/* $Id$ */ /* * 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" /** * 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 separated by a comma ',' SDT_STRING = 5, ///< string with a pre-allocated buffer SDT_END, /* 10 more possible primitives */ }; typedef SimpleTinyEnumT 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_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) }; DECLARE_ENUM_AS_BIT_SET(SettingGuiFlagLong) typedef SimpleTinyEnumT 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. }; typedef bool OnChange(int32 var); ///< callback prototype on data modification typedef size_t OnConvert(const char *value); ///< callback prototype for conversion error /** Properties of config file settings. */ 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 StringID str_help; ///< (Translated) string with help text; gui only. StringID str_val; ///< (Translated) first string describing the value. OnChange *proc; ///< callback procedure for when the value is changed OnConvert *proc_cnvt; ///< callback procedure when loading value mechanism fails SettingCategory cat; ///< assigned categories of the setting }; struct SettingDesc { SettingDescBase desc; ///< Settings structure (going to configuration file) SaveLoad save; ///< Internal structure (going to savegame, parts to config) bool IsEditable(bool do_command = false) const; SettingType GetType() const; }; /* 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 force_newgame = false); bool SetSettingValue(uint index, const char *value, bool force_newgame = false); void SetCompanySetting(uint index, int32 value); #endif /* SETTINGS_INTERNAL_H */