GameConfigLoader: Implement missing Save function
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4761afe179
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@ -2,6 +2,8 @@
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "Common/CommonPaths.h"
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#include "Common/Config/Config.h"
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#include "Common/FileUtil.h"
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@ -30,12 +32,21 @@ static std::vector<std::string> GetGameIniFilenames(const std::string& id, u16 r
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return filenames;
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}
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static std::tuple<Config::System, std::string, std::string>
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MapINIToRealLocation(const std::string& section, const std::string& key)
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struct ConfigLocation
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{
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static std::map<std::pair<std::string, std::string>,
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std::tuple<Config::System, std::string, std::string>>
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ini_to_location = {
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Config::System system;
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std::string section;
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std::string key;
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bool operator==(const ConfigLocation& other) const
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{
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return std::tie(system, section, key) == std::tie(other.system, other.section, other.key);
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}
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bool operator!=(const ConfigLocation& other) const { return !operator==(other); }
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};
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static std::map<std::pair<std::string, std::string>, ConfigLocation> ini_to_location = {
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// Core
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{{"Core", "CPUThread"}, {Config::System::Main, "Core", "CPUThread"}},
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{{"Core", "SkipIdle"}, {Config::System::Main, "Core", "SkipIdle"}},
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@ -99,19 +110,14 @@ MapINIToRealLocation(const std::string& section, const std::string& key)
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{{"Controls", "PadProfile2"}, {Config::System::GCPad, "Controls", "PadProfile2"}},
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{{"Controls", "PadProfile3"}, {Config::System::GCPad, "Controls", "PadProfile3"}},
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{{"Controls", "PadProfile4"}, {Config::System::GCPad, "Controls", "PadProfile4"}},
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{{"Controls", "WiimoteProfile1"},
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{Config::System::WiiPad, "Controls", "WiimoteProfile1"}},
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{{"Controls", "WiimoteProfile2"},
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{Config::System::WiiPad, "Controls", "WiimoteProfile2"}},
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{{"Controls", "WiimoteProfile3"},
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{Config::System::WiiPad, "Controls", "WiimoteProfile3"}},
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{{"Controls", "WiimoteProfile4"},
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{Config::System::WiiPad, "Controls", "WiimoteProfile4"}},
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{{"Controls", "WiimoteProfile1"}, {Config::System::WiiPad, "Controls", "WiimoteProfile1"}},
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{{"Controls", "WiimoteProfile2"}, {Config::System::WiiPad, "Controls", "WiimoteProfile2"}},
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{{"Controls", "WiimoteProfile3"}, {Config::System::WiiPad, "Controls", "WiimoteProfile3"}},
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{{"Controls", "WiimoteProfile4"}, {Config::System::WiiPad, "Controls", "WiimoteProfile4"}},
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// Video
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{{"Video_Hardware", "VSync"}, {Config::System::GFX, "Hardware", "VSync"}},
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{{"Video_Settings", "wideScreenHack"},
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{Config::System::GFX, "Settings", "wideScreenHack"}},
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{{"Video_Settings", "wideScreenHack"}, {Config::System::GFX, "Settings", "wideScreenHack"}},
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{{"Video_Settings", "AspectRatio"}, {Config::System::GFX, "Settings", "AspectRatio"}},
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{{"Video_Settings", "Crop"}, {Config::System::GFX, "Settings", "Crop"}},
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{{"Video_Settings", "UseXFB"}, {Config::System::GFX, "Settings", "UseXFB"}},
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@ -125,8 +131,7 @@ MapINIToRealLocation(const std::string& section, const std::string& key)
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{Config::System::GFX, "Settings", "CacheHiresTextures"}},
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{{"Video_Settings", "EnablePixelLighting"},
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{Config::System::GFX, "Settings", "EnablePixelLighting"}},
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{{"Video_Settings", "ForcedSlowDepth"},
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{Config::System::GFX, "Settings", "ForcedSlowDepth"}},
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{{"Video_Settings", "ForcedSlowDepth"}, {Config::System::GFX, "Settings", "ForcedSlowDepth"}},
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{{"Video_Settings", "MSAA"}, {Config::System::GFX, "Settings", "MSAA"}},
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{{"Video_Settings", "SSAA"}, {Config::System::GFX, "Settings", "SSAA"}},
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{{"Video_Settings", "EFBScale"}, {Config::System::GFX, "Settings", "EFBScale"}},
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@ -140,16 +145,14 @@ MapINIToRealLocation(const std::string& section, const std::string& key)
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{Config::System::GFX, "Enhancements", "PostProcessingShader"}},
