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Codechange: Split SettingEntry-related code to own file. (#13663)

pull/13652/head
Peter Nelson 2025-02-26 19:50:02 +00:00 committed by GitHub
parent dddad0dcc5
commit f10ece41f8
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4 changed files with 1132 additions and 1085 deletions

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@ -396,6 +396,8 @@ add_files(
screenshot.h
screenshot_type.h
screenshot_pcx.cpp
settingentry_gui.cpp
settingentry_gui.h
settings.cpp
settings_cmd.h
settings_func.h

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@ -0,0 +1,954 @@
/*
* 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 settingentry_gui.cpp Definitions of classes for handling display of individual configuration settings. */
#include "stdafx.h"
#include "company_base.h"
#include "company_func.h"
#include "settingentry_gui.h"
#include "settings_gui.h"
#include "settings_internal.h"
#include "stringfilter_type.h"
#include "strings_func.h"
#include "table/sprites.h"
#include "safeguards.h"
/* == BaseSettingEntry methods == */
/**
* Initialization of a setting entry
* @param level Page nesting level of this entry
*/
void BaseSettingEntry::Init(uint8_t level)
{
this->level = level;
}
/**
* Check whether an entry is visible and not folded or filtered away.
* Note: This does not consider the scrolling range; it might still require scrolling to make the setting really visible.
* @param item Entry to search for.
* @return true if entry is visible.
*/
bool BaseSettingEntry::IsVisible(const BaseSettingEntry *item) const
{
if (this->IsFiltered()) return false;
return this == item;
}
/**
* Find setting entry at row \a row_num
* @param row_num Index of entry to return
* @param cur_row Current row number
* @return The requested setting entry or \c nullptr if it not found (folded or filtered)
*/
BaseSettingEntry *BaseSettingEntry::FindEntry(uint row_num, uint *cur_row)
{
if (this->IsFiltered()) return nullptr;
if (row_num == *cur_row) return this;
(*cur_row)++;
return nullptr;
}
/**
* Draw a row in the settings panel.
*
* The scrollbar uses rows of the page, while the page data structure is a tree of #SettingsPage and #SettingEntry objects.
* As a result, the drawing routing traverses the tree from top to bottom, counting rows in \a cur_row until it reaches \a first_row.
* Then it enables drawing rows while traversing until \a max_row is reached, at which point drawing is terminated.
*
* The \a parent_last parameter ensures that the vertical lines at the left are
* only drawn when another entry follows, that it prevents output like
* \verbatim
* |-- setting
* |-- (-) - Title
* | |-- setting
* | |-- setting
* \endverbatim
* The left-most vertical line is not wanted. It is prevented by setting the
* appropriate bit in the \a parent_last parameter.
*
* @param settings_ptr Pointer to current values of all settings
* @param left Left-most position in window/panel to start drawing \a first_row
* @param right Right-most x position to draw strings at.
* @param y Upper-most position in window/panel to start drawing \a first_row
* @param first_row First row number to draw
* @param max_row Row-number to stop drawing (the row-number of the row below the last row to draw)
* @param selected Selected entry by the user.
* @param cur_row Current row number (internal variable)
* @param parent_last Last-field booleans of parent page level (page level \e i sets bit \e i to 1 if it is its last field)
* @return Row number of the next row to draw
*/
uint BaseSettingEntry::Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row, uint parent_last) const
{
if (this->IsFiltered()) return cur_row;
if (cur_row >= max_row) return cur_row;
bool rtl = _current_text_dir == TD_RTL;
int offset = (rtl ? -(int)_circle_size.width : (int)_circle_size.width) / 2;
int level_width = rtl ? -WidgetDimensions::scaled.hsep_indent : WidgetDimensions::scaled.hsep_indent;
int x = rtl ? right : left;
if (cur_row >= first_row) {
int colour = GetColourGradient(COLOUR_ORANGE, SHADE_NORMAL);
