src/settings.h
branchcustombridgeheads
changeset 5643 3778051e8095
parent 5141 05a806850445
child 5650 aefc131bf5ce
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/settings.h	Wed Jan 03 08:49:36 2007 +0000
@@ -0,0 +1,77 @@
+/* $Id$ */
+
+#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
+	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
+} 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;
+
+/** 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 */