// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "Common/CommonTypes.h" #include "Common/StringUtil.h" struct CaseInsensitiveStringCompare { bool operator() (const std::string& a, const std::string& b) const { return strcasecmp(a.c_str(), b.c_str()) < 0; } }; class IniFile { public: class Section { friend class IniFile; public: Section() {} Section(const std::string& _name) : name(_name) {} bool Exists(const std::string& key) const; bool Delete(const std::string& key); void Set(const std::string& key, const std::string& newValue); void Set(const std::string& key, const std::string& newValue, const std::string& defaultValue); bool Get(const std::string& key, std::string* value, const std::string& defaultValue = NULL_STRING); void Set(const std::string& key, u32 newValue) { Set(key, StringFromFormat("0x%08x", newValue)); } void Set(const std::string& key, float newValue) { Set(key, StringFromFormat("%f", newValue)); } void Set(const std::string& key, const float newValue, const float defaultValue); void Set(const std::string& key, double newValue) { Set(key, StringFromFormat("%f", newValue)); } void Set(const std::string& key, int newValue, int defaultValue); void Set(const std::string& key, int newValue) { Set(key, StringFromInt(newValue)); } void Set(const std::string& key, bool newValue, bool defaultValue); void Set(const std::string& key, bool newValue) { Set(key, StringFromBool(newValue)); } void Set(const std::string& key, const std::vector& newValues); bool Get(const std::string& key, int* value, int defaultValue = 0); bool Get(const std::string& key, u32* value, u32 defaultValue = 0); bool Get(const std::string& key, bool* value, bool defaultValue = false); bool Get(const std::string& key, float* value, float defaultValue = false); bool Get(const std::string& key, double* value, double defaultValue = false); bool Get(const std::string& key, std::vector* values); bool operator < (const Section& other) const { return name < other.name; } protected: std::string name; std::vector keys_order; std::map values; std::vector lines; }; /** * Loads sections and keys. * @param filename filename of the ini file which should be loaded * @param keep_current_data If true, "extends" the currently loaded list of sections and keys with the loaded data (and replaces existing entries). If false, existing data will be erased. * @warning Using any other operations than "Get*" and "Exists" is untested and will behave unexpectedly * @todo This really is just a hack to support having two levels of gameinis (defaults and user-specified) and should eventually be replaced with a less stupid system. */ bool Load(const std::string& filename, bool keep_current_data = false); bool Save(const std::string& filename); // Returns true if key exists in section bool Exists(const std::string& sectionName, const std::string& key) const; template bool GetIfExists(const std::string& sectionName, const std::string& key, T value) { if (Exists(sectionName, key)) return GetOrCreateSection(sectionName)->Get(key, value); return false; } bool GetKeys(const std::string& sectionName, std::vector* keys) const; void SetLines(const std::string& sectionName, const std::vector& lines); bool GetLines(const std::string& sectionName, std::vector* lines, const bool remove_comments = true) const; bool DeleteKey(const std::string& sectionName, const std::string& key); bool DeleteSection(const std::string& sectionName); void SortSections(); Section* GetOrCreateSection(const std::string& section); private: std::list
sections; const Section* GetSection(const std::string& section) const; Section* GetSection(const std::string& section); std::string* GetLine(const std::string& section, const std::string& key); void CreateSection(const std::string& section); static const std::string& NULL_STRING; };