y += (cur_row - first_row) * SETTING_HEIGHT; // Compute correct y start position
/* Draw vertical for parent nesting levels */
for (uint lvl = 0; lvl < this->level; lvl++) {
if (!HasBit(parent_last, lvl)) GfxDrawLine(x + offset, y, x + offset, y + SETTING_HEIGHT - 1, colour);
x += level_width;
}
/* draw own |- prefix */
int halfway_y = y + SETTING_HEIGHT / 2;
int bottom_y = flags.Test(SettingEntryFlag::LastField) ? halfway_y : y + SETTING_HEIGHT - 1;
GfxDrawLine(x + offset, y, x + offset, bottom_y, colour);
/* Small horizontal line from the last vertical line */
GfxDrawLine(x + offset, halfway_y, x + level_width - (rtl ? -WidgetDimensions::scaled.hsep_normal : WidgetDimensions::scaled.hsep_normal), halfway_y, colour);
x += level_width;
this->DrawSetting(settings_ptr, rtl ? left : x, rtl ? x : right, y, this == selected);
}
cur_row++;
return cur_row;
}
/* == SettingEntry methods == */
/**
* Constructor for a single setting in the 'advanced settings' window
* @param name Name of the setting in the setting table
*/
SettingEntry::SettingEntry(const char *name)
{
this->name = name;
this->setting = nullptr;
}
/**
* Initialization of a setting entry
* @param level Page nesting level of this entry
*/
void SettingEntry::Init(uint8_t level)
{
BaseSettingEntry::Init(level);
this->setting = GetSettingFromName(this->name)->AsIntSetting();
}
/* Sets the given setting entry to its default value */
void SettingEntry::ResetAll()
{
SetSettingValue(this->setting, this->setting->GetDefaultValue());
}
/**
* Set the button-depressed flags (#SettingsEntryFlag::LeftDepressed and #SettingsEntryFlag::RightDepressed) to a specified value
* @param new_val New value for the button flags
* @see SettingEntryFlags
*/
void SettingEntry::SetButtons(SettingEntryFlags new_val)
{
assert((new_val & SEF_BUTTONS_MASK) == new_val); // Should not touch any flags outside the buttons
this->flags.Set(SettingEntryFlag::LeftDepressed, new_val.Test(SettingEntryFlag::LeftDepressed));
this->flags.Set(SettingEntryFlag::RightDepressed, new_val.Test(SettingEntryFlag::RightDepressed));
}
/** Return number of rows needed to display the (filtered) entry */
uint SettingEntry::Length() const
{
return this->IsFiltered() ? 0 : 1;
}
/**
* Get the biggest height of the help text(s), if the width is at least \a maxw. Help text gets wrapped if needed.
* @param maxw Maximal width of a line help text.
* @return Biggest height needed to display any help text of this node (and its descendants).
*/
uint SettingEntry::GetMaxHelpHeight(int maxw)
{
return GetStringHeight(this->setting->GetHelp(), maxw);
}
/**
* Checks whether an entry shall be made visible based on the restriction mode.
* @param mode The current status of the restriction drop down box.
* @return true if the entry shall be visible.
*/
bool SettingEntry::IsVisibleByRestrictionMode(RestrictionMode mode) const
{
/* There shall not be any restriction, i.e. all settings shall be visible. */
if (mode == RM_ALL) return true;
const IntSettingDesc *sd = this->setting;
if (mode == RM_BASIC) return (this->setting->cat & SC_BASIC_LIST) != 0;
if (mode == RM_ADVANCED) return (this->setting->cat & SC_ADVANCED_LIST) != 0;
/* Read the current value. */
const void *object = ResolveObject(&GetGameSettings(), sd);
int64_t current_value = sd->Read(object);
int64_t filter_value;
if (mode == RM_CHANGED_AGAINST_DEFAULT) {
/* This entry shall only be visible, if the value deviates from its default value. */
/* Read the default value. */
filter_value = sd->GetDefaultValue();
} else {
assert(mode == RM_CHANGED_AGAINST_NEW);
/* This entry shall only be visible, if the value deviates from
* its value is used when starting a new game. */
/* Make sure we're not comparing the new game settings against itself. */
assert(&GetGameSettings() != &_settings_newgame);
/* Read the new game's value. */
filter_value = sd->Read(ResolveObject(&_settings_newgame, sd));
}
return current_value != filter_value;
}
/**
* Update the filter state.
* @param filter Filter
* @param force_visible Whether to force all items visible, no matter what (due to filter text; not affected by restriction drop down box).
