dolphin/Source/Core/Common/Config/Config.cpp

159 lines
3.4 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <list>
#include <map>
#include "Common/Config/Config.h"
namespace Config
{
static Layers s_layers;
static std::list<ConfigChangedCallback> s_callbacks;
static u32 s_callback_guards = 0;
Layers* GetLayers()
{
return &s_layers;
}
void AddLayer(std::unique_ptr<Layer> layer)
{
s_layers[layer->GetLayer()] = std::move(layer);
InvokeConfigChangedCallbacks();
}
void AddLayer(std::unique_ptr<ConfigLayerLoader> loader)
{
AddLayer(std::make_unique<Layer>(std::move(loader)));
}
Layer* GetLayer(LayerType layer)
{
if (!LayerExists(layer))
return nullptr;
return s_layers[layer].get();
}
void RemoveLayer(LayerType layer)
{
s_layers.erase(layer);
InvokeConfigChangedCallbacks();
}
bool LayerExists(LayerType layer)
{
return s_layers.find(layer) != s_layers.end();
}
void AddConfigChangedCallback(ConfigChangedCallback func)
{
s_callbacks.emplace_back(func);
}
void InvokeConfigChangedCallbacks()
{
if (s_callback_guards)
return;
for (const auto& callback : s_callbacks)
callback();
}
// Explicit load and save of layers
void Load()
{
for (auto& layer : s_layers)
layer.second->Load();
InvokeConfigChangedCallbacks();
}
void Save()
{
for (auto& layer : s_layers)
layer.second->Save();
InvokeConfigChangedCallbacks();
}
void Init()
{
// These layers contain temporary values
ClearCurrentRunLayer();
}
void Shutdown()
{
s_layers.clear();
s_callbacks.clear();
}
void ClearCurrentRunLayer()
{
s_layers[LayerType::CurrentRun] = std::make_unique<Layer>(LayerType::CurrentRun);
}
static const std::map<System, std::string> system_to_name = {
{System::Main, "Dolphin"}, {System::GCPad, "GCPad"}, {System::WiiPad, "Wiimote"},
{System::GCKeyboard, "GCKeyboard"}, {System::GFX, "Graphics"}, {System::Logger, "Logger"},
{System::Debugger, "Debugger"}, {System::SYSCONF, "SYSCONF"}};
const std::string& GetSystemName(System system)
{
return system_to_name.at(system);
}
std::optional<System> GetSystemFromName(const std::string& name)
{
const auto system = std::find_if(system_to_name.begin(), system_to_name.end(),
[&name](const auto& entry) { return entry.second == name; });
if (system != system_to_name.end())
return system->first;
return {};
}
const std::string& GetLayerName(LayerType layer)
{
static const std::map<LayerType, std::string> layer_to_name = {
{LayerType::Base, "Base"},
{LayerType::GlobalGame, "Global GameINI"},
{LayerType::LocalGame, "Local GameINI"},
{LayerType::Netplay, "Netplay"},
{LayerType::Movie, "Movie"},
{LayerType::CommandLine, "Command Line"},
{LayerType::CurrentRun, "Current Run"},
};
return layer_to_name.at(layer);
}
LayerType GetActiveLayerForConfig(const ConfigLocation& config)
{
for (auto layer : SEARCH_ORDER)
{
if (!LayerExists(layer))
continue;
if (GetLayer(layer)->Exists(config))
return layer;
}
// If config is not present in any layer, base layer is considered active.
return LayerType::Base;
}
ConfigChangeCallbackGuard::ConfigChangeCallbackGuard()
{
++s_callback_guards;
}
ConfigChangeCallbackGuard::~ConfigChangeCallbackGuard()
{
if (--s_callback_guards)
return;
InvokeConfigChangedCallbacks();
}
} // namespace Config