/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file settings_internal.h Functions and types used internally for the settings configurations. */ #ifndef SETTINGS_INTERNAL_H #define SETTINGS_INTERNAL_H #include "saveload/saveload.h" enum SettingGuiFlag : uint16 { /* 2 bytes allocated for a maximum of 16 flags. */ SGF_NONE = 0, SGF_0ISDISABLED = 1 << 0, ///< a value of zero means the feature is disabled SGF_DISPLAY_ABS = 1 << 1, ///< display absolute value of the setting 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 SGF_NO_NETWORK = 1 << 5, ///< this setting does not apply to network games; it may not be changed during the game SGF_NEWGAME_ONLY = 1 << 6, ///< this setting cannot be changed in a game SGF_SCENEDIT_TOO = 1 << 7, ///< this setting can be changed in the scenario editor (only makes sense when SGF_NEWGAME_ONLY is set) SGF_PER_COMPANY = 1 << 8, ///< this setting can be different for each company (saved in company struct) SGF_SCENEDIT_ONLY = 1 << 9, ///< this setting can only be changed in the scenario editor }; DECLARE_ENUM_AS_BIT_SET(SettingGuiFlag) /** * A SettingCategory defines a grouping of the settings. * The group #SC_BASIC is intended for settings which also a novice player would like to change and is able to understand. * The group #SC_ADVANCED is intended for settings which an experienced player would like to use. This is the case for most settings. * Finally #SC_EXPERT settings only few people want to see in rare cases. * The grouping is meant to be inclusive, i.e. all settings in #SC_BASIC also will be included * in the set of settings in #SC_ADVANCED. The group #SC_EXPERT contains all settings. */ enum SettingCategory { SC_NONE = 0, /* Filters for the list */ SC_BASIC_LIST = 1 << 0, ///< Settings displayed in the list of basic settings. SC_ADVANCED_LIST = 1 << 1, ///< Settings displayed in the list of advanced settings. SC_EXPERT_LIST = 1 << 2, ///< Settings displayed in the list of expert settings. /* Setting classification */ SC_BASIC = SC_BASIC_LIST | SC_ADVANCED_LIST | SC_EXPERT_LIST, ///< Basic settings are part of all lists. SC_ADVANCED = SC_ADVANCED_LIST | SC_EXPERT_LIST, ///< Advanced settings are part of advanced and expert list. SC_EXPERT = SC_EXPERT_LIST, ///< Expert settings can only be seen in the expert list. SC_END, }; /** * Type of settings for filtering. */ enum SettingType { ST_GAME, ///< Game setting. ST_COMPANY, ///< Company setting. ST_CLIENT, ///< Client setting. ST_ALL, ///< Used in setting filter to match all types. }; struct IniItem; /** Properties of config file settings. */ struct SettingDesc { SettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup) : name(name), flags(flags), startup(startup), save(save) {} virtual ~SettingDesc() {} const char *name; ///< name of the setting. Used in configuration file and for console SettingGuiFlag flags; ///< handles how a setting would show up in the GUI (text/currency, etc.) bool startup; ///< setting has to be loaded directly at startup? SaveLoad save; ///< Internal structure (going to savegame, parts to config) bool IsEditable(bool do_command = false) const; SettingType GetType() const; /** * Check whether this setting is an integer type setting. * @return True when the underlying type is an integer. */ virtual bool IsIntSetting() const { return false; } /** * Check whether this setting is an string type setting. * @return True when the underlying type is a string. */ virtual bool IsStringSetting() const { return false; } const struct IntSettingDesc *AsIntSetting() const; const struct StringSettingDesc *AsStringSetting() const; /** * Format the value of the setting associated with this object. * @param buf The before of the buffer to format into. * @param last The end of the buffer to format into. * @param object The object the setting is in. */ virtual void FormatValue(char *buf, const char *last, const void *object) const = 0; /** * Parse/read the value from the Ini item into the setting associated with this object. * @param item The Ini item with the content of this setting. * @param object The object the setting is in. */ virtual void ParseValue(const IniItem *item, void *object) const = 0; /** * Check whether the value in the Ini item is the same as is saved in this setting in the object. * It might be that determining whether the value is the same is way more