* @return true if item remains visible
*/
bool SettingEntry::UpdateFilterState(SettingFilter &filter, bool force_visible)
{
this->flags.Reset(SettingEntryFlag::Filtered);
bool visible = true;
const IntSettingDesc *sd = this->setting;
if (!force_visible && !filter.string.IsEmpty()) {
/* Process the search text filter for this item. */
filter.string.ResetState();
SetDParam(0, STR_EMPTY);
filter.string.AddLine(sd->GetTitle());
filter.string.AddLine(sd->GetHelp());
visible = filter.string.GetState();
}
if (visible) {
if (filter.type != ST_ALL && sd->GetType() != filter.type) {
filter.type_hides = true;
visible = false;
}
if (!this->IsVisibleByRestrictionMode(filter.mode)) {
while (filter.min_cat < RM_ALL && (filter.min_cat == filter.mode || !this->IsVisibleByRestrictionMode(filter.min_cat))) filter.min_cat++;
visible = false;
}
}
if (!visible) this->flags.Set(SettingEntryFlag::Filtered);
return visible;
}
const void *ResolveObject(const GameSettings *settings_ptr, const IntSettingDesc *sd)
{
if (sd->flags.Test(SettingFlag::PerCompany)) {
if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
return &Company::Get(_local_company)->settings;
}
return &_settings_client.company;
}
return settings_ptr;
}
/**
* Function to draw setting value (button + text + current value)
* @param settings_ptr Pointer to current values of all settings
* @param left Left-most position in window/panel to start drawing
* @param right Right-most position in window/panel to draw
* @param y Upper-most position in window/panel to start drawing
* @param highlight Highlight entry.
*/
void SettingEntry::DrawSetting(GameSettings *settings_ptr, int left, int right, int y, bool highlight) const
{
const IntSettingDesc *sd = this->setting;
int state = (this->flags & SEF_BUTTONS_MASK).base();
bool rtl = _current_text_dir == TD_RTL;
uint buttons_left = rtl ? right + 1 - SETTING_BUTTON_WIDTH : left;
uint text_left = left + (rtl ? 0 : SETTING_BUTTON_WIDTH + WidgetDimensions::scaled.hsep_wide);
uint text_right = right - (rtl ? SETTING_BUTTON_WIDTH + WidgetDimensions::scaled.hsep_wide : 0);
uint button_y = y + (SETTING_HEIGHT - SETTING_BUTTON_HEIGHT) / 2;
/* We do not allow changes of some items when we are a client in a networkgame */
bool editable = sd->IsEditable();
auto [min_val, max_val] = sd->GetRange();
int32_t value = sd->Read(ResolveObject(settings_ptr, sd));
if (sd->IsBoolSetting()) {
/* Draw checkbox for boolean-value either on/off */
DrawBoolButton(buttons_left, button_y, value != 0, editable);
} else if (sd->flags.Test(SettingFlag::GuiDropdown)) {
/* Draw [v] button for settings of an enum-type */
DrawDropDownButton(buttons_left, button_y, COLOUR_YELLOW, state != 0, editable);
} else {
/* Draw [<][>] boxes for settings of an integer-type */
DrawArrowButtons(buttons_left, button_y, COLOUR_YELLOW, state,
editable && value != (sd->flags.Test(SettingFlag::GuiZeroIsSpecial) ? 0 : min_val), editable && static_cast<uint32_t>(value) != max_val);
}
auto [param1, param2] = sd->GetValueParams(value);
DrawString(text_left, text_right, y + (SETTING_HEIGHT - GetCharacterHeight(FS_NORMAL)) / 2, GetString(sd->GetTitle(), STR_CONFIG_SETTING_VALUE, param1, param2), highlight ? TC_WHITE : TC_LIGHT_BLUE);
}
/* == SettingsContainer methods == */
/**
* Initialization of an entire setting page
* @param level Nesting level of this page (internal variable, do not provide a value for it when calling)
*/
void SettingsContainer::Init(uint8_t level)
{
for (auto &it : this->entries) {
it->Init(level);
}
}
/** Resets all settings to their default values */
void SettingsContainer::ResetAll()
{
for (auto settings_entry : this->entries) {
settings_entry->ResetAll();
}
}
/** Recursively close all folds of sub-pages */
void SettingsContainer::FoldAll()
{
for (auto &it : this->entries) {
it->FoldAll();
}
}
/** Recursively open all folds of sub-pages */
void SettingsContainer::UnFoldAll()
{
for (auto &it : this->entries) {
it->UnFoldAll();
}
}
/**
* Recursively accumulate the folding state of the tree.
* @param[in,out] all_folded Set to false, if one entry is not folded.
* @param[in,out] all_unfolded Set to false, if one entry is folded.
*/
void SettingsContainer::GetFoldingState(bool &all_folded, bool &all_unfolded) const
{
for (auto &it : this->entries) {
it->GetFoldingState(all_folded, all_unfolded);
}
}
/**
* Update the filter state.
