bool measure_tooltip; ///< show a permanent tooltip when dragging tools
byte liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
uint8_t liveries; ///< options for displaying company liveries, 0=none, 1=self, 2=all
bool prefer_teamchat; ///< choose the chat message target with \<ENTER\>, true=all clients, false=your team
uint8_t advanced_vehicle_list; ///< use the "advanced" vehicle list
uint8_t loading_indicators; ///< show loading indicators
uint8_t default_rail_type; ///< the default rail type for the rail GUI
uint8_t toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
uint8_t statusbar_pos; ///< position of statusbar, 0=left, 1=center, 2=right
uint8_t window_snap_radius; ///< windows snap at each other if closer than this
uint8_t window_soft_limit; ///< soft limit of maximum number of non-stickied non-vital windows (0 = no limit)
ZoomLevel zoom_min; ///< minimum zoom out level
ZoomLevel zoom_max; ///< maximum zoom out level
ZoomLevel sprite_zoom_min; ///< maximum zoom level at which higher-resolution alternative sprites will be used (if available) instead of scaling a lower resolution sprite
uint32_t autosave_interval; ///< how often should we do autosaves?
bool threaded_saves; ///< should we do threaded saves?
bool keep_all_autosave; ///< name the autosave in a different way
bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
uint8_t date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
uint8_t max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
bool population_in_label; ///< show the population of a town in its label?
uint8_t right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
uint8_t scrollwheel_scrolling; ///< scrolling using the scroll wheel?
uint8_t scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
bool timetable_arrival_departure; ///< show arrivals and departures in vehicle timetables
RightClickClose right_click_wnd_close; ///< close window with right click
bool pause_on_newgame; ///< whether to start new games paused or not
SignalGUISettings signal_gui_mode; ///< select which signal types are shown in the signal GUI
SignalCycleSettings cycle_signal_types; ///< Which signal types to cycle with the build signal tool.
SignalType default_signal_type; ///< The default signal type, which is set automatically by the last signal used. Not available in Settings.
TimerGameCalendar::Year coloured_news_year; ///< when does newspaper become coloured?
TimetableMode timetable_mode; ///< Time units for timetables: days, seconds, or ticks
bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window
bool auto_euro; ///< automatically switch to euro in 2002
byte drag_signals_density; ///< many signals density
uint8_t drag_signals_density; ///< many signals density
bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging
TimerGameCalendar::Year semaphore_build_before; ///< build semaphore signals automatically before this year
byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
uint8_t news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history
byte station_numtracks; ///< the number of platforms to default on for rail stations
byte station_platlength; ///< the platform length, in tiles, for rail stations
uint8_t station_numtracks; ///< the number of platforms to default on for rail stations
uint8_t station_platlength; ///< the platform length, in tiles, for rail stations
bool station_dragdrop; ///< whether drag and drop is enabled for stations
bool station_show_coverage; ///< whether to highlight coverage area
bool persistent_buildingtools; ///< keep the building tools active after usage
bool expenses_layout; ///< layout of expenses window
uint32_t last_newgrf_count; ///< the numbers of NewGRFs we found during the last scan
byte missing_strings_threshold; ///< the number of missing strings before showing the warning
uint8_t missing_strings_threshold; ///< the number of missing strings before showing the warning
uint8_t graph_line_thickness; ///< the thickness of the lines in the various graph guis
uint8_t osk_activation; ///< Mouse gesture to trigger the OSK.
Colours starting_colour; ///< default color scheme for the company to start a new game with
Colours starting_colour_secondary; ///< default secondary color scheme for the company to start a new game with
bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
bool show_cargo_in_vehicle_lists; ///< Show the cargoes the vehicles can carry in the list windows
bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
uint16_t refresh_rate; ///< How often we refresh the screen (time between draw-ticks).
uint16_t fast_forward_speed_limit; ///< Game speed to use when fast-forward is enabled.
uint16_t console_backlog_timeout; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
uint16_t console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
@@ -248,32 +248,32 @@ struct SoundSettings {
struct MusicSettings {
byte playlist; ///< The playlist (number) to play
byte music_vol; ///< The requested music volume
byte effect_vol; ///< The requested effects volume
byte custom_1[33]; ///< The order of the first custom playlist
byte custom_2[33]; ///< The order of the second custom playlist
bool playing; ///< Whether music is playing
bool shuffle; ///< Whether to shuffle the music
};
/** Settings related to currency/unit systems. */
struct LocaleSettings {
byte currency; ///< currency we currently use
byte units_velocity; ///< unit system for velocity of trains and road vehicles
byte units_velocity_nautical; ///< unit system for velocity of ships and aircraft
byte units_power; ///< unit system for power
byte units_weight; ///< unit system for weight
byte units_volume; ///< unit system for volume
byte units_force; ///< unit system for force
byte units_height; ///< unit system for height
uint8_t currency; ///< currency we currently use
uint8_t units_velocity; ///< unit system for velocity of trains and road vehicles
uint8_t units_velocity_nautical; ///< unit system for velocity of ships and aircraft
uint8_t units_power; ///< unit system for power
uint8_t units_weight; ///< unit system for weight
uint8_t units_volume; ///< unit system for volume
uint8_t units_force; ///< unit system for force
uint8_t units_height; ///< unit system for height
std::string digit_group_separator; ///< thousand separator for non-currencies
std::string digit_group_separator_currency; ///< thousand separator for currencies