mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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308 lines
14 KiB
C++
308 lines
14 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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enum SettingGuiFlag : uint16 {
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/* 2 bytes allocated for a maximum of 16 flags. */
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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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SGF_SCENEDIT_ONLY = 1 << 9, ///< this setting can only be changed in the scenario editor
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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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struct IniItem;
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/** Properties of config file settings. */
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struct SettingDesc {
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SettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup) :
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name(name), flags(flags), startup(startup), save(save) {}
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virtual ~SettingDesc() {}
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const char *name; ///< name of the setting. Used in configuration file and for console
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SettingGuiFlag flags; ///< handles how a setting would show up in the GUI (text/currency, etc.)
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bool startup; ///< setting has to be loaded directly at startup?
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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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* Check whether this setting is an integer type setting.
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* @return True when the underlying type is an integer.
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*/
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virtual bool IsIntSetting() const { return false; }
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/**
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* Check whether this setting is an string type setting.
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* @return True when the underlying type is a string.
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*/
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virtual bool IsStringSetting() const { return false; }
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const struct IntSettingDesc *AsIntSetting() const;
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const struct StringSettingDesc *AsStringSetting() const;
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/**
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* Format the value of the setting associated with this object.
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* @param buf The before of the buffer to format into.
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* @param last The end of the buffer to format into.
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* @param object The object the setting is in.
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*/
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virtual void FormatValue(char *buf, const char *last, const void *object) const = 0;
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/**
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* Parse/read the value from the Ini item into the setting associated with this object.
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* @param item The Ini item with the content of this setting.
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* @param object The object the setting is in.
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*/
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virtual void ParseValue(const IniItem *item, void *object) const = 0;
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/**
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* Check whether the value in the Ini item is the same as is saved in this setting in the object.
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* It might be that determining whether the value is the same is way more expensive than just
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* writing the value. In those cases this function may unconditionally return false even though
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* the value might be the same as in the Ini item.
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* @param item The Ini item with the content of this setting.
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* @param object The object the setting is in.
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* @return True if the value is definitely the same (might be false when the same).
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*/
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virtual bool IsSameValue(const IniItem *item, void *object) const = 0;
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};
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/** Base integer type, including boolean, settings. Only these are shown in the settings UI. */
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struct IntSettingDesc : SettingDesc {
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/**
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* A check to be performed before the setting gets changed. The passed integer may be
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* changed by the check if that is important, for example to remove some unwanted bit.
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* The return value denotes whether the value, potentially after the changes,
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* is allowed to be used/set in the configuration.
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* @param value The prospective new value for the setting.
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* @return True when the setting is accepted.
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*/
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typedef bool PreChangeCheck(int32 &value);
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/**
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* A callback to denote that a setting has been changed.
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* @param The new value for the setting.
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*/
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typedef void PostChangeCallback(int32 value);
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IntSettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, int32 def,
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int32 min, uint32 max, int32 interval, StringID str, StringID str_help, StringID str_val,
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SettingCategory cat, PreChangeCheck pre_check, PostChangeCallback post_callback) :
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SettingDesc(save, name, flags, startup), def(def), min(min), max(max), interval(interval),
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str(str), str_help(str_help), str_val(str_val), cat(cat), pre_check(pre_check),
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post_callback(post_callback) {}
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virtual ~IntSettingDesc() {}
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int32 def; ///< default value given when none is present
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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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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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SettingCategory cat; ///< assigned categories of the setting
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PreChangeCheck *pre_check; ///< Callback to check for the validity of the setting.
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PostChangeCallback *post_callback; ///< Callback when the setting has been changed.
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/**
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* Check whether this setting is a boolean type setting.
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* @return True when the underlying type is an integer.
