/*
* 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
#include "saveload/saveload.h"
enum SettingFlag : uint16 {
SF_NONE = 0,
SF_GUI_0_IS_SPECIAL = 1 << 0, ///< A value of zero is possible and has a custom string (the one after "strval").
SF_GUI_NEGATIVE_IS_SPECIAL = 1 << 1, ///< A negative value has another string (the one after "strval").
SF_GUI_DROPDOWN = 1 << 2, ///< The value represents a limited number of string-options (internally integer) presented as dropdown.
SF_GUI_CURRENCY = 1 << 3, ///< The number represents money, so when reading value multiply by exchange rate.
SF_NETWORK_ONLY = 1 << 4, ///< This setting only applies to network games.
SF_NO_NETWORK = 1 << 5, ///< This setting does not apply to network games; it may not be changed during the game.
SF_NEWGAME_ONLY = 1 << 6, ///< This setting cannot be changed in a game.
SF_SCENEDIT_TOO = 1 << 7, ///< This setting can be changed in the scenario editor (only makes sense when SF_NEWGAME_ONLY is set).
SF_SCENEDIT_ONLY = 1 << 8, ///< This setting can only be changed in the scenario editor.
SF_PER_COMPANY = 1 << 9, ///< This setting can be different for each company (saved in company struct).
SF_NOT_IN_SAVE = 1 << 10, ///< Do not save with savegame, basically client-based.
SF_NOT_IN_CONFIG = 1 << 11, ///< Do not save to config file.
SF_NO_NETWORK_SYNC = 1 << 12, ///< Do not synchronize over network (but it is saved if SF_NOT_IN_SAVE is not set).
};
DECLARE_ENUM_AS_BIT_SET(SettingFlag)
/**
* 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, SettingFlag flags, bool startup) :
name(name), flags(flags), startup(startup), save(save) {}
virtual ~SettingDesc() {}
std::string name; ///< Name of the setting. Used in configuration file and for console.
SettingFlag 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, SettingFlag 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, SettingFlag 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, SettingFlag 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, SettingFlag 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, SettingFlag 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, SettingFlag 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, "", SF_NOT_IN_CONFIG, 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::variant SettingVariant;
const SettingDesc *GetSettingFromName(const std::string_view name);
void GetSettingSaveLoadByPrefix(const std::string_view prefix, std::vector &saveloads);
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 */