(const std::string& key, int* value, int defaultValue = 0);
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		bool Get(const std::string& key, u32* value, u32 defaultValue = 0);
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		bool Get(const std::string& key, bool* value, bool defaultValue = false);
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		bool Get(const std::string& key, float* value, float defaultValue = false);
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		bool Get(const std::string& key, double* value, double defaultValue = false);
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		bool Get(const std::string& key, std::vector<std::string>& values);
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		bool operator < (const Section& other) const {
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			return name < other.name;
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		}
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	protected:
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		std::string name;
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		std::vector<std::string> keys_order;
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		std::map<std::string, std::string, CaseInsensitiveStringCompare> values;
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		std::vector<std::string> lines;
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	};
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	/**
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	 * Loads sections and keys.
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	 * @param filename filename of the ini file which should be loaded
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	 * @param keep_current_data If true, "extends" the currently loaded list of sections and keys with the loaded data (and replaces existing entries). If false, existing data will be erased.
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	 * @warning Using any other operations than "Get*" and "Exists" is untested and will behave unexpectedly
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	 * @todo This really is just a hack to support having two levels of gameinis (defaults and user-specified) and should eventually be replaced with a less stupid system.
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	 */
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	bool Load(const std::string& filename, bool keep_current_data = false);
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	bool Save(const std::string& filename);
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	// Returns true if key exists in section
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	bool Exists(const std::string& sectionName, const std::string& key) const;
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	// TODO: Get rid of these, in favor of the Section ones.
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	void Set(const std::string& sectionName, const std::string& key, const std::string& newValue) {
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		GetOrCreateSection(sectionName)->Set(key, newValue);
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	}
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	void Set(const std::string& sectionName, const std::string& key, int newValue) {
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		GetOrCreateSection(sectionName)->Set(key, newValue);
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	}
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	void Set(const std::string& sectionName, const std::string& key, u32 newValue) {
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		GetOrCreateSection(sectionName)->Set(key, newValue);
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	}
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	void Set(const std::string& sectionName, const std::string& key, bool newValue) {
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		GetOrCreateSection(sectionName)->Set(key, newValue);
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	}
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	void Set(const std::string& sectionName, const std::string& key, const std::vector<std::string>& newValues) {
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		GetOrCreateSection(sectionName)->Set(key, newValues);
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	}
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	// TODO: Get rid of these, in favor of the Section ones.
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	bool Get(const std::string& sectionName, const std::string& key, int* value, int defaultValue = 0);
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	bool Get(const std::string& sectionName, const std::string& key, u32* value, u32 defaultValue = 0);
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	bool Get(const std::string& sectionName, const std::string& key, bool* value, bool defaultValue = false);
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	bool Get(const std::string& sectionName, const std::string& key, std::vector<std::string>& values);
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	bool Get(const std::string& sectionName, const std::string& key, std::string* value, const std::string& defaultValue = NULL_STRING);
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	template<typename T> bool GetIfExists(const std::string& sectionName, const std::string& key, T value)
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	{
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		if (Exists(sectionName, key))
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			return Get(sectionName, key, value);
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		return false;
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	}
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	bool GetKeys(const std::string& sectionName, std::vector<std::string>& keys) const;
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	void SetLines(const std::string& sectionName, const std::vector<std::string> &lines);
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	bool GetLines(const std::string& sectionName, std::vector<std::string>& lines, const bool remove_comments = true) const;
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	bool DeleteKey(const std::string& sectionName, const std::string& key);
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	bool DeleteSection(const std::string& sectionName);
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	void SortSections();
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	Section* GetOrCreateSection(const std::string& section);
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private:
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	std::vector<Section> sections;
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	const Section* GetSection(const std::string& section) const;
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	Section* GetSection(const std::string& section);
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	std::string* GetLine(const std::string& section, const std::string& key);
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	void CreateSection(const std::string& section);
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	static const std::string& NULL_STRING;
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};
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