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*/
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virtual bool IsBoolSetting() const { return false; }
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bool IsIntSetting() const override { return true; }
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void ChangeValue(const void *object, int32 newvalue) const;
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void MakeValueValidAndWrite(const void *object, int32 value) const;
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virtual size_t ParseValue(const char *str) const;
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void FormatValue(char *buf, const char *last, const void *object) const override;
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void ParseValue(const IniItem *item, void *object) const override;
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bool IsSameValue(const IniItem *item, void *object) const override;
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int32 Read(const void *object) const;
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private:
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void MakeValueValid(int32 &value) const;
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void Write(const void *object, int32 value) const;
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};
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/** Boolean setting. */
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struct BoolSettingDesc : IntSettingDesc {
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BoolSettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, bool def,
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StringID str, StringID str_help, StringID str_val, SettingCategory cat,
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PreChangeCheck pre_check, PostChangeCallback post_callback) :
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IntSettingDesc(save, name, flags, startup, def, 0, 1, 0, str, str_help, str_val, cat,
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pre_check, post_callback) {}
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virtual ~BoolSettingDesc() {}
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bool IsBoolSetting() const override { return true; }
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size_t ParseValue(const char *str) const override;
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void FormatValue(char *buf, const char *last, const void *object) const override;
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};
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/** One of many setting. */
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struct OneOfManySettingDesc : IntSettingDesc {
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typedef size_t OnConvert(const char *value); ///< callback prototype for conversion error
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OneOfManySettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, int32 def,
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int32 max, StringID str, StringID str_help, StringID str_val, SettingCategory cat,
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PreChangeCheck pre_check, PostChangeCallback post_callback,
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std::initializer_list<const char *> many, OnConvert *many_cnvt) :
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IntSettingDesc(save, name, flags, startup, def, 0, max, 0, str, str_help, str_val, cat,
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pre_check, post_callback), many_cnvt(many_cnvt)
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{
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for (auto one : many) this->many.push_back(one);
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}
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virtual ~OneOfManySettingDesc() {}
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std::vector<std::string> many; ///< possible values for this type
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OnConvert *many_cnvt; ///< callback procedure when loading value mechanism fails
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static size_t ParseSingleValue(const char *str, size_t len, const std::vector<std::string> &many);
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char *FormatSingleValue(char *buf, const char *last, uint id) const;
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size_t ParseValue(const char *str) const override;
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void FormatValue(char *buf, const char *last, const void *object) const override;
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};
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/** Many of many setting. */
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struct ManyOfManySettingDesc : OneOfManySettingDesc {
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ManyOfManySettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup,
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int32 def, StringID str, StringID str_help, StringID str_val, SettingCategory cat,
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PreChangeCheck pre_check, PostChangeCallback post_callback,
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std::initializer_list<const char *> many, OnConvert *many_cnvt) :
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OneOfManySettingDesc(save, name, flags, startup, def, (1 << many.size()) - 1, str, str_help,
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str_val, cat, pre_check, post_callback, many, many_cnvt) {}
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virtual ~ManyOfManySettingDesc() {}
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size_t ParseValue(const char *str) const override;
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void FormatValue(char *buf, const char *last, const void *object) const override;
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};
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/** String settings. */
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struct StringSettingDesc : SettingDesc {
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/**
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* A check to be performed before the setting gets changed. The passed string may be
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* changed by the check if that is important, for example to remove unwanted white
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* space. The return value denotes whether the value, potentially after the changes,
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* is allowed to be used/set in the configuration.
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* @param value The prospective new value for the setting.
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* @return True when the setting is accepted.
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*/
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typedef bool PreChangeCheck(std::string &value);
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/**
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* A callback to denote that a setting has been changed.
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* @param The new value for the setting.
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*/
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typedef void PostChangeCallback(const std::string &value);
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StringSettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, const char *def,
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uint32 max_length, PreChangeCheck pre_check, PostChangeCallback post_callback) :
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SettingDesc(save, name, flags, startup), def(def == nullptr ? "" : def), max_length(max_length),
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pre_check(pre_check), post_callback(post_callback) {}
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virtual ~StringSettingDesc() {}
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std::string def; ///< Default value given when none is present
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uint32 max_length; ///< Maximum length of the string, 0 means no maximum length
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PreChangeCheck *pre_check; ///< Callback to check for the validity of the setting.
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PostChangeCallback *post_callback; ///< Callback when the setting has been changed.
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bool IsStringSetting() const override { return true; }
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void ChangeValue(const void *object, std::string &newval) const;
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void FormatValue(char *buf, const char *last, const void *object) const override;
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void ParseValue(const IniItem *item, void *object) const override;
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bool IsSameValue(const IniItem *item, void *object) const override;
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const std::string &Read(const void *object) const;
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private:
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void MakeValueValid(std::string &str) const;
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void Write(const void *object, const std::string &str) const;
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};
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/** List/array settings. */
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struct ListSettingDesc : SettingDesc {
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ListSettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, const char *def) :
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SettingDesc(save, name, flags, startup), def(def) {}
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virtual ~ListSettingDesc() {}
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const char *def; ///< default value given when none is present
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void FormatValue(char *buf, const char *last, const void *object) const override;
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void ParseValue(const IniItem *item, void *object) const override;
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bool IsSameValue(const IniItem *item, void *object) const override;
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};
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/** Placeholder for settings that have been removed, but might still linger in the savegame. */
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struct NullSettingDesc : SettingDesc {
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NullSettingDesc(SaveLoad save) :
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SettingDesc(save, "", SGF_NONE, false) {}
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virtual ~NullSettingDesc() {}
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void FormatValue(char *buf, const char *last, const void *object) const override { NOT_REACHED(); }
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void ParseValue(const IniItem *item, void *object) const override { NOT_REACHED(); }
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bool IsSameValue(const IniItem *item, void *object) const override { NOT_REACHED(); }
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};
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typedef std::initializer_list<std::unique_ptr<const SettingDesc>> SettingTable;
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const SettingDesc *GetSettingFromName(const char *name);
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bool SetSettingValue(const IntSettingDesc *sd, int32 value, bool force_newgame = false);
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bool SetSettingValue(const StringSettingDesc *sd, const std::string value, bool force_newgame = false);
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uint GetSettingIndex(const SettingDesc *sd);
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#endif /* SETTINGS_INTERNAL_H */
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