* @param filter Filter
* @param force_visible Whether to force all items visible, no matter what
* @return true if item remains visible
*/
bool SettingsContainer::UpdateFilterState(SettingFilter &filter, bool force_visible)
{
bool visible = false;
bool first_visible = true;
for (EntryVector::reverse_iterator it = this->entries.rbegin(); it != this->entries.rend(); ++it) {
visible |= (*it)->UpdateFilterState(filter, force_visible);
(*it)->SetLastField(first_visible);
if (visible && first_visible) first_visible = false;
}
return visible;
}
/**
* Check whether an entry is visible and not folded or filtered away.
* Note: This does not consider the scrolling range; it might still require scrolling to make the setting really visible.
* @param item Entry to search for.
* @return true if entry is visible.
*/
bool SettingsContainer::IsVisible(const BaseSettingEntry *item) const
{
for (const auto &it : this->entries) {
if (it->IsVisible(item)) return true;
}
return false;
}
/** Return number of rows needed to display the whole page */
uint SettingsContainer::Length() const
{
uint length = 0;
for (const auto &it : this->entries) {
length += it->Length();
}
return length;
}
/**
* Find the setting entry at row number \a row_num
* @param row_num Index of entry to return
* @param cur_row Variable used for keeping track of the current row number. Should point to memory initialized to \c 0 when first called.
* @return The requested setting entry or \c nullptr if it does not exist
*/
BaseSettingEntry *SettingsContainer::FindEntry(uint row_num, uint *cur_row)
{
BaseSettingEntry *pe = nullptr;
for (const auto &it : this->entries) {
pe = it->FindEntry(row_num, cur_row);
if (pe != nullptr) {
break;
}
}
return pe;
}
/**
* Get the biggest height of the help texts, if the width is at least \a maxw. Help text gets wrapped if needed.
* @param maxw Maximal width of a line help text.
* @return Biggest height needed to display any help text of this (sub-)tree.
*/
uint SettingsContainer::GetMaxHelpHeight(int maxw)
{
uint biggest = 0;
for (const auto &it : this->entries) {
biggest = std::max(biggest, it->GetMaxHelpHeight(maxw));
}
return biggest;
}
/**
* Draw a row in the settings panel.
*
* @param settings_ptr Pointer to current values of all settings
* @param left Left-most position in window/panel to start drawing \a first_row
* @param right Right-most x position to draw strings at.
* @param y Upper-most position in window/panel to start drawing \a first_row
* @param first_row First row number to draw
* @param max_row Row-number to stop drawing (the row-number of the row below the last row to draw)
* @param selected Selected entry by the user.
* @param cur_row Current row number (internal variable)
* @param parent_last Last-field booleans of parent page level (page level \e i sets bit \e i to 1 if it is its last field)
* @return Row number of the next row to draw
*/
uint SettingsContainer::Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row, uint parent_last) const
{
for (const auto &it : this->entries) {
cur_row = it->Draw(settings_ptr, left, right, y, first_row, max_row, selected, cur_row, parent_last);
if (cur_row >= max_row) break;
}
return cur_row;
}
/* == SettingsPage methods == */
/**
* Constructor for a sub-page in the 'advanced settings' window
* @param title Title of the sub-page
*/
SettingsPage::SettingsPage(StringID title)
{
this->title = title;
this->folded = true;
}
/**
* Initialization of an entire setting page
* @param level Nesting level of this page (internal variable, do not provide a value for it when calling)
*/
void SettingsPage::Init(uint8_t level)
{
BaseSettingEntry::Init(level);
SettingsContainer::Init(level + 1);
}
/** Resets all settings to their default values */
void SettingsPage::ResetAll()
{
for (auto settings_entry : this->entries) {
settings_entry->ResetAll();
}
}
/** Recursively close all (filtered) folds of sub-pages */
void SettingsPage::FoldAll()
{
if (this->IsFiltered()) return;
this->folded = true;
SettingsContainer::FoldAll();
}
/** Recursively open all (filtered) folds of sub-pages */
void SettingsPage::UnFoldAll()
{
if (this->IsFiltered()) return;
this->folded = false;
SettingsContainer::UnFoldAll();
}
/**
* Recursively accumulate the folding state of the (filtered) tree.
* @param[in,out] all_folded Set to false, if one entry is not folded.
* @param[in,out] all_unfolded Set to false, if one entry is folded.
