GameConfigLoader: Map whole sections, not just individual keys

There are two reasons for this change:

1. It removes many repetitive lines of code.

2. I think it's a good idea to enable the use of old-style section
names even for settings that previously haven't been settable in game
INIs. Mixing the two styles in INIs (using the new style only for new
settings) is not ideal, and people on the forums don't even seem to
know that the new style exists (nobody knew a way to set ubershader
settings per game, for instance). Encouraging everyone to start using
only the new style might work long-term, but it would take take time
and effort to make everyone get used to it. Considering that this commit
*reduces* the amount of code by adding the ability to use old-style
names for more settings, I'd say that adding this ability is worth it.
This commit is contained in:
JosJuice 2017-12-23 18:20:47 +01:00
parent 5296ee6d3d
commit f41273fe79
1 changed files with 31 additions and 72 deletions

View File

@ -61,6 +61,7 @@ std::vector<std::string> GetGameIniFilenames(const std::string& id, std::optiona
using ConfigLocation = Config::ConfigLocation;
using INIToLocationMap = std::map<std::pair<std::string, std::string>, ConfigLocation>;
using INIToSectionMap = std::map<std::string, std::pair<Config::System, std::string>>;
// This is a mapping from the legacy section-key pairs to ConfigLocations.
// New settings do not need to be added to this mapping.
@ -68,59 +69,6 @@ using INIToLocationMap = std::map<std::pair<std::string, std::string>, ConfigLoc
static const INIToLocationMap& GetINIToLocationMap()
{
static const INIToLocationMap ini_to_location = {
{{"Video_Hardware", "VSync"}, {Config::GFX_VSYNC.location}},
{{"Video_Settings", "wideScreenHack"}, {Config::GFX_WIDESCREEN_HACK.location}},
{{"Video_Settings", "AspectRatio"}, {Config::GFX_ASPECT_RATIO.location}},
{{"Video_Settings", "SuggestedAspectRatio"}, {Config::GFX_SUGGESTED_ASPECT_RATIO.location}},
{{"Video_Settings", "Crop"}, {Config::GFX_CROP.location}},
{{"Video_Settings", "SafeTextureCacheColorSamples"},
{Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES.location}},
{{"Video_Settings", "HiresTextures"}, {Config::GFX_HIRES_TEXTURES.location}},
{{"Video_Settings", "ConvertHiresTextures"}, {Config::GFX_CONVERT_HIRES_TEXTURES.location}},
{{"Video_Settings", "CacheHiresTextures"}, {Config::GFX_CACHE_HIRES_TEXTURES.location}},
{{"Video_Settings", "EnablePixelLighting"}, {Config::GFX_ENABLE_PIXEL_LIGHTING.location}},
{{"Video_Settings", "FastDepthCalc"}, {Config::GFX_FAST_DEPTH_CALC.location}},
{{"Video_Settings", "MSAA"}, {Config::GFX_MSAA.location}},
{{"Video_Settings", "SSAA"}, {Config::GFX_SSAA.location}},
{{"Video_Settings", "ForceTrueColor"}, {Config::GFX_ENHANCE_FORCE_TRUE_COLOR.location}},
{{"Video_Settings", "InternalResolution"}, {Config::GFX_EFB_SCALE.location}},
{{"Video_Settings", "DisableFog"}, {Config::GFX_DISABLE_FOG.location}},
{{"Video_Settings", "BackendMultithreading"}, {Config::GFX_BACKEND_MULTITHREADING.location}},
{{"Video_Settings", "CommandBufferExecuteInterval"},
{Config::GFX_COMMAND_BUFFER_EXECUTE_INTERVAL.location}},
{{"Video_Enhancements", "ForceFiltering"}, {Config::GFX_ENHANCE_FORCE_FILTERING.location}},
{{"Video_Enhancements", "MaxAnisotropy"}, {Config::GFX_ENHANCE_MAX_ANISOTROPY.location}},
{{"Video_Enhancements", "PostProcessingShader"}, {Config::GFX_ENHANCE_POST_SHADER.location}},
{{"Video_Stereoscopy", "StereoConvergence"}, {Config::GFX_STEREO_CONVERGENCE.location}},
{{"Video_Stereoscopy", "StereoEFBMonoDepth"}, {Config::GFX_STEREO_EFB_MONO_DEPTH.location}},
{{"Video_Stereoscopy", "StereoDepthPercentage"},
{Config::GFX_STEREO_DEPTH_PERCENTAGE.location}},
{{"Video_Stereoscopy", "StereoMode"}, {Config::GFX_STEREO_MODE.location}},
{{"Video_Stereoscopy", "StereoDepth"}, {Config::GFX_STEREO_DEPTH.location}},
{{"Video_Stereoscopy", "StereoSwapEyes"}, {Config::GFX_STEREO_SWAP_EYES.location}},
{{"Video_Hacks", "EFBAccessEnable"}, {Config::GFX_HACK_EFB_ACCESS_ENABLE.location}},
{{"Video_Hacks", "BBoxEnable"}, {Config::GFX_HACK_BBOX_ENABLE.location}},
{{"Video_Hacks", "ForceProgressive"}, {Config::GFX_HACK_FORCE_PROGRESSIVE.location}},
{{"Video_Hacks", "EFBToTextureEnable"}, {Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM.location}},
