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author | Darkvater <darkvater@openttd.org> | 2006-03-01 23:53:20 +0000 |
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committer | Darkvater <darkvater@openttd.org> | 2006-03-01 23:53:20 +0000 |
commit | 1e247cab2127acfb42976f24645d360f9906e013 (patch) | |
tree | e944f27325635c837de8daa350f4401f58e0b6d0 /settings.h | |
parent | a98e66c2c05e26affaf46f488f1b8782b8e2c3d5 (diff) | |
download | openttd-1e247cab2127acfb42976f24645d360f9906e013.tar.xz |
(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.
Diffstat (limited to 'settings.h')
-rw-r--r-- | settings.h | 106 |
1 files changed, 61 insertions, 45 deletions
diff --git a/settings.h b/settings.h index aaf27cda4..4486c7568 100644 --- a/settings.h +++ b/settings.h @@ -3,60 +3,76 @@ #ifndef SETTINGS_H #define SETTINGS_H -/* Convention/Type of settings. This will be merged mostly with the SaveLoad - * SLE_ enums. So it looks a bit strange. The layout is as follows: - * bits 0-7: the type (size) of the variable. Eg int8, uint8, bool, etc. Same as VarTypes - * bits 8-15: the generic variable type. Eg string, oneofmany, number, intlist - * bits 16-31: the size of a string, an intlist (which is an implicit array). */ -/* XXX - the GenericType will NOT be shifted in the final implementation, just for compatility */ +#include "saveload.h" + +/** Convention/Type of settings. This is then further specified if necessary + * with the SLE_ (SLE_VAR/SLE_FILE) enums in saveload.h + * @see VarTypes + * @see SettingDescBase */ enum SettingDescType { /* 4 bytes allocated a maximum of 16 types for GenericType */ - SDT_NUMX = 0 << 8, // value must be 0!!, refers to any number-type - SDT_BOOLX = 1 << 8, // a boolean number - SDT_ONEOFMANY = 2 << 8, // bitmasked number where only ONE bit may be set - SDT_MANYOFMANY = 3 << 8, // bitmasked number where MULTIPLE bits may be set - SDT_INTLIST = 4 << 8, // list of integers seperated by a comma ',' - SDT_STRING = 5 << 8, // string which is only a pointer, so needs dynamic allocation - SDT_STRINGBUF = 6 << 8, // string with a fixed length, preset buffer - SDT_STRINGQUOT = 7 << 8, // string with quotation marks around it (enables spaces in string) - SDT_CHAR = 8 << 8, // single character - /* 7 more possible primitives */ + SDT_NUMX = 0, // any number-type + SDT_BOOLX = 1, // a boolean number + SDT_ONEOFMANY = 2, // bitmasked number where only ONE bit may be set + SDT_MANYOFMANY = 3, // bitmasked number where MULTIPLE bits may be set + SDT_INTLIST = 4, // list of integers seperated by a comma ',' + SDT_STRING = 5, // string with a pre-allocated buffer + /* 10 more possible primitives */ +}; - /* 4 bytes allocated a maximum of 16 types for NumberType */ - SDT_INT8 = 0 << 4, - SDT_UINT8 = 1 << 4, - SDT_INT16 = 2 << 4, - SDT_UINT16 = 3 << 4, - SDT_INT32 = 4 << 4, - SDT_UINT32 = 5 << 4, - SDT_INT64 = 6 << 4, - SDT_UINT64 = 7 << 4, - /* 8 more possible primitives */ +enum SettingGuiFlag { + /* 8 bytes allocated for a maximum of 8 flags + * Flags directing saving/loading of a variable */ + SGF_0ISDISABLED = 1 << 0, ///< a value of zero means the feature is disabled + SGF_NOCOMMA = 1 << 1, ///< number without any thousand seperators (no formatting) + SGF_MULTISTRING = 1 << 2, ///< the value represents a limited number of string-options (internally integer) + SGF_NETWORK_ONLY = 1 << 3, ///< this setting only applies to network games + SGF_CURRENCY = 1 << 4, ///< the number represents money, so when reading value multiply by exchange rate + /* 3 more possible flags */ +}; - /* Shortcut values */ - SDT_BOOL = SDT_BOOLX | SDT_UINT8, - SDT_UINT = SDT_UINT32, - SDT_INT = SDT_INT32, - SDT_STR = SDT_STRING, - SDT_STRB = SDT_STRINGBUF, - SDT_STRQ = SDT_STRINGQUOT, +typedef int32 OnChange(int32 var); +typedef byte SettingDescType; +typedef byte SettingGuiFlag; - /* The value is read from the configuration file but not saved */ - SDT_NOSAVE = 1 << 31, -}; +typedef struct SettingDescBase { + const char *name; ///< name of the setting. Used in configuration file and for console + const void *def; ///< default value given when none is present + SettingDescType cmd; ///< various flags for the variable + SettingGuiFlag flags; ///< handles how a setting would show up in the GUI (text/currency, etc.) + int32 min, max; ///< minimum and maximum values + const char *many; ///< ONE/MANY_OF_MANY: string of possible values for this type + StringID str; ///< (translated) string with descriptive text; gui and console + OnChange *proc; ///< callback procedure for when the value is changed +} SettingDescBase; + +typedef struct SettingDesc { + SettingDescBase desc; ///, Settings structure (going to configuration file) + SaveLoad save; ///< Internal structure (going to savegame, parts to config) +} SettingDesc; + +/* NOTE: The only difference between SettingDesc and SettingDescGlob is + * that one uses global variables as a source and the other offsets + * in a struct which are bound to a certain variable during runtime. + * The only way to differentiate between these two is to check if an object + * has been passed to the function or not. If not, then it is a global variable + * and save->variable has its address, otherwise save->variable only holds the + * offset in a certain struct */ +typedef SettingDesc SettingDescGlobVarList; typedef enum { - IGT_VARIABLES = 0, // values of the form "landscape = hilly" - IGT_LIST = 1, // a list of values, seperated by \n and terminated by the next group block + IGT_VARIABLES = 0, ///< values of the form "landscape = hilly" + IGT_LIST = 1, ///< a list of values, seperated by \n and terminated by the next group block } IniGroupType; -typedef struct SettingDesc { - const char *name; - uint32 flags; - const void *def; - void *ptr; - const void *many; -} SettingDesc; +/** Get the address of the variable. Which one to pick depends on the object + * pointer. If it is NULL we are dealing with global variables so the address + * is taken. If non-null only the offset is stored in the union and we need + * to add this to the address of the object */ +static inline void *ini_get_variable(const SaveLoad *sld, const void *object) +{ + return (object == NULL) ? sld->address : (byte*)object + (unsigned long)sld->address; +} void IConsoleSetPatchSetting(const char *name, const char *value); void IConsoleGetPatchSetting(const char *name); |