*/
void SettingsPage::GetFoldingState(bool &all_folded, bool &all_unfolded) const
{
if (this->IsFiltered()) return;
if (this->folded) {
all_unfolded = false;
} else {
all_folded = false;
}
SettingsContainer::GetFoldingState(all_folded, all_unfolded);
}
/**
* Update the filter state.
* @param filter Filter
* @param force_visible Whether to force all items visible, no matter what (due to filter text; not affected by restriction drop down box).
* @return true if item remains visible
*/
bool SettingsPage::UpdateFilterState(SettingFilter &filter, bool force_visible)
{
if (!force_visible && !filter.string.IsEmpty()) {
filter.string.ResetState();
filter.string.AddLine(this->title);
force_visible = filter.string.GetState();
}
bool visible = SettingsContainer::UpdateFilterState(filter, force_visible);
this->flags.Set(SettingEntryFlag::Filtered, !visible);
return visible;
}
/**
* Check whether an entry is visible and not folded or filtered away.
* Note: This does not consider the scrolling range; it might still require scrolling to make the setting really visible.
* @param item Entry to search for.
* @return true if entry is visible.
*/
bool SettingsPage::IsVisible(const BaseSettingEntry *item) const
{
if (this->IsFiltered()) return false;
if (this == item) return true;
if (this->folded) return false;
return SettingsContainer::IsVisible(item);
}
/** Return number of rows needed to display the (filtered) entry */
uint SettingsPage::Length() const
{
if (this->IsFiltered()) return 0;
if (this->folded) return 1; // Only displaying the title
return 1 + SettingsContainer::Length();
}
/**
* Find setting entry at row \a row_num
* @param row_num Index of entry to return
* @param cur_row Current row number
* @return The requested setting entry or \c nullptr if it not found (folded or filtered)
*/
BaseSettingEntry *SettingsPage::FindEntry(uint row_num, uint *cur_row)
{
if (this->IsFiltered()) return nullptr;
if (row_num == *cur_row) return this;
(*cur_row)++;
if (this->folded) return nullptr;
return SettingsContainer::FindEntry(row_num, cur_row);
}
/**
* Draw a row in the settings panel.
*
* @param settings_ptr Pointer to current values of all settings
* @param left Left-most position in window/panel to start drawing \a first_row
* @param right Right-most x position to draw strings at.
* @param y Upper-most position in window/panel to start drawing \a first_row
* @param first_row First row number to draw
* @param max_row Row-number to stop drawing (the row-number of the row below the last row to draw)
* @param selected Selected entry by the user.
* @param cur_row Current row number (internal variable)
* @param parent_last Last-field booleans of parent page level (page level \e i sets bit \e i to 1 if it is its last field)
* @return Row number of the next row to draw
*/
uint SettingsPage::Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row, uint parent_last) const
{
if (this->IsFiltered()) return cur_row;
if (cur_row >= max_row) return cur_row;
cur_row = BaseSettingEntry::Draw(settings_ptr, left, right, y, first_row, max_row, selected, cur_row, parent_last);
if (!this->folded) {
if (this->flags.Test(SettingEntryFlag::LastField)) {
assert(this->level < 8 * sizeof(parent_last));
SetBit(parent_last, this->level); // Add own last-field state
}
cur_row = SettingsContainer::Draw(settings_ptr, left, right, y, first_row, max_row, selected, cur_row, parent_last);
}
return cur_row;
}
/**
* Function to draw setting value (button + text + current value)
* @param left Left-most position in window/panel to start drawing
* @param right Right-most position in window/panel to draw
* @param y Upper-most position in window/panel to start drawing
*/
void SettingsPage::DrawSetting(GameSettings *, int left, int right, int y, bool) const
{
bool rtl = _current_text_dir == TD_RTL;
DrawSprite((this->folded ? SPR_CIRCLE_FOLDED : SPR_CIRCLE_UNFOLDED), PAL_NONE, rtl ? right - _circle_size.width : left, y + (SETTING_HEIGHT - _circle_size.height) / 2);
