/* $Id$ */ /** @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" #include "settings_type.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 SettingDescTypeLong { /* 4 bytes allocated a maximum of 16 types for GenericType */ SDT_BEGIN = 0, 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 SDT_END, /* 10 more possible primitives */ }; typedef SimpleTinyEnumT<SettingDescTypeLong, byte> SettingDescType; enum SettingGuiFlagLong { /* 1 byte allocated for a maximum of 8 flags * Flags directing saving/loading of a variable */ SGF_NONE = 0, 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 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 inside a game SGF_PER_COMPANY = 1 << 7, ///< this setting can be different for each company (saved in company struct) }; DECLARE_ENUM_AS_BIT_SET(SettingGuiFlagLong); typedef SimpleTinyEnumT<SettingGuiFlagLong, byte> SettingGuiFlag; typedef bool OnChange(int32 var); ///< callback prototype on data modification typedef int32 OnConvert(const char *value); ///< callback prototype for convertion error 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; ///< 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 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 OnConvert *proc_cnvt; ///< callback procedure when loading value mechanism fails }; struct SettingDesc { SettingDescBase desc; ///< Settings structure (going to configuration file) SaveLoad save; ///< Internal structure (going to savegame, parts to config) }; /* 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; const SettingDesc *GetSettingFromName(const char *name, uint *i); bool SetSettingValue(uint index, int32 value); bool SetSettingValue(uint index, const char *value); void SetCompanySetting(uint index, int32 value); extern VehicleDefaultSettings _old_vds; #endif /* SETTINGS_H */