Merge branch 'master' into jgrpp-beta
# Conflicts: # src/lang/spanish.txt # src/network/core/tcp_content_type.h # src/network/network_content.cpp # src/saveload/cheat_sl.cpp # src/saveload/saveload.cpp # src/saveload/saveload.h # src/saveload/station_sl.cpp # src/saveload/vehicle_sl.cpp # src/settings.cpp # src/settings_internal.h # src/table/settings.h.preamble # src/table/settings/company_settings.ini # src/table/settings/currency_settings.ini # src/table/settings/gameopt_settings.ini # src/table/settings/misc_settings.ini # src/table/settings/settings.ini # src/table/settings/win32_settings.ini # src/table/settings/window_settings.ini
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@@ -12,22 +12,25 @@
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#include "saveload/saveload.h"
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enum SettingFlag : uint16 {
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enum SettingFlag : uint32 {
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SF_NONE = 0,
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SF_GUI_0_IS_SPECIAL = 1 << 0, ///< A value of zero is possible and has a custom string (the one after "strval").
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SF_GUI_NEGATIVE_IS_SPECIAL = 1 << 1, ///< A negative value has another string (the one after "strval").
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SF_GUI_DROPDOWN = 1 << 2, ///< The value represents a limited number of string-options (internally integer) presented as dropdown.
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SF_GUI_CURRENCY = 1 << 3, ///< The number represents money, so when reading value multiply by exchange rate.
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SF_NETWORK_ONLY = 1 << 4, ///< This setting only applies to network games.
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SF_NO_NETWORK = 1 << 5, ///< This setting does not apply to network games; it may not be changed during the game.
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SF_NEWGAME_ONLY = 1 << 6, ///< This setting cannot be changed in a game.
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SF_SCENEDIT_TOO = 1 << 7, ///< This setting can be changed in the scenario editor (only makes sense when SF_NEWGAME_ONLY is set).
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SF_SCENEDIT_ONLY = 1 << 8, ///< This setting can only be changed in the scenario editor.
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SF_PER_COMPANY = 1 << 9, ///< This setting can be different for each company (saved in company struct).
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SF_DECIMAL1 = 1 << 10,///< display a decimal representation of the setting value divided by 10
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SF_ENUM = 1 << 11,///< the setting can take one of the values given by an array of struct SettingDescEnumEntry
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SF_NO_NEWGAME = 1 << 12,///< the setting does not apply and is not shown in a new game context
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SF_DEC1SCALE = 1 << 13,///< also display a float representation of the scale of a decimal1 scale parameter
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SF_GUI_0_IS_SPECIAL = 1 << 0, ///< A value of zero is possible and has a custom string (the one after "strval").
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SF_GUI_NEGATIVE_IS_SPECIAL = 1 << 1, ///< A negative value has another string (the one after "strval").
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SF_GUI_DROPDOWN = 1 << 2, ///< The value represents a limited number of string-options (internally integer) presented as dropdown.
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SF_GUI_CURRENCY = 1 << 3, ///< The number represents money, so when reading value multiply by exchange rate.
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SF_NETWORK_ONLY = 1 << 4, ///< This setting only applies to network games.
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SF_NO_NETWORK = 1 << 5, ///< This setting does not apply to network games; it may not be changed during the game.
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SF_NEWGAME_ONLY = 1 << 6, ///< This setting cannot be changed in a game.
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SF_SCENEDIT_TOO = 1 << 7, ///< This setting can be changed in the scenario editor (only makes sense when SF_NEWGAME_ONLY is set).
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SF_SCENEDIT_ONLY = 1 << 8, ///< This setting can only be changed in the scenario editor.
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SF_PER_COMPANY = 1 << 9, ///< This setting can be different for each company (saved in company struct).
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SF_NOT_IN_SAVE = 1 << 10, ///< Do not save with savegame, basically client-based.
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SF_NOT_IN_CONFIG = 1 << 11, ///< Do not save to config file.
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SF_NO_NETWORK_SYNC = 1 << 12, ///< Do not synchronize over network (but it is saved if SF_NOT_IN_SAVE is not set).
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SF_DECIMAL1 = 1 << 13, ///< display a decimal representation of the setting value divided by 10
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SF_ENUM = 1 << 14, ///< the setting can take one of the values given by an array of struct SettingDescEnumEntry
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SF_NO_NEWGAME = 1 << 15, ///< the setting does not apply and is not shown in a new game context
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SF_DEC1SCALE = 1 << 16, ///< also display a float representation of the scale of a decimal1 scale parameter
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};
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DECLARE_ENUM_AS_BIT_SET(SettingFlag)
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@@ -326,7 +329,7 @@ struct ListSettingDesc : SettingDesc {
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/** Placeholder for settings that have been removed, but might still linger in the savegame. */
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struct NullSettingDesc : SettingDesc {
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NullSettingDesc(SaveLoad save) :
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SettingDesc(save, "", SF_NONE, nullptr, false, nullptr) {}
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SettingDesc(save, "", SF_NOT_IN_CONFIG, nullptr, false, nullptr) {}
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virtual ~NullSettingDesc() {}
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void FormatValue(char *buf, const char *last, const void *object) const override { NOT_REACHED(); }
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