// Copyright (c) 2021, OpenEmu Team // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of the OpenEmu Team nor the // names of its contributors may be used to endorse or promote products // derived from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY OpenEmu Team ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED // WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL OpenEmu Team BE LIABLE FOR ANY // DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND // ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import Foundation /// An object that manages the association of shader presets /// to system cores. public class SystemShaderPresetStore { let store: UserDefaults let presets: ShaderPresetStore let shaders: OEShaderStore public init(store: UserDefaults, presets: ShaderPresetStore, shaders: OEShaderStore) { self.store = store self.presets = presets self.shaders = shaders } // MARK: - Public API /// Gets or sets the name for the default preset. public var defaultPresetByID: String { get { if let id = store.string(forKey: makeGlobalKey()), presets.exists(byID: id) { return id } return "Pixellate" } set { store.set(newValue, forKey: makeGlobalKey()) } } /// Returns the default shader preset. public var defaultPreset: ShaderPreset { presets.defaultPresetForShader(shaders.defaultShader) } /// Set the shader preset for the specified system. /// - Parameters: /// - preset: The preset to assign to the system. /// - identifier: The identifier of the system. public func setPreset(_ preset: ShaderPreset, forSystem identifier: String) { store.set(preset.id, forKey: makeSystemKey(identifier)) } /// Removes the preset assigned to the specified system. /// - Parameter identifier: The system identifier to clear the preset. public func resetPresetForSystem(_ identifier: String) { store.removeObject(forKey: makeSystemKey(identifier)) } /// Finds the shader preset assigned to the specified system. /// - Parameter identifier: The identifier for the system. /// - Returns: The shader preset assigned to the system. public func findPresetForSystem(_ identifier: String) -> ShaderPreset? { guard let id = store.string(forKey: makeSystemKey(identifier)), let preset = presets.findPreset(byID: id) else { return nil } return preset } // MARK: - Helpers func makeGlobalKey() -> String { "videoShader.preset" } func makeSystemKey(_ identifier: String) -> String { "videoShader.\(identifier).preset" } }