Files @ r25526:33520e7899c5
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Location: cpp/openttd-patchpack/source/src/settings_internal.h

rubidium42
Cleanup: remove and/or fix some confusing comments

The comments for SettingDescType; it is a byte, so not 4 bytes and since it is not a flag there are about 250 other possibilities left instead of 9.
SettingGuiFlag is uint16 so has 2 bytes allocated.
SettingDescGlobVarList and related comments imply that global vars cannot be used elsewhere, but they are used for settings just fine. Even then the type is not used anywhere else but the definition of the table.
/*
 * 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 desc;   ///< Settings structure (going to configuration file)
	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 */