Instead of loading Defaults.ini underneith Preferences.ini, change the
actual IPreference defaults according to Defaults.ini. This way, we can access default values immediately, without having to load and parse a file. Since this simply changes the value in the preference, this doesn't use any more memory.
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@@ -51,6 +51,14 @@ void IPreference::SavePrefsToNode( XNode* pNode )
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(*p)->WriteTo( pNode );
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}
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void IPreference::ReadAllDefaultsFromNode( const XNode* pNode )
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{
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if( pNode == NULL )
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return;
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FOREACHS_CONST( IPreference*, *m_Subscribers.m_pSubscribers, p )
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(*p)->ReadDefaultFrom( pNode );
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}
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void IPreference::PushValue( lua_State *L ) const
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{
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if( LOG )
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@@ -101,6 +109,15 @@ void IPreference::WriteTo( XNode* pNode ) const
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pNode->AppendAttr( m_sName, ToString() );
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}
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/* Load our value from the node, and make it the new default. */
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void IPreference::ReadDefaultFrom( const XNode* pNode )
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{
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CString sVal;
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if( !pNode->GetAttrValue(m_sName, sVal) )
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return;
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SetDefaultFromString( sVal );
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}
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void BroadcastPreferenceChanged( const CString& sPreferenceName )
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{
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if( MESSAGEMAN )
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@@ -15,8 +15,10 @@ public:
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virtual ~IPreference();
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void ReadFrom( const XNode* pNode );
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void WriteTo( XNode* pNode ) const;
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void ReadDefaultFrom( const XNode* pNode );
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virtual void LoadDefault() = 0;
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virtual void SetDefaultFromString( const CString &s ) = 0;
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virtual CString ToString() const = 0;
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virtual void FromString( const CString &s ) = 0;
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@@ -30,6 +32,7 @@ public:
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static void LoadAllDefaults();
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static void ReadAllPrefsFromNode( const XNode* pNode );
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static void SavePrefsToNode( XNode* pNode );
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static void ReadAllDefaultsFromNode( const XNode* pNode );
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protected:
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CString m_sName;
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@@ -63,6 +66,10 @@ public:
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{
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m_currentValue = m_defaultValue;
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}
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void SetDefaultFromString( const CString &s )
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{
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PrefFromString( s, (BasicType &)m_defaultValue );
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}
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const T &Get() const
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{
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@@ -379,7 +379,9 @@ void PrefsManager::RestoreGamePrefs()
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void PrefsManager::ReadPrefsFromDisk()
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{
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ReadPrefsFromFile( DEFAULTS_INI_PATH, GetPreferencesSection() );
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ReadDefaultsFromFile( DEFAULTS_INI_PATH, GetPreferencesSection() );
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IPreference::LoadAllDefaults();
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ReadPrefsFromFile( SpecialFiles::PREFERENCES_INI_PATH, "Options" );
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ReadGamePrefsFromIni( SpecialFiles::PREFERENCES_INI_PATH );
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ReadPrefsFromFile( STATIC_INI_PATH, GetPreferencesSection() );
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@@ -392,7 +394,7 @@ void PrefsManager::ResetToFactoryDefaults()
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{
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// clobber the users prefs by initing then applying defaults
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Init();
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ReadPrefsFromFile( DEFAULTS_INI_PATH, GetPreferencesSection() );
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IPreference::LoadAllDefaults();
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ReadPrefsFromFile( STATIC_INI_PATH, GetPreferencesSection() );
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SavePrefsToDisk();
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@@ -454,6 +456,26 @@ void PrefsManager::ReadGamePrefsFromIni( const CString &sIni )
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}
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}
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void PrefsManager::ReadDefaultsFromFile( const CString &sIni, const CString &sSection )
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{
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IniFile ini;
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if( !ini.ReadFile(sIni) )
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return;
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ReadDefaultsFromIni( ini, sSection );
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}
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void PrefsManager::ReadDefaultsFromIni( const IniFile &ini, const CString &sSection )
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{
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// Apply our fallback recursively (if any) before applying ourself.
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// TODO: detect circular?
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CString sFallback;
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if( ini.GetValue(sSection,"Fallback",sFallback) )
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ReadDefaultsFromIni( ini, sFallback );
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IPreference::ReadAllDefaultsFromNode( ini.GetChild(sSection) );
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}
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void PrefsManager::SavePrefsToDisk()
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{
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IniFile ini;
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@@ -249,6 +249,7 @@ public:
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void ReadPrefsFromIni( const IniFile &ini, const CString &sSection );
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void ReadGamePrefsFromIni( const CString &sIni );
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void ReadDefaultsFromIni( const IniFile &ini, const CString &sSection );
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void SavePrefsToIni( IniFile &ini );
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void ReadPrefsFromDisk();
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@@ -263,7 +264,7 @@ public:
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protected:
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void ReadPrefsFromFile( const CString &sIni, const CString &sSection );
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void ReadDefaultsFromFile( const CString &sIni, const CString &sSection );
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};
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