Files @ r27636:dd08900a2d5c
Branch filter:

Location: cpp/openttd-patchpack/source/src/settings_internal.h - annotation

Peter Nelson
Fix #11054: Prevent translation of currency codes.

Most languages stick with the 3-letter latin currency codes in the name
string, however some translations are... clever... and use the currency
symbol instead. Whilst this may look nice, it can cause issues with fonts
as some scripts have a specific limited set of fonts which do not include
these symbols.

Instead, hard code the currency code list and add it when drawing the
currency name.
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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 <variant>
#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(const SaveLoad &save, SettingFlag flags, bool startup) :
		flags(flags), startup(startup), save(save) {}
	virtual ~SettingDesc() = default;

	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;

	/**
	 * Get the name of this setting.
	 * @return The name of the setting.
	 */
	constexpr const std::string &GetName() const
	{
		return this->save.name;
	}

	/**
	 * 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 std::string FormatValue(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(const SaveLoad &save, 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, 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) {}

	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;
	std::string FormatValue(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(const SaveLoad &save, SettingFlag flags, bool startup, bool def,
			StringID str, StringID str_help, StringID str_val, SettingCategory cat,
			PreChangeCheck pre_check, PostChangeCallback post_callback) :
		IntSettingDesc(save, flags, startup, def, 0, 1, 0, str, str_help, str_val, cat,
			pre_check, post_callback) {}

	bool IsBoolSetting() const override { return true; }
	size_t ParseValue(const char *str) const override;
	std::string FormatValue(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(const SaveLoad &save, 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<const char *> many, OnConvert *many_cnvt) :
		IntSettingDesc(save, 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);
	}

	std::vector<std::string> 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<std::string> &many);
	std::string FormatSingleValue(uint id) const;

	size_t ParseValue(const char *str) const override;
	std::string FormatValue(const void *object) const override;
};

/** Many of many setting. */
struct ManyOfManySettingDesc : OneOfManySettingDesc {
	ManyOfManySettingDesc(const SaveLoad &save, 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<const char *> many, OnConvert *many_cnvt) :
		OneOfManySettingDesc(save, flags, startup, def, (1 << many.size()) - 1, str, str_help,
			str_val, cat, pre_check, post_callback, many, many_cnvt) {}

	size_t ParseValue(const char *str) const override;
	std::string FormatValue(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(const SaveLoad &save, SettingFlag flags, bool startup, const char *def,
			uint32 max_length, PreChangeCheck pre_check, PostChangeCallback post_callback) :
		SettingDesc(save, flags, startup), def(def == nullptr ? "" : def), max_length(max_length),
			pre_check(pre_check), post_callback(post_callback) {}

	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;

	std::string FormatValue(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(const SaveLoad &save, SettingFlag flags, bool startup, const char *def) :
		SettingDesc(save, flags, startup), def(def) {}

	const char *def;        ///< default value given when none is present

	std::string FormatValue(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(const SaveLoad &save) :
		SettingDesc(save, SF_NOT_IN_CONFIG, false) {}

	std::string FormatValue(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<IntSettingDesc, BoolSettingDesc, OneOfManySettingDesc, ManyOfManySettingDesc, StringSettingDesc, ListSettingDesc, NullSettingDesc> SettingVariant;

/**
 * Helper to convert the type of the iterated settings description to a pointer to it.
 * @param desc The type of the iterator of the value in SettingTable.
 * @return The actual pointer to SettingDesc.
 */
static constexpr const SettingDesc *GetSettingDesc(const SettingVariant &desc)
{
	return std::visit([](auto&& arg) -> const SettingDesc * { return &arg; }, desc);
}

typedef span<const SettingVariant> SettingTable;

const SettingDesc *GetSettingFromName(const std::string_view name);
void GetSaveLoadFromSettingTable(SettingTable settings, std::vector<SaveLoad> &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 */