GARbro-mirror/GameRes/ResourceSettings.cs

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//! \file ResourceSettings.cs
//! \date 2018 Jan 08
//! \brief Persistent resource settings implementation.
//
// Copyright (C) 2018 by morkt
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
using System.Collections;
using System.Collections.Generic;
using System.Configuration;
namespace GameRes
{
/// <summary>
/// Interface to assembly app.config settings.
/// </summary>
public interface IResourceSetting
{
/// <summary>
/// Internal setting name, should match the name defined in app.config.
/// </summary>
string Name { get; }
/// <summary>
/// Short text description of the setting (suitable for use in GUI dialog).
/// </summary>
string Text { get; }
/// <summary>
/// More elaborate setting description.
/// </summary>
string Description { get; }
/// <summary>
/// Actual setting value.
/// </summary>
object Value { get; set; }
}
/// <summary>
/// Manage assembly settings during application session. Implementations of this interface are made
/// available to GameRes library by means of MEF.
/// </summary>
public interface ISettingsManager
{
/// <summary>
/// Called on application startup to check if settings need upgrading after assembly version change.
/// </summary>
void UpgradeSettings ();
/// <summary>
/// Called on application exit.
/// </summary>
void SaveSettings ();
}
public abstract class ResourceSettingBase : IResourceSetting
{
public string Name { get; set; }
public string Text { get; set; }
public string Description { get; set; }
public abstract object Value { get; set; }
public TValue Get<TValue> ()
{
var value = this.Value;
if (null == value || !(value is TValue))
return default(TValue);
return (TValue)value;
}
}
public class ApplicationSetting : ResourceSettingBase
{
public ApplicationSetting (ApplicationSettingsBase settings)
{
Settings = settings;
}
public ApplicationSettingsBase Settings { get; set; }
public override object Value {
get { return Settings[Name]; }
set { Settings[Name] = value; }
}
}
internal class LocalResourceSetting : ApplicationSetting
{
public LocalResourceSetting () : base (GameRes.Properties.Settings.Default) { }
}
/// <summary>
/// Application setting represented by integer range.
/// </summary>
public class FixedGaugeSetting : ApplicationSetting
{
public int Min { get; set; }
public int Max { get; set; }
public IEnumerable<int> ValuesSet { get; set; }
public FixedGaugeSetting (ApplicationSettingsBase settings) : base (settings)
{
}
}
/// <summary>
/// Application setting that has limited set of possible values.
/// </summary>
public class FixedSetSetting : ApplicationSetting
{
public IEnumerable ValuesSet { get; set; }
public FixedSetSetting (ApplicationSettingsBase settings) : base (settings)
{
}
}
}