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Location: cpp/openttd-patchpack/source/settings.h - annotation
r3115:f1eba3dacb95
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
r2186:5ee653b1b5e1 r2186:5ee653b1b5e1 r543:efdb197f91ad r543:efdb197f91ad r543:efdb197f91ad r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r543:efdb197f91ad r2972:274147e2ba45 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r543:efdb197f91ad r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r543:efdb197f91ad r543:efdb197f91ad r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r705:96c068ae5357 r543:efdb197f91ad r3115:f1eba3dacb95 r3115:f1eba3dacb95 r543:efdb197f91ad r543:efdb197f91ad r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r3115:f1eba3dacb95 r1739:7cb77e0b4dd1 r1739:7cb77e0b4dd1 r1739:7cb77e0b4dd1 r543:efdb197f91ad | /* $Id$ */
#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 SettingDescType {
/* 4 bytes allocated a maximum of 16 types for GenericType */
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
/* 10 more possible primitives */
};
enum SettingGuiFlag {
/* 8 bytes allocated for a maximum of 8 flags
* Flags directing saving/loading of a variable */
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
/* 3 more possible flags */
};
typedef int32 OnChange(int32 var);
typedef byte SettingDescType;
typedef byte SettingGuiFlag;
typedef 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
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
} SettingDescBase;
typedef struct SettingDesc {
SettingDescBase desc; ///, Settings structure (going to configuration file)
SaveLoad save; ///< Internal structure (going to savegame, parts to config)
} SettingDesc;
/* 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;
typedef enum {
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
} IniGroupType;
/** Get the address of the variable. Which one to pick depends on the object
* pointer. If it is NULL we are dealing with global variables so the address
* is taken. If non-null only the offset is stored in the union and we need
* to add this to the address of the object */
static inline void *ini_get_variable(const SaveLoad *sld, const void *object)
{
return (object == NULL) ? sld->address : (byte*)object + (unsigned long)sld->address;
}
void IConsoleSetPatchSetting(const char *name, const char *value);
void IConsoleGetPatchSetting(const char *name);
#endif /* SETTINGS_H */
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