def get_game_settings(arcade: Arcade) -> List[Dict[str, Any]]: game_lut: Dict[str, Dict[int, str]] = {} settings_lut: Dict[str, Dict[int, Dict[str, Any]]] = {} all_settings = [] for (game, version, name) in Base.all_games(): if game not in game_lut: game_lut[game] = {} settings_lut[game] = {} game_lut[game][version] = name settings_lut[game][version] = {} for (game, version, settings) in Base.all_settings(): if not settings: continue # First, set up the basics game_settings: Dict[str, Any] = { 'game': game, 'version': version, 'name': game_lut[game][version], 'bools': [], 'ints': [], 'strs': [], 'longstrs': [], } # Now, look up the current setting for each returned setting for setting_type, setting_unpacker in [ ('bools', "get_bool"), ('ints', "get_int"), ('strs', "get_str"), ('longstrs', "get_str"), ]: for setting in settings.get(setting_type, []): if setting['category'] not in settings_lut[game][version]: cached_setting = g.data.local.machine.get_settings( arcade.id, game, version, setting['category']) if cached_setting is None: cached_setting = ValidatedDict() settings_lut[game][version][ setting['category']] = cached_setting current_settings = settings_lut[game][version][ setting['category']] setting['value'] = getattr(current_settings, setting_unpacker)( setting['setting']) game_settings[setting_type].append(setting) # Now, include it! all_settings.append(game_settings) return sorted( all_settings, key=lambda setting: (setting['game'], setting['version']), )
def get_game_settings(arcade: Arcade) -> List[Dict[str, Any]]: game_lut: Dict[str, Dict[int, str]] = {} settings_lut: Dict[str, Dict[int, Dict[str, Any]]] = {} all_settings = [] for (game, version, name) in Base.all_games(): if game not in game_lut: game_lut[game] = {} settings_lut[game] = {} game_lut[game][version] = name settings_lut[game][version] = {} for (game, version, settings) in Base.all_settings(): if not settings: continue # First, set up the basics game_settings: Dict[str, Any] = { 'game': game, 'version': version, 'name': game_lut[game][version], 'bools': [], 'ints': [], } # Now, look up the current setting for each returned setting for bool_setting in settings.get('bools', []): if bool_setting['category'] not in settings_lut[game][version]: cached_setting = g.data.local.machine.get_settings( arcade.id, game, version, bool_setting['category']) if cached_setting is None: cached_setting = ValidatedDict() settings_lut[game][version][ bool_setting['category']] = cached_setting current_settings = settings_lut[game][version][ bool_setting['category']] bool_setting['value'] = current_settings.get_bool( bool_setting['setting']) game_settings['bools'].append(bool_setting) # Now, look up the current setting for each returned setting for int_setting in settings.get('ints', []): if int_setting['category'] not in settings_lut[game][version]: cached_setting = g.data.local.machine.get_settings( arcade.id, game, version, int_setting['category']) if cached_setting is None: cached_setting = ValidatedDict() settings_lut[game][version][ int_setting['category']] = cached_setting current_settings = settings_lut[game][version][ int_setting['category']] int_setting['value'] = current_settings.get_int( int_setting['setting']) game_settings['ints'].append(int_setting) # Now, include it! all_settings.append(game_settings) return all_settings