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{{"Video_Stereoscopy", "StereoMode"}, {Config::System::GFX, "Stereoscopy", "StereoMode"}},
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{{"Video_Stereoscopy", "StereoDepth"},
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{Config::System::GFX, "Stereoscopy", "StereoDepth"}},
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{{"Video_Stereoscopy", "StereoDepth"}, {Config::System::GFX, "Stereoscopy", "StereoDepth"}},
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{{"Video_Stereoscopy", "StereoSwapEyes"},
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{Config::System::GFX, "Stereoscopy", "StereoSwapEyes"}},
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{{"Video_Hacks", "EFBAccessEnable"}, {Config::System::GFX, "Hacks", "EFBAccessEnable"}},
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{{"Video_Hacks", "BBoxEnable"}, {Config::System::GFX, "Hacks", "BBoxEnable"}},
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{{"Video_Hacks", "ForceProgressive"}, {Config::System::GFX, "Hacks", "ForceProgressive"}},
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{{"Video_Hacks", "EFBToTextureEnable"},
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{Config::System::GFX, "Hacks", "EFBToTextureEnable"}},
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{{"Video_Hacks", "EFBToTextureEnable"}, {Config::System::GFX, "Hacks", "EFBToTextureEnable"}},
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{{"Video_Hacks", "EFBScaledCopy"}, {Config::System::GFX, "Hacks", "EFBScaledCopy"}},
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{{"Video_Hacks", "EFBEmulateFormatChanges"},
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{Config::System::GFX, "Hacks", "EFBEmulateFormatChanges"}},
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@ -176,14 +179,16 @@ MapINIToRealLocation(const std::string& section, const std::string& key)
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{{"EmuState", "Title"}, {Config::System::UI, "EmuState", "Title"}},
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};
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auto it = ini_to_location.find(std::make_pair(section, key));
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static ConfigLocation MapINIToRealLocation(const std::string& section, const std::string& key)
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{
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auto it = ini_to_location.find({section, key});
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if (it == ini_to_location.end())
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{
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// Try again, but this time with an empty key
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// Certain sections like 'Speedhacks' has keys that are variable
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it = ini_to_location.find(std::make_pair(section, ""));
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it = ini_to_location.find({section, ""});
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if (it != ini_to_location.end())
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return std::make_tuple(std::get<0>(it->second), std::get<1>(it->second), key);
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return it->second;
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// Attempt to load it as a configuration option
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// It will be in the format of '<System>.<Section>'
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@ -197,13 +202,34 @@ MapINIToRealLocation(const std::string& section, const std::string& key)
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fail |= buffer.fail();
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if (!fail)
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return std::make_tuple(Config::GetSystemFromName(system_str), config_section, key);
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return {Config::GetSystemFromName(system_str), config_section, key};
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WARN_LOG(COMMON, "Unknown game INI option in section %s: %s", section.c_str(), key.c_str());
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return std::make_tuple(Config::System::Main, "", "");
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return {Config::System::Main, "", ""};
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}
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return ini_to_location[std::make_pair(section, key)];
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return ini_to_location[{section, key}];
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}
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static std::pair<std::string, std::string> GetINILocationFromConfig(const ConfigLocation& location)
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{
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auto it = std::find_if(ini_to_location.begin(), ini_to_location.end(),
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[&](const auto& entry) { return entry.second == location; });
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if (it != ini_to_location.end())
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return it->first;
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// Try again, but this time with an empty key
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// Certain sections like 'Speedhacks' have keys that are variable
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it = std::find_if(ini_to_location.begin(), ini_to_location.end(), [&](const auto& entry) {
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return std::tie(entry.second.system, entry.second.key) ==
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std::tie(location.system, location.key);
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});
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if (it != ini_to_location.end())
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return it->first;
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WARN_LOG(COMMON, "Unknown option: %s.%s", location.section.c_str(), location.key.c_str());
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return {"", ""};
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}
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// INI Game layer configuration loader
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@ -243,14 +269,13 @@ public:
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if (chunk.size())
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{
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std::tuple<Config::System, std::string, std::string> mapped_config =