{{"Video_Hacks", "XFBToTextureEnable"}, {Config::GFX_HACK_SKIP_XFB_COPY_TO_RAM.location}},
{{"Video_Hacks", "ImmediateXFBEnable"}, {Config::GFX_HACK_IMMEDIATE_XFB.location}},
{{"Video_Hacks", "EFBScaledCopy"}, {Config::GFX_EFB_SCALE.location}},
{{"Video_Hacks", "EFBEmulateFormatChanges"},
{Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES.location}},
{{"Video_Hacks", "VertexRounding"}, {Config::GFX_HACK_VERTEX_ROUDING.location}},
{{"Video", "ProjectionHack"}, {Config::GFX_PROJECTION_HACK.location}},
{{"Video", "PH_SZNear"}, {Config::GFX_PROJECTION_HACK_SZNEAR.location}},
{{"Video", "PH_SZFar"}, {Config::GFX_PROJECTION_HACK_SZFAR.location}},
{{"Video", "PH_ZNear"}, {Config::GFX_PROJECTION_HACK_ZNEAR.location}},
{{"Video", "PH_ZFar"}, {Config::GFX_PROJECTION_HACK_ZFAR.location}},
{{"Video", "PerfQueriesEnable"}, {Config::GFX_PERF_QUERIES_ENABLE.location}},
{{"Core", "ProgressiveScan"}, {Config::SYSCONF_PROGRESSIVE_SCAN.location}},
{{"Core", "PAL60"}, {Config::SYSCONF_PAL60.location}},
{{"Wii", "Widescreen"}, {Config::SYSCONF_WIDESCREEN.location}},
@ -129,6 +77,22 @@ static const INIToLocationMap& GetINIToLocationMap()
return ini_to_location;
}
// This is a mapping from the legacy section names to system + section.
// New settings do not need to be added to this mapping.
// See also: MapINIToRealLocation and GetINILocationFromConfig.
static const INIToSectionMap& GetINIToSectionMap()
{
static const INIToSectionMap ini_to_section = {
{"Video_Hardware", {Config::System::GFX, "Hardware"}},
{"Video_Settings", {Config::System::GFX, "Settings"}},
{"Video_Enhancements", {Config::System::GFX, "Enhancements"}},
{"Video_Stereoscopy", {Config::System::GFX, "Stereoscopy"}},
{"Video_Hacks", {Config::System::GFX, "Hacks"}},
{"Video", {Config::System::GFX, "GameSpecific"}},
};
return ini_to_section;
}
// Converts from a legacy GameINI section-key tuple to a ConfigLocation.
// Also supports the following format:
// [System.Section]
@ -136,16 +100,14 @@ static const INIToLocationMap& GetINIToLocationMap()
static ConfigLocation MapINIToRealLocation(const std::string& section, const std::string& key)
{
static const INIToLocationMap& ini_to_location = GetINIToLocationMap();
auto it = ini_to_location.find({section, key});
const auto it = ini_to_location.find({section, key});
if (it != ini_to_location.end())
return it->second;
// Try again, but this time with an empty key
// Certain sections like 'Speedhacks' has keys that are variable
it = ini_to_location.find({section, ""});
if (it != ini_to_location.end())
return {it->second.system, it->second.section, key};
static const INIToSectionMap& ini_to_section = GetINIToSectionMap();
const auto it2 = ini_to_section.find(section);
if (it2 != ini_to_section.end())
return {it2->second.first, it2->second.second, key};
// Attempt to load it as a configuration option
// It will be in the format of '<System>.<Section>'
@ -169,21 +131,18 @@ static ConfigLocation MapINIToRealLocation(const std::string& section, const std
static std::pair<std::string, std::string> GetINILocationFromConfig(const ConfigLocation& location)
{
static const INIToLocationMap& ini_to_location = GetINIToLocationMap();
auto it = std::find_if(ini_to_location.begin(), ini_to_location.end(),
const auto it = std::find_if(ini_to_location.begin(), ini_to_location.end(),
[&location](const auto& entry) { return entry.second == location; });
if (it != ini_to_location.end())
return it->first;
// Try again, but this time with an empty key
// Certain sections like 'Speedhacks' have keys that are variable
it = std::find_if(ini_to_location.begin(), ini_to_location.end(), [&location](const auto& entry) {
return std::tie(entry.second.system, entry.second.section) ==
std::tie(location.system, location.section);
static const INIToSectionMap& ini_to_section = GetINIToSectionMap();
const auto it2 =
std::find_if(ini_to_section.begin(), ini_to_section.end(), [&location](const auto& entry) {
return entry.second.first == location.system && entry.second.second == location.section;
});
if (it != ini_to_location.end())
return {it->first.first, location.key};
if (it2 != ini_to_section.end())
return {it2->first, location.key};
return {Config::GetSystemName(location.system) + "." + location.section, location.key};
}