2005-07-24 14:12:37 +00:00
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/* $Id$ */
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2008-01-07 00:19:09 +00:00
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/** @file settings_internal.h Functions and types used internally for the settings configurations. */
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2007-04-04 01:35:16 +00:00
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2008-01-07 00:19:09 +00:00
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#ifndef SETTINGS_INTERNAL_H
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#define SETTINGS_INTERNAL_H
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2004-12-04 17:54:56 +00:00
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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#include "saveload.h"
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2008-01-13 14:37:30 +00:00
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#include "settings_type.h"
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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/** Convention/Type of settings. This is then further specified if necessary
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* with the SLE_ (SLE_VAR/SLE_FILE) enums in saveload.h
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* @see VarTypes
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* @see SettingDescBase */
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2007-01-10 18:56:51 +00:00
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enum SettingDescTypeLong {
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2006-02-04 22:48:57 +00:00
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/* 4 bytes allocated a maximum of 16 types for GenericType */
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2007-01-10 18:56:51 +00:00
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SDT_BEGIN = 0,
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2007-04-04 01:35:16 +00:00
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SDT_NUMX = 0, ///< any number-type
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SDT_BOOLX = 1, ///< a boolean number
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SDT_ONEOFMANY = 2, ///< bitmasked number where only ONE bit may be set
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SDT_MANYOFMANY = 3, ///< bitmasked number where MULTIPLE bits may be set
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SDT_INTLIST = 4, ///< list of integers seperated by a comma ','
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SDT_STRING = 5, ///< string with a pre-allocated buffer
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2007-01-10 18:56:51 +00:00
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SDT_END,
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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/* 10 more possible primitives */
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};
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2004-12-04 17:54:56 +00:00
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2007-01-10 18:56:51 +00:00
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template <> struct EnumPropsT<SettingDescTypeLong> : MakeEnumPropsT<SettingDescTypeLong, byte, SDT_BEGIN, SDT_END, SDT_END> {};
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typedef TinyEnumT<SettingDescTypeLong> SettingDescType;
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enum SettingGuiFlagLong {
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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/* 8 bytes allocated for a maximum of 8 flags
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* Flags directing saving/loading of a variable */
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2007-01-10 18:56:51 +00:00
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SGF_NONE = 0,
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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SGF_0ISDISABLED = 1 << 0, ///< a value of zero means the feature is disabled
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SGF_NOCOMMA = 1 << 1, ///< number without any thousand seperators (no formatting)
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SGF_MULTISTRING = 1 << 2, ///< the value represents a limited number of string-options (internally integer)
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SGF_NETWORK_ONLY = 1 << 3, ///< this setting only applies to network games
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SGF_CURRENCY = 1 << 4, ///< the number represents money, so when reading value multiply by exchange rate
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2007-11-17 22:25:16 +00:00
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SGF_NO_NETWORK = 1 << 5, ///< this setting does not apply to network games; it may not be changed during the game
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2008-05-26 00:31:36 +00:00
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SGF_NEWGAME_ONLY = 1 << 6, ///< this setting cannot be changed in inside a game
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SGF_END = 1 << 7,
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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};
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2004-12-04 17:54:56 +00:00
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2007-01-10 18:56:51 +00:00
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DECLARE_ENUM_AS_BIT_SET(SettingGuiFlagLong);
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template <> struct EnumPropsT<SettingGuiFlagLong> : MakeEnumPropsT<SettingGuiFlagLong, byte, SGF_NONE, SGF_END, SGF_END> {};
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typedef TinyEnumT<SettingGuiFlagLong> SettingGuiFlag;
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2007-03-22 03:15:58 +00:00
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typedef int32 OnChange(int32 var); ///< callback prototype on data modification
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typedef int32 OnConvert(const char *value); ///< callback prototype for convertion error
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2006-02-04 22:48:57 +00:00
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2007-03-07 12:11:48 +00:00
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struct SettingDescBase {
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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const char *name; ///< name of the setting. Used in configuration file and for console
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const void *def; ///< default value given when none is present
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SettingDescType cmd; ///< various flags for the variable
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SettingGuiFlag flags; ///< handles how a setting would show up in the GUI (text/currency, etc.)
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int32 min, max; ///< minimum and maximum values
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2006-08-28 09:13:33 +00:00
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int32 interval; ///< the interval to use between settings in the 'patches' window. If interval is '0' the interval is dynamically determined
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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const char *many; ///< ONE/MANY_OF_MANY: string of possible values for this type
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StringID str; ///< (translated) string with descriptive text; gui and console
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OnChange *proc; ///< callback procedure for when the value is changed
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2007-03-22 03:15:58 +00:00
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OnConvert *proc_cnvt; ///< callback procedure when loading value mechanism fails
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2007-03-07 12:11:48 +00:00
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};
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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2007-03-07 12:11:48 +00:00
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struct SettingDesc {
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2006-03-02 00:07:41 +00:00
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SettingDescBase desc; ///< Settings structure (going to configuration file)
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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SaveLoad save; ///< Internal structure (going to savegame, parts to config)
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2007-03-07 12:11:48 +00:00
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};
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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/* NOTE: The only difference between SettingDesc and SettingDescGlob is
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* that one uses global variables as a source and the other offsets
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* in a struct which are bound to a certain variable during runtime.
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* The only way to differentiate between these two is to check if an object
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* has been passed to the function or not. If not, then it is a global variable
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* and save->variable has its address, otherwise save->variable only holds the
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* offset in a certain struct */
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typedef SettingDesc SettingDescGlobVarList;
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2004-12-04 17:54:56 +00:00
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2007-03-07 12:11:48 +00:00
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enum IniGroupType {
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
2006-03-01 23:53:20 +00:00
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IGT_VARIABLES = 0, ///< values of the form "landscape = hilly"
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2006-08-22 14:38:37 +00:00
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IGT_LIST = 1, ///< a list of values, seperated by \n and terminated by the next group block
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2007-03-07 12:11:48 +00:00
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};
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2004-12-18 16:00:10 +00:00
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2006-03-17 22:47:52 +00:00
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const SettingDesc *GetPatchFromName(const char *name, uint *i);
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2008-05-25 19:17:03 +00:00
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bool SetPatchValue(uint index, const Settings *object, int32 value);
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2005-05-02 15:52:19 +00:00
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2004-12-04 17:54:56 +00:00
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#endif /* SETTINGS_H */
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