/********************************************************************** Audacity: A Digital Audio Editor Prefs.h Dominic Mazzoni Markus Meyer Audacity uses wxWidgets' wxFileConfig class to handle preferences. In Audacity versions prior to 1.3.1, it used wxConfig, which would store the prefs in a platform-dependent way (e.g. in the registry on Windows). Now it always stores the settings in a configuration file in the Audacity Data Directory. Every time we read a preference, we need to specify the default value for that preference, to be used if the preference hasn't been set before. So, to avoid code duplication, we provide functions in this file to read and write preferences which have a nonobvious default value, so that if we later want to change this value, we only have to change it in one place. See Prefs.cpp for a (complete?) list of preferences we keep track of... **********************************************************************/ #ifndef __AUDACITY_PREFS__ #define __AUDACITY_PREFS__ #include "Audacity.h" #include "../include/audacity/IdentInterface.h" #include #include #include void InitPreferences(); void FinishPreferences(); class AudacityPrefs; extern AUDACITY_DLL_API AudacityPrefs *gPrefs; extern int gMenusDirty; class AUDACITY_DLL_API AudacityPrefs : public wxFileConfig { public: AudacityPrefs(const wxString& appName = wxEmptyString, const wxString& vendorName = wxEmptyString, const wxString& localFilename = wxEmptyString, const wxString& globalFilename = wxEmptyString, long style = wxCONFIG_USE_LOCAL_FILE | wxCONFIG_USE_GLOBAL_FILE, const wxMBConv& conv = wxConvAuto()); bool GetEditClipsCanMove(); }; // Packages a table of user-visible choices each with an internal code string, // a preference key path, // and a default choice class EnumSetting { public: EnumSetting( const wxString &key, const IdentInterfaceSymbol symbols[], size_t nSymbols, size_t defaultSymbol ) : mKey{ key } , mSymbols{ symbols } , mnSymbols{ nSymbols } , mDefaultSymbol{ defaultSymbol } { wxASSERT( defaultSymbol < nSymbols ); } const wxString &Key() const { return mKey; } const IdentInterfaceSymbol &Default() const { return mSymbols[mDefaultSymbol]; } const IdentInterfaceSymbol *begin() const { return mSymbols; } const IdentInterfaceSymbol *end() const { return mSymbols + mnSymbols; } wxString Read() const; bool Write( const wxString &value ); // you flush gPrefs afterward protected: size_t Find( const wxString &value ) const; virtual void Migrate( wxString& ); const wxString mKey; const IdentInterfaceSymbol *mSymbols; const size_t mnSymbols; // stores an internal value mutable bool mMigrated { false }; const size_t mDefaultSymbol; }; // Extends EnumSetting with a corresponding table of integer codes // (generally not equal to their table positions), // and optionally an old preference key path that stored integer codes, to be // migrated into one that stores internal string values instead class EncodedEnumSetting : public EnumSetting { public: EncodedEnumSetting( const wxString &key, const IdentInterfaceSymbol symbols[], size_t nSymbols, size_t defaultSymbol, const int intValues[] = nullptr, // must have same size as symbols const wxString &oldKey = wxString("") ) : EnumSetting{ key, symbols, nSymbols, defaultSymbol } , mIntValues{ intValues } , mOldKey{ oldKey } { wxASSERT( mIntValues ); } // Read and write the encoded values virtual int ReadInt() const; bool WriteInt( int code ); // you flush gPrefs afterward protected: size_t FindInt( int code ) const; void Migrate( wxString& ) override; private: const int *mIntValues; const wxString mOldKey; }; #endif