expensive than just * writing the value. In those cases this function may unconditionally return false even though * the value might be the same as in the Ini item. * @param item The Ini item with the content of this setting. * @param object The object the setting is in. * @return True if the value is definitely the same (might be false when the same). */ virtual bool IsSameValue(const IniItem *item, void *object) const = 0; }; /** Base integer type, including boolean, settings. Only these are shown in the settings UI. */ struct IntSettingDesc : SettingDesc { /** * A check to be performed before the setting gets changed. The passed integer may be * changed by the check if that is important, for example to remove some unwanted bit. * The return value denotes whether the value, potentially after the changes, * is allowed to be used/set in the configuration. * @param value The prospective new value for the setting. * @return True when the setting is accepted. */ typedef bool PreChangeCheck(int32 &value); /** * A callback to denote that a setting has been changed. * @param The new value for the setting. */ typedef void PostChangeCallback(int32 value); IntSettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, int32 def, int32 min, uint32 max, int32 interval, StringID str, StringID str_help, StringID str_val, SettingCategory cat, PreChangeCheck pre_check, PostChangeCallback post_callback) : SettingDesc(save, name, flags, startup), def(def), min(min), max(max), interval(interval), str(str), str_help(str_help), str_val(str_val), cat(cat), pre_check(pre_check), post_callback(post_callback) {} virtual ~IntSettingDesc() {} int32 def; ///< default value given when none is present int32 min; ///< minimum values uint32 max; ///< maximum values int32 interval; ///< the interval to use between settings in the 'settings' window. If interval is '0' the interval is dynamically determined StringID str; ///< (translated) string with descriptive text; gui and console StringID str_help; ///< (Translated) string with help text; gui only. StringID str_val; ///< (Translated) first string describing the value. SettingCategory cat; ///< assigned categories of the setting PreChangeCheck *pre_check; ///< Callback to check for the validity of the setting. PostChangeCallback *post_callback; ///< Callback when the setting has been changed. /** * Check whether this setting is a boolean type setting. * @return True when the underlying type is an integer. */ virtual bool IsBoolSetting() const { return false; } bool IsIntSetting() const override { return true; } void ChangeValue(const void *object, int32 newvalue) const; void MakeValueValidAndWrite(const void *object, int32 value) const; virtual size_t ParseValue(const char *str) const; void FormatValue(char *buf, const char *last, const void *object) const override; void ParseValue(const IniItem *item, void *object) const override; bool IsSameValue(const IniItem *item, void *object) const override; int32 Read(const void *object) const; private: void MakeValueValid(int32 &value) const; void Write(const void *object, int32 value) const; }; /** Boolean setting. */ struct BoolSettingDesc : IntSettingDesc { BoolSettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, bool def, StringID str, StringID str_help, StringID str_val, SettingCategory cat, PreChangeCheck pre_check, PostChangeCallback post_callback) : IntSettingDesc(save, name, flags, startup, def, 0, 1, 0, str, str_help, str_val, cat, pre_check, post_callback) {} virtual ~BoolSettingDesc() {} bool IsBoolSetting() const override { return true; } size_t ParseValue(const char *str) const override; void FormatValue(char *buf, const char *last, const void *object) const override; }; /** One of many setting. */ struct OneOfManySettingDesc : IntSettingDesc { typedef size_t OnConvert(const char *value); ///< callback prototype for conversion error OneOfManySettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, int32 def, int32 max, StringID str, StringID str_help, StringID str_val, SettingCategory cat, PreChangeCheck pre_check, PostChangeCallback post_callback, std::initializer_list many, OnConvert *many_cnvt) : IntSettingDesc(save, name, flags, startup, def, 0, max, 0, str, str_help, str_val, cat, pre_check, post_callback), many_cnvt(many_cnvt) { for (auto one : many) this->many.push_back(one); } virtual ~OneOfManySettingDesc() {} std::vector many; ///< possible values for this type OnConvert *many_cnvt; ///< callback procedure when loading value mechanism fails static size_t ParseSingleValue(const char *str, size_t len, const std::vector &many); char *FormatSingleValue(char *buf, const char *last, uint id) const; size_t ParseValue(const char *str) const override; void FormatValue(char *buf, const char *last, const void *object) const override; }; /** Many of many setting. */ struct ManyOfManySettingDesc : OneOfManySettingDesc { ManyOfManySettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, int32 def, StringID str, StringID str_help, StringID str_val, SettingCategory cat, PreChangeCheck pre_check, PostChangeCallback post_callback, std::initializer_list many, OnConvert *many_cnvt) : OneOfManySettingDesc(save, name, flags, startup, def, (1 << many.size()) - 1, str, str_help, str_val, cat, pre_check, post_callback, many, many_cnvt) {} virtual ~ManyOfManySettingDesc() {} size_t ParseValue(const char *str) const override; void FormatValue(char *buf, const char *last, const void *object) const override; }; /** String settings. */ struct StringSettingDesc : SettingDesc { /** * A check to be performed before the setting gets changed. The passed string may be * changed by the check if that is important, for example to remove unwanted white * space. The return value denotes whether the value, potentially after the changes, * is allowed to be used/set in the configuration. * @param value The prospective new value for the setting. * @return True when the setting is accepted. */ typedef bool PreChangeCheck(std::string &value); /** * A callback to denote that a setting has been changed. * @param The new value for the setting. */ typedef void PostChangeCallback(const std::string &value); StringSettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, const char *def, uint32 max_length, PreChangeCheck pre_check, PostChangeCallback post_callback) : SettingDesc(save, name, flags, startup), def(def == nullptr ? "" : def), max_length(max_length), pre_check(pre_check), post_callback(post_callback) {} virtual ~StringSettingDesc() {} std::string def; ///< Default value given when none is present uint32 max_length; ///< Maximum length of the string, 0 means no maximum length PreChangeCheck *pre_check; ///< Callback to check for the validity of the setting. PostChangeCallback *post_callback; ///< Callback when the setting has been changed. bool IsStringSetting() const override { return true; } void ChangeValue(const void *object, std::string &newval) const; void FormatValue(char *buf, const char *last, const void *object) const override; void ParseValue(const IniItem *item, void *object) const override; bool IsSameValue(const IniItem *item, void *object) const override; const std::string &Read(const void *object) const; private: void MakeValueValid(std::string &str) const; void Write(const void *object, const std::string &str) const; }; /** List/array settings. */ struct ListSettingDesc : SettingDesc { ListSettingDesc(SaveLoad save, const char *name, SettingGuiFlag flags, bool startup, const char *def) : SettingDesc(save, name, flags, startup), def(def) {} virtual ~ListSettingDesc() {} const char *def; ///< default value given when none is present void FormatValue(char *buf, const char *last, const void *object) const override; void ParseValue(const IniItem *item, void *object) const override; bool IsSameValue(const IniItem *item, void *object) const override; }; /** Placeholder for settings that have been removed, but might still linger in the savegame. */ struct NullSettingDesc : SettingDesc { NullSettingDesc(SaveLoad save) : SettingDesc(save, "", SGF_NONE, false) {} virtual ~NullSettingDesc() {} void FormatValue(char *buf, const char *last, const void *object) const override { NOT_REACHED(); } void ParseValue(const IniItem *item, void *object) const override { NOT_REACHED(); } bool IsSameValue(const IniItem *item, void *object) const override { NOT_REACHED(); } }; typedef std::initializer_list> SettingTable; const SettingDesc *GetSettingFromName(const char *name); bool SetSettingValue(const IntSettingDesc *sd, int32 value, bool force_newgame = false); bool SetSettingValue(const StringSettingDesc *sd, const std::string value, bool force_newgame = false); #endif /* SETTINGS_INTERNAL_H */