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/* 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<ConfigManager> {
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<String, String, IgnoreCaseComparator> {
public:
const String &get(const String &key) const {
Node *node = findNode(_root, key);
return node ? node->_value : String::emptyString;
}
};
typedef Map<String, Domain, IgnoreCaseComparator> 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>;
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<Domain *> _searchOrder;
String _activeDomain;
String _filename;
};
} // End of namespace Common
/** Shortcut for accessing the configuration manager. */
#define ConfMan Common::ConfigManager::instance()
#endif
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