DrawString(rtl ? left : left + _circle_size.width + WidgetDimensions::scaled.hsep_normal, rtl ? right - _circle_size.width - WidgetDimensions::scaled.hsep_normal : right, y + (SETTING_HEIGHT - GetCharacterHeight(FS_NORMAL)) / 2, this->title, TC_ORANGE);
}
/** Construct settings tree */
SettingsContainer &GetSettingsTree()
{
static SettingsContainer *main = nullptr;
if (main == nullptr)
{
/* Build up the dynamic settings-array only once per OpenTTD session */
main = new SettingsContainer();
SettingsPage *localisation = main->Add(new SettingsPage(STR_CONFIG_SETTING_LOCALISATION));
{
localisation->Add(new SettingEntry("locale.units_velocity"));
localisation->Add(new SettingEntry("locale.units_velocity_nautical"));
localisation->Add(new SettingEntry("locale.units_power"));
localisation->Add(new SettingEntry("locale.units_weight"));
localisation->Add(new SettingEntry("locale.units_volume"));
localisation->Add(new SettingEntry("locale.units_force"));
localisation->Add(new SettingEntry("locale.units_height"));
localisation->Add(new SettingEntry("gui.date_format_in_default_names"));
}
SettingsPage *graphics = main->Add(new SettingsPage(STR_CONFIG_SETTING_GRAPHICS));
{
graphics->Add(new SettingEntry("gui.zoom_min"));
graphics->Add(new SettingEntry("gui.zoom_max"));
graphics->Add(new SettingEntry("gui.sprite_zoom_min"));
graphics->Add(new SettingEntry("gui.smallmap_land_colour"));
graphics->Add(new SettingEntry("gui.linkgraph_colours"));
graphics->Add(new SettingEntry("gui.graph_line_thickness"));
}
SettingsPage *sound = main->Add(new SettingsPage(STR_CONFIG_SETTING_SOUND));
{
sound->Add(new SettingEntry("sound.click_beep"));
sound->Add(new SettingEntry("sound.confirm"));
sound->Add(new SettingEntry("sound.news_ticker"));
sound->Add(new SettingEntry("sound.news_full"));
sound->Add(new SettingEntry("sound.new_year"));
sound->Add(new SettingEntry("sound.disaster"));
sound->Add(new SettingEntry("sound.vehicle"));
sound->Add(new SettingEntry("sound.ambient"));
}
SettingsPage *interface = main->Add(new SettingsPage(STR_CONFIG_SETTING_INTERFACE));
{
SettingsPage *general = interface->Add(new SettingsPage(STR_CONFIG_SETTING_INTERFACE_GENERAL));
{
general->Add(new SettingEntry("gui.osk_activation"));
general->Add(new SettingEntry("gui.hover_delay_ms"));
general->Add(new SettingEntry("gui.errmsg_duration"));
general->Add(new SettingEntry("gui.window_snap_radius"));
general->Add(new SettingEntry("gui.window_soft_limit"));
general->Add(new SettingEntry("gui.right_click_wnd_close"));
}
SettingsPage *viewports = interface->Add(new SettingsPage(STR_CONFIG_SETTING_INTERFACE_VIEWPORTS));
{
viewports->Add(new SettingEntry("gui.auto_scrolling"));
viewports->Add(new SettingEntry("gui.scroll_mode"));
viewports->Add(new SettingEntry("gui.smooth_scroll"));
/* While the horizontal scrollwheel scrolling is written as general code, only
* the cocoa (OSX) driver generates input for it.
* Since it's also able to completely disable the scrollwheel will we display it on all platforms anyway */
viewports->Add(new SettingEntry("gui.scrollwheel_scrolling"));
viewports->Add(new SettingEntry("gui.scrollwheel_multiplier"));
#ifdef __APPLE__
/* We might need to emulate a right mouse button on mac */
viewports->Add(new SettingEntry("gui.right_mouse_btn_emulation"));
#endif
viewports->Add(new SettingEntry("gui.population_in_label"));
viewports->Add(new SettingEntry("gui.liveries"));
viewports->Add(new SettingEntry("construction.train_signal_side"));
viewports->Add(new SettingEntry("gui.measure_tooltip"));
viewports->Add(new SettingEntry("gui.loading_indicators"));
viewports->Add(new SettingEntry("gui.show_track_reservation"));
}
SettingsPage *construction = interface->Add(new SettingsPage(STR_CONFIG_SETTING_INTERFACE_CONSTRUCTION));
{
construction->Add(new SettingEntry("gui.link_terraform_toolbar"));
construction->Add(new SettingEntry("gui.persistent_buildingtools"));
construction->Add(new SettingEntry("gui.default_rail_type"));
