/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2004 The ScummVM project * * 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 2 * 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, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef COMMON_CONFIG_H #define COMMON_CONFIG_H #include "common/list.h" #include "common/map.h" #include "common/singleton.h" #include "common/str.h" #include "common/util.h" namespace Common { /** * The (singleton) configuration manager, used to query & set configuration * values using string keys. * * @todo Implement the callback based notification system (outline below) * which sends out notifications to interested parties whenever the value * of some specific (or any) configuration key changes. * @todo Store comments and write them back out to disk. A simple approach for * that would be to store comments which come before a section, and * comments which comes before a specific config key. While this is * limited, it is at least much better than not saving any comments, and * it shouldn't be hard to implement either. * @todo Allow preserving the order of the entries in the config file. Maybe * even add an API to query/modify that order, which could be used by the * launcher to allow arranging the game targets. */ class ConfigManager : public Singleton { struct IgnoreCaseComparator { int operator()(const String& x, const String& y) const { return scumm_stricmp(x.c_str(), y.c_str()); } }; public: class Domain : public Map { public: const String &get(const String &key) const { Node *node = findNode(_root, key); return node ? node->_value : String::emptyString; } }; typedef Map DomainMap; /** The name of the application domain (normally 'scummvm'). */ static const String kApplicationDomain; /** The transient (pseudo) domain. */ static const String kTransientDomain; void switchFile(const String &filename); bool hasKey(const String &key) const; bool hasKey(const String &key, const String &dom) const; void removeKey(const String &key, const String &dom); const String & get(const String &key, const String &dom = String::emptyString) const; int getInt(const String &key, const String &dom = String::emptyString) const; bool getBool(const String &key, const String &dom = String::emptyString) const; void set(const String &key, const String &value, const String &dom = String::emptyString); void set(const String &key, const char *value, const String &dom = String::emptyString); void set(const String &key, int value, const String &dom = String::emptyString); void set(const String &key, bool value, const String &dom = String::emptyString); void registerDefault(const String &key, const String &value); void registerDefault(const String &key, const char *value); void registerDefault(const String &key, int value); void registerDefault(const String &key, bool value); // ... void flushToDisk(); void setActiveDomain(const String &domain); const String & getActiveDomain() const { return _activeDomain; } // void addDomain(const String &name); void removeGameDomain(const String &name); void renameGameDomain(const String &oldName, const String &newName); bool hasGameDomain(const String &domain) const; const DomainMap & getGameDomains() const { return _gameDomains; } /* TODO: Callback/change notification system typedef void (*ConfigCallback)(const ConstString &key, void *refCon); void registerCallback(ConfigCallback cfgc, void *refCon, const ConstString &key = String::emptyString) void unregisterCallback(ConfigCallback cfgc, const ConstString &key = String::emptyString) */ private: friend class Singleton; ConfigManager(); void loadFile(const String &filename); void writeDomain(FILE *file, const String &name, const Domain &domain); Domain _transientDomain; DomainMap _gameDomains; DomainMap _globalDomains; Domain _defaultsDomain; List _searchOrder; String _activeDomain; String _filename; }; } // End of namespace Common /** Shortcut for accessing the configuration manager. */ #define ConfMan Common::ConfigManager::instance() #endif