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