construction->Add(new SettingEntry("gui.semaphore_build_before"));
construction->Add(new SettingEntry("gui.signal_gui_mode"));
construction->Add(new SettingEntry("gui.cycle_signal_types"));
construction->Add(new SettingEntry("gui.drag_signals_fixed_distance"));
construction->Add(new SettingEntry("gui.auto_remove_signals"));
}
interface->Add(new SettingEntry("gui.toolbar_pos"));
interface->Add(new SettingEntry("gui.statusbar_pos"));
interface->Add(new SettingEntry("gui.prefer_teamchat"));
interface->Add(new SettingEntry("gui.advanced_vehicle_list"));
interface->Add(new SettingEntry("gui.timetable_mode"));
interface->Add(new SettingEntry("gui.timetable_arrival_departure"));
interface->Add(new SettingEntry("gui.show_newgrf_name"));
interface->Add(new SettingEntry("gui.show_cargo_in_vehicle_lists"));
}
SettingsPage *advisors = main->Add(new SettingsPage(STR_CONFIG_SETTING_ADVISORS));
{
advisors->Add(new SettingEntry("gui.coloured_news_year"));
advisors->Add(new SettingEntry("news_display.general"));
advisors->Add(new SettingEntry("news_display.new_vehicles"));
advisors->Add(new SettingEntry("news_display.accident"));
advisors->Add(new SettingEntry("news_display.accident_other"));
advisors->Add(new SettingEntry("news_display.company_info"));
advisors->Add(new SettingEntry("news_display.acceptance"));
advisors->Add(new SettingEntry("news_display.arrival_player"));
advisors->Add(new SettingEntry("news_display.arrival_other"));
advisors->Add(new SettingEntry("news_display.advice"));
advisors->Add(new SettingEntry("gui.order_review_system"));
advisors->Add(new SettingEntry("gui.vehicle_income_warn"));
advisors->Add(new SettingEntry("gui.lost_vehicle_warn"));
advisors->Add(new SettingEntry("gui.old_vehicle_warn"));
advisors->Add(new SettingEntry("gui.show_finances"));
advisors->Add(new SettingEntry("news_display.economy"));
advisors->Add(new SettingEntry("news_display.subsidies"));
advisors->Add(new SettingEntry("news_display.open"));
advisors->Add(new SettingEntry("news_display.close"));
advisors->Add(new SettingEntry("news_display.production_player"));
advisors->Add(new SettingEntry("news_display.production_other"));
advisors->Add(new SettingEntry("news_display.production_nobody"));
}
SettingsPage *company = main->Add(new SettingsPage(STR_CONFIG_SETTING_COMPANY));
{
company->Add(new SettingEntry("gui.starting_colour"));
company->Add(new SettingEntry("gui.starting_colour_secondary"));
company->Add(new SettingEntry("company.engine_renew"));
company->Add(new SettingEntry("company.engine_renew_months"));
company->Add(new SettingEntry("company.engine_renew_money"));
company->Add(new SettingEntry("vehicle.servint_ispercent"));
company->Add(new SettingEntry("vehicle.servint_trains"));
company->Add(new SettingEntry("vehicle.servint_roadveh"));
company->Add(new SettingEntry("vehicle.servint_ships"));
company->Add(new SettingEntry("vehicle.servint_aircraft"));
}
SettingsPage *accounting = main->Add(new SettingsPage(STR_CONFIG_SETTING_ACCOUNTING));
{
accounting->Add(new SettingEntry("difficulty.infinite_money"));
accounting->Add(new SettingEntry("economy.inflation"));
accounting->Add(new SettingEntry("difficulty.initial_interest"));
accounting->Add(new SettingEntry("difficulty.max_loan"));
accounting->Add(new SettingEntry("difficulty.subsidy_multiplier"));
accounting->Add(new SettingEntry("difficulty.subsidy_duration"));
accounting->Add(new SettingEntry("economy.feeder_payment_share"));
accounting->Add(new SettingEntry("economy.infrastructure_maintenance"));
accounting->Add(new SettingEntry("difficulty.vehicle_costs"));
accounting->Add(new SettingEntry("difficulty.construction_cost"));
}
SettingsPage *vehicles = main->Add(new SettingsPage(STR_CONFIG_SETTING_VEHICLES));
{
SettingsPage *physics = vehicles->Add(new SettingsPage(STR_CONFIG_SETTING_VEHICLES_PHYSICS));
{
physics->Add(new SettingEntry("vehicle.train_acceleration_model"));
physics->Add(new SettingEntry("vehicle.train_slope_steepness"));
