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Stores and accesses user preferences between sessions. Based off of Unity's PlayerPrefs class: http://docs.unity3d.com/ScriptReference/PlayerPrefs.html
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using System; | |
using System.Reflection; | |
using Microsoft.Win32; | |
/// <summary> | |
/// Stores and accesses user preferences between sessions. | |
/// </summary> | |
public static class UserPrefs | |
{ | |
private static readonly RegistryKey MainKey; | |
static UserPrefs() | |
{ | |
MainKey = | |
Registry.CurrentUser.CreateSubKey(string.Format("Software\\{0}\\{1}", | |
GetAttribute<AssemblyCompanyAttribute>().Company, GetAttribute<AssemblyProductAttribute>().Product)); | |
} | |
private static T GetAttribute<T>() where T : Attribute | |
{ | |
return (T) Attribute.GetCustomAttribute(Assembly.GetEntryAssembly(), typeof (T), false); | |
} | |
/// <summary> | |
/// Removes all keys and values from the preferences. Use with caution. | |
/// </summary> | |
public static void DeleteAll() | |
{ | |
Array.ForEach(MainKey.GetValueNames(), s => MainKey.DeleteValue(s, false)); | |
} | |
/// <summary> | |
/// Removes key and its corresponding value from the preferences. | |
/// </summary> | |
public static void DeleteKey(string key) | |
{ | |
MainKey.DeleteValue(string.Concat("f_", key), false); | |
MainKey.DeleteValue(string.Concat("i_", key), false); | |
MainKey.DeleteValue(string.Concat("s_", key), false); | |
} | |
/// <summary> | |
/// Returns the value corresponding to key if it exists. If it doesn't exist, it will return defaultValue. | |
/// </summary> | |
public static float GetFloat(string key, float defaultValue) | |
{ | |
return Convert.ToSingle(MainKey.GetValue(string.Concat("f_", key), defaultValue)); | |
} | |
/// <summary> | |
/// Returns the value corresponding to key if it exists. If it doesn't exist, it will return defaultValue. | |
/// </summary> | |
public static int GetInt(string key, int defaultValue) | |
{ | |
return (int) MainKey.GetValue(string.Concat("i_", key), defaultValue); | |
} | |
/// <summary> | |
/// Returns the value corresponding to key if it exists. If it doesn't exist, it will return defaultValue. | |
/// </summary> | |
public static string GetString(string key, string defaultValue) | |
{ | |
return (string) MainKey.GetValue(string.Concat("s_", key), defaultValue); | |
} | |
/// <summary> | |
/// Returns true if key exists in the preferences. | |
/// </summary> | |
public static bool HasKey(string key) | |
{ | |
return (MainKey.GetValue(key, null) != null); | |
} | |
/// <summary> | |
/// Sets the value of the preference identified by key. | |
/// </summary> | |
public static void SetFloat(string key, float value) | |
{ | |
MainKey.SetValue(string.Concat("f_", key), value); | |
} | |
/// <summary> | |
/// Sets the value of the preference identified by key. | |
/// </summary> | |
public static void SetInt(string key, int value) | |
{ | |
MainKey.SetValue(string.Concat("i_", key), value); | |
} | |
/// <summary> | |
/// Sets the value of the preference identified by key. | |
/// </summary> | |
public static void SetString(string key, string value) | |
{ | |
MainKey.SetValue(string.Concat("s_", key), value); | |
} | |
} |
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