// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include "Common/Config/Enums.h" #include "Common/Config/Section.h" namespace Config { using LayerMap = std::map>>; class ConfigLayerLoader { public: explicit ConfigLayerLoader(LayerType layer); virtual ~ConfigLayerLoader(); virtual void Load(Layer* config_layer) = 0; virtual void Save(Layer* config_layer) = 0; LayerType GetLayer() const; private: const LayerType m_layer; }; class Layer { public: explicit Layer(LayerType layer); explicit Layer(std::unique_ptr loader); virtual ~Layer(); // Convenience functions bool Exists(System system, const std::string& section_name, const std::string& key); bool DeleteKey(System system, const std::string& section_name, const std::string& key); template bool GetIfExists(System system, const std::string& section_name, const std::string& key, T* value) { if (Exists(system, section_name, key)) return GetOrCreateSection(system, section_name)->Get(key, value); return false; } virtual Section* GetSection(System system, const std::string& section_name); virtual Section* GetOrCreateSection(System system, const std::string& section_name); // Explicit load and save of layers void Load(); void Save(); LayerType GetLayer() const; const LayerMap& GetLayerMap() const; // Stay away from this routine as much as possible ConfigLayerLoader* GetLoader() const; protected: bool IsDirty() const; void ClearDirty(); LayerMap m_sections; const LayerType m_layer; std::unique_ptr m_loader; }; class RecursiveLayer final : public Layer { public: RecursiveLayer(); Section* GetSection(System system, const std::string& section_name) override; Section* GetOrCreateSection(System system, const std::string& section_name) override; }; }