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MapINIToRealLocation(section_name, "");
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const auto mapped_config = MapINIToRealLocation(section_name, "");
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if (std::get<1>(mapped_config).empty() && std::get<2>(mapped_config).empty())
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if (mapped_config.section.empty() && mapped_config.key.empty())
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continue;
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auto* config_section = config_layer->GetOrCreateSection(std::get<0>(mapped_config),
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std::get<1>(mapped_config));
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auto* config_section =
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config_layer->GetOrCreateSection(mapped_config.system, mapped_config.section);
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config_section->SetLines(chunk);
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}
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}
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@ -260,16 +285,14 @@ public:
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for (auto& value : section_map)
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{
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std::tuple<Config::System, std::string, std::string> mapped_config =
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MapINIToRealLocation(section_name, value.first);
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const auto mapped_config = MapINIToRealLocation(section_name, value.first);
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if (std::get<1>(mapped_config).empty() && std::get<2>(mapped_config).empty())
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if (mapped_config.section.empty() && mapped_config.key.empty())
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continue;
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auto* config_section = config_layer->GetOrCreateSection(std::get<0>(mapped_config),
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std::get<1>(mapped_config));
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config_section->Set(std::get<2>(mapped_config), value.second);
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auto* config_section =
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config_layer->GetOrCreateSection(mapped_config.system, mapped_config.section);
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config_section->Set(mapped_config.key, value.second);
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}
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}
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@ -330,12 +353,54 @@ public:
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}
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}
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void Save(Config::Layer* config_layer) override {}
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void Save(Config::Layer* config_layer) override;
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private:
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const std::string m_id;
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const u16 m_revision;
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};
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void INIGameConfigLayerLoader::Save(Config::Layer* config_layer)
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{
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if (config_layer->GetLayer() != Config::LayerType::LocalGame)
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return;
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IniFile ini;
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for (const std::string& file_name : GetGameIniFilenames(m_id, m_revision))
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ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + file_name, true);
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for (const auto& system : config_layer->GetLayerMap())
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{
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for (const auto& section : system.second)
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{
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for (const auto& value : section.GetValues())
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{
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const auto ini_location =
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GetINILocationFromConfig({system.first, section.GetName(), value.first});
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if (ini_location.first.empty() && ini_location.second.empty())
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continue;
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IniFile::Section* ini_section = ini.GetOrCreateSection(ini_location.first);
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ini_section->Set(ini_location.second, value.second);
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}
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}
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}
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// Try to save to the revision specific INI first, if it exists.
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const std::string gameini_with_rev =
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File::GetUserPath(D_GAMESETTINGS_IDX) + m_id + StringFromFormat("r%d", m_revision) + ".ini";
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if (File::Exists(gameini_with_rev))
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{
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ini.Save(gameini_with_rev);
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return;
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}
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// Otherwise, save to the game INI. We don't try any INI broader than that because it will
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// likely cause issues with cheat codes and game patches.
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const std::string gameini = File::GetUserPath(D_GAMESETTINGS_IDX) + m_id + ".ini";
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ini.Save(gameini);
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}
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// Loader generation
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std::unique_ptr<Config::ConfigLayerLoader> GenerateGlobalGameConfigLoader(const std::string& id,
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u16 revision)
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