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/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @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 SettingDescType : byte {
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_STDSTRING = 6, ///< \c std::string
};
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.
};
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
bool startup; ///< setting has to be loaded directly at startup?
};
struct SettingDesc : SettingDescBase {
SaveLoad save; ///< Internal structure (going to savegame, parts to config)
bool IsEditable(bool do_command = false) const;
SettingType GetType() const;
};
const SettingDesc *GetSettingFromName(const char *name);
bool SetSettingValue(const SettingDesc *sd, int32 value, bool force_newgame = false);
bool SetSettingValue(const SettingDesc *sd, const char *value, bool force_newgame = false);
uint GetSettingIndex(const SettingDesc *sd);
#endif /* SETTINGS_INTERNAL_H */
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