(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 commit is contained in:
110
settings.h
110
settings.h
@@ -3,61 +3,77 @@
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#ifndef SETTINGS_H
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#define SETTINGS_H
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/* Convention/Type of settings. This will be merged mostly with the SaveLoad
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* SLE_ enums. So it looks a bit strange. The layout is as follows:
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* bits 0-7: the type (size) of the variable. Eg int8, uint8, bool, etc. Same as VarTypes
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* bits 8-15: the generic variable type. Eg string, oneofmany, number, intlist
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* bits 16-31: the size of a string, an intlist (which is an implicit array). */
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/* XXX - the GenericType will NOT be shifted in the final implementation, just for compatility */
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#include "saveload.h"
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/** Convention/Type of settings. This is then further specified if necessary
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* with the SLE_ (SLE_VAR/SLE_FILE) enums in saveload.h
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* @see VarTypes
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* @see SettingDescBase */
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enum SettingDescType {
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/* 4 bytes allocated a maximum of 16 types for GenericType */
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SDT_NUMX = 0 << 8, // value must be 0!!, refers to any number-type
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SDT_BOOLX = 1 << 8, // a boolean number
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SDT_ONEOFMANY = 2 << 8, // bitmasked number where only ONE bit may be set
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SDT_MANYOFMANY = 3 << 8, // bitmasked number where MULTIPLE bits may be set
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SDT_INTLIST = 4 << 8, // list of integers seperated by a comma ','
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SDT_STRING = 5 << 8, // string which is only a pointer, so needs dynamic allocation
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SDT_STRINGBUF = 6 << 8, // string with a fixed length, preset buffer
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SDT_STRINGQUOT = 7 << 8, // string with quotation marks around it (enables spaces in string)
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SDT_CHAR = 8 << 8, // single character
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/* 7 more possible primitives */
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/* 4 bytes allocated a maximum of 16 types for NumberType */
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SDT_INT8 = 0 << 4,
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SDT_UINT8 = 1 << 4,
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SDT_INT16 = 2 << 4,
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SDT_UINT16 = 3 << 4,
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SDT_INT32 = 4 << 4,
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SDT_UINT32 = 5 << 4,
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SDT_INT64 = 6 << 4,
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SDT_UINT64 = 7 << 4,
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/* 8 more possible primitives */
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/* Shortcut values */
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SDT_BOOL = SDT_BOOLX | SDT_UINT8,
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SDT_UINT = SDT_UINT32,
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SDT_INT = SDT_INT32,
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SDT_STR = SDT_STRING,
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SDT_STRB = SDT_STRINGBUF,
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SDT_STRQ = SDT_STRINGQUOT,
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/* The value is read from the configuration file but not saved */
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SDT_NOSAVE = 1 << 31,
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SDT_NUMX = 0, // any number-type
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SDT_BOOLX = 1, // a boolean number
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SDT_ONEOFMANY = 2, // bitmasked number where only ONE bit may be set
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SDT_MANYOFMANY = 3, // bitmasked number where MULTIPLE bits may be set
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SDT_INTLIST = 4, // list of integers seperated by a comma ','
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SDT_STRING = 5, // string with a pre-allocated buffer
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/* 10 more possible primitives */
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};
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typedef enum {
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IGT_VARIABLES = 0, // values of the form "landscape = hilly"
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IGT_LIST = 1, // a list of values, seperated by \n and terminated by the next group block
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} IniGroupType;
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enum SettingGuiFlag {
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/* 8 bytes allocated for a maximum of 8 flags
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* Flags directing saving/loading of a variable */
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SGF_0ISDISABLED = 1 << 0, ///< a value of zero means the feature is disabled
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SGF_NOCOMMA = 1 << 1, ///< number without any thousand seperators (no formatting)
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SGF_MULTISTRING = 1 << 2, ///< the value represents a limited number of string-options (internally integer)
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SGF_NETWORK_ONLY = 1 << 3, ///< this setting only applies to network games
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SGF_CURRENCY = 1 << 4, ///< the number represents money, so when reading value multiply by exchange rate
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/* 3 more possible flags */
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};
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typedef int32 OnChange(int32 var);
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typedef byte SettingDescType;
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typedef byte SettingGuiFlag;
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typedef struct SettingDescBase {
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const char *name; ///< name of the setting. Used in configuration file and for console
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const void *def; ///< default value given when none is present
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SettingDescType cmd; ///< various flags for the variable
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SettingGuiFlag flags; ///< handles how a setting would show up in the GUI (text/currency, etc.)
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int32 min, max; ///< minimum and maximum values
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const char *many; ///< ONE/MANY_OF_MANY: string of possible values for this type
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StringID str; ///< (translated) string with descriptive text; gui and console
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OnChange *proc; ///< callback procedure for when the value is changed
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} SettingDescBase;
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typedef struct SettingDesc {
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const char *name;
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uint32 flags;
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const void *def;
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void *ptr;
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const void *many;
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SettingDescBase desc; ///, Settings structure (going to configuration file)
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SaveLoad save; ///< Internal structure (going to savegame, parts to config)
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} SettingDesc;
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/* NOTE: The only difference between SettingDesc and SettingDescGlob is
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* that one uses global variables as a source and the other offsets
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* in a struct which are bound to a certain variable during runtime.
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* The only way to differentiate between these two is to check if an object
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* has been passed to the function or not. If not, then it is a global variable
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* and save->variable has its address, otherwise save->variable only holds the
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* offset in a certain struct */
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typedef SettingDesc SettingDescGlobVarList;
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typedef enum {
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IGT_VARIABLES = 0, ///< values of the form "landscape = hilly"
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IGT_LIST = 1, ///< a list of values, seperated by \n and terminated by the next group block
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} IniGroupType;
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/** Get the address of the variable. Which one to pick depends on the object
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* pointer. If it is NULL we are dealing with global variables so the address
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* is taken. If non-null only the offset is stored in the union and we need
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* to add this to the address of the object */
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static inline void *ini_get_variable(const SaveLoad *sld, const void *object)
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{
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return (object == NULL) ? sld->address : (byte*)object + (unsigned long)sld->address;
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}
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void IConsoleSetPatchSetting(const char *name, const char *value);
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void IConsoleGetPatchSetting(const char *name);
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