mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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131 lines
6.5 KiB
C++
131 lines
6.5 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file settings_internal.h Functions and types used internally for the settings configurations. */
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#ifndef SETTINGS_INTERNAL_H
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#define SETTINGS_INTERNAL_H
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#include "saveload/saveload.h"
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/**
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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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*/
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enum SettingDescType : byte {
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/* 4 bytes allocated a maximum of 16 types for GenericType */
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SDT_BEGIN = 0,
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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 separated by a comma ','
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SDT_STRING = 5, ///< string with a pre-allocated buffer
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SDT_STDSTRING = 6, ///< \c std::string
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SDT_END,
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/* 9 more possible primitives */
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};
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enum SettingGuiFlag : uint16 {
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/* 1 byte allocated for a maximum of 8 flags
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* Flags directing saving/loading of a variable */
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SGF_NONE = 0,
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SGF_0ISDISABLED = 1 << 0, ///< a value of zero means the feature is disabled
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SGF_DISPLAY_ABS = 1 << 1, ///< display absolute value of the setting
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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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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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SGF_NEWGAME_ONLY = 1 << 6, ///< this setting cannot be changed in a game
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SGF_SCENEDIT_TOO = 1 << 7, ///< this setting can be changed in the scenario editor (only makes sense when SGF_NEWGAME_ONLY is set)
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SGF_PER_COMPANY = 1 << 8, ///< this setting can be different for each company (saved in company struct)
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};
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DECLARE_ENUM_AS_BIT_SET(SettingGuiFlag)
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/**
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* A SettingCategory defines a grouping of the settings.
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* The group #SC_BASIC is intended for settings which also a novice player would like to change and is able to understand.
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* The group #SC_ADVANCED is intended for settings which an experienced player would like to use. This is the case for most settings.
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* Finally #SC_EXPERT settings only few people want to see in rare cases.
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* The grouping is meant to be inclusive, i.e. all settings in #SC_BASIC also will be included
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* in the set of settings in #SC_ADVANCED. The group #SC_EXPERT contains all settings.
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*/
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enum SettingCategory {
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SC_NONE = 0,
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/* Filters for the list */
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SC_BASIC_LIST = 1 << 0, ///< Settings displayed in the list of basic settings.
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SC_ADVANCED_LIST = 1 << 1, ///< Settings displayed in the list of advanced settings.
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SC_EXPERT_LIST = 1 << 2, ///< Settings displayed in the list of expert settings.
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/* Setting classification */
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SC_BASIC = SC_BASIC_LIST | SC_ADVANCED_LIST | SC_EXPERT_LIST, ///< Basic settings are part of all lists.
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SC_ADVANCED = SC_ADVANCED_LIST | SC_EXPERT_LIST, ///< Advanced settings are part of advanced and expert list.
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SC_EXPERT = SC_EXPERT_LIST, ///< Expert settings can only be seen in the expert list.
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SC_END,
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};
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/**
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* Type of settings for filtering.
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*/
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enum SettingType {
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ST_GAME, ///< Game setting.
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ST_COMPANY, ///< Company setting.
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ST_CLIENT, ///< Client setting.
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ST_ALL, ///< Used in setting filter to match all types.
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};
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typedef bool OnChange(int32 var); ///< callback prototype on data modification
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typedef size_t OnConvert(const char *value); ///< callback prototype for conversion error
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/** Properties of config file settings. */
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struct SettingDescBase {
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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; ///< minimum values
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uint32 max; ///< maximum values
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int32 interval; ///< the interval to use between settings in the 'settings' window. If interval is '0' the interval is dynamically determined
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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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StringID str_help; ///< (Translated) string with help text; gui only.
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StringID str_val; ///< (Translated) first string describing the value.
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OnChange *proc; ///< callback procedure for when the value is changed
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OnConvert *proc_cnvt; ///< callback procedure when loading value mechanism fails
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SettingCategory cat; ///< assigned categories of the setting
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};
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struct SettingDesc {
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SettingDescBase desc; ///< Settings structure (going to configuration file)
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SaveLoad save; ///< Internal structure (going to savegame, parts to config)
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bool IsEditable(bool do_command = false) const;
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SettingType GetType() const;
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};
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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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const SettingDesc *GetSettingFromName(const char *name, uint *i);
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bool SetSettingValue(uint index, int32 value, bool force_newgame = false);
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bool SetSettingValue(uint index, const char *value, bool force_newgame = false);
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void SetCompanySetting(uint index, int32 value);
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#endif /* SETTINGS_INTERNAL_H */
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