/* $Id$ */ #ifndef SETTINGS_H #define SETTINGS_H #include "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 seperated by a comma ',' SDT_STRING = 5, // string with a pre-allocated buffer SDT_END, /* 10 more possible primitives */ }; template <> struct EnumPropsT : MakeEnumPropsT {}; typedef TinyEnumT SettingDescType; enum SettingGuiFlagLong { /* 8 bytes 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_END = 1 << 5, /* 3 more possible flags */ }; DECLARE_ENUM_AS_BIT_SET(SettingGuiFlagLong); template <> struct EnumPropsT : MakeEnumPropsT {}; typedef TinyEnumT SettingGuiFlag; typedef int32 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, max; ///< minimum and maximum values int32 interval; ///< the interval to use between settings in the 'patches' 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; enum IniGroupType { IGT_VARIABLES = 0, ///< values of the form "landscape = hilly" IGT_LIST = 1, ///< a list of values, seperated by \n and terminated by the next group block }; /** The patch values that are used for new games and/or modified in config file */ extern Patches _patches_newgame; bool IConsoleSetPatchSetting(const char *name, int32 value); void IConsoleGetPatchSetting(const char *name); const SettingDesc *GetPatchFromName(const char *name, uint *i); bool SetPatchValue(uint index, const Patches *object, int32 value); #endif /* SETTINGS_H */