physics->Add(new SettingEntry("vehicle.wagon_speed_limits"));
physics->Add(new SettingEntry("vehicle.freight_trains"));
physics->Add(new SettingEntry("vehicle.roadveh_acceleration_model"));
physics->Add(new SettingEntry("vehicle.roadveh_slope_steepness"));
physics->Add(new SettingEntry("vehicle.smoke_amount"));
physics->Add(new SettingEntry("vehicle.plane_speed"));
}
SettingsPage *routing = vehicles->Add(new SettingsPage(STR_CONFIG_SETTING_VEHICLES_ROUTING));
{
routing->Add(new SettingEntry("vehicle.road_side"));
routing->Add(new SettingEntry("difficulty.line_reverse_mode"));
routing->Add(new SettingEntry("pf.reverse_at_signals"));
routing->Add(new SettingEntry("pf.forbid_90_deg"));
}
SettingsPage *orders = vehicles->Add(new SettingsPage(STR_CONFIG_SETTING_VEHICLES_ORDERS));
{
orders->Add(new SettingEntry("gui.new_nonstop"));
orders->Add(new SettingEntry("gui.quick_goto"));
orders->Add(new SettingEntry("gui.stop_location"));
}
}
SettingsPage *limitations = main->Add(new SettingsPage(STR_CONFIG_SETTING_LIMITATIONS));
{
limitations->Add(new SettingEntry("construction.command_pause_level"));
limitations->Add(new SettingEntry("construction.autoslope"));
limitations->Add(new SettingEntry("construction.extra_dynamite"));
limitations->Add(new SettingEntry("construction.map_height_limit"));
limitations->Add(new SettingEntry("construction.max_bridge_length"));
limitations->Add(new SettingEntry("construction.max_bridge_height"));
limitations->Add(new SettingEntry("construction.max_tunnel_length"));
limitations->Add(new SettingEntry("station.never_expire_airports"));
limitations->Add(new SettingEntry("vehicle.never_expire_vehicles"));
limitations->Add(new SettingEntry("vehicle.max_trains"));
limitations->Add(new SettingEntry("vehicle.max_roadveh"));
limitations->Add(new SettingEntry("vehicle.max_aircraft"));
limitations->Add(new SettingEntry("vehicle.max_ships"));
limitations->Add(new SettingEntry("vehicle.max_train_length"));
limitations->Add(new SettingEntry("station.station_spread"));
limitations->Add(new SettingEntry("station.distant_join_stations"));
limitations->Add(new SettingEntry("station.modified_catchment"));
limitations->Add(new SettingEntry("construction.road_stop_on_town_road"));
limitations->Add(new SettingEntry("construction.road_stop_on_competitor_road"));
limitations->Add(new SettingEntry("construction.crossing_with_competitor"));
limitations->Add(new SettingEntry("vehicle.disable_elrails"));
limitations->Add(new SettingEntry("order.station_length_loading_penalty"));
}
SettingsPage *disasters = main->Add(new SettingsPage(STR_CONFIG_SETTING_ACCIDENTS));
{
disasters->Add(new SettingEntry("difficulty.disasters"));
disasters->Add(new SettingEntry("difficulty.economy"));
disasters->Add(new SettingEntry("vehicle.plane_crashes"));
disasters->Add(new SettingEntry("difficulty.vehicle_breakdowns"));
disasters->Add(new SettingEntry("order.no_servicing_if_no_breakdowns"));
disasters->Add(new SettingEntry("order.serviceathelipad"));
}
SettingsPage *genworld = main->Add(new SettingsPage(STR_CONFIG_SETTING_GENWORLD));
{
genworld->Add(new SettingEntry("game_creation.landscape"));
genworld->Add(new SettingEntry("game_creation.land_generator"));
genworld->Add(new SettingEntry("difficulty.terrain_type"));
genworld->Add(new SettingEntry("game_creation.tgen_smoothness"));
genworld->Add(new SettingEntry("game_creation.variety"));
genworld->Add(new SettingEntry("game_creation.snow_coverage"));
genworld->Add(new SettingEntry("game_creation.snow_line_height"));
genworld->Add(new SettingEntry("game_creation.desert_coverage"));
genworld->Add(new SettingEntry("game_creation.amount_of_rivers"));
}
SettingsPage *environment = main->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT));
{
SettingsPage *time = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_TIME));
{
time->Add(new SettingEntry("economy.timekeeping_units"));
time->Add(new SettingEntry("economy.minutes_per_calendar_year"));
time->Add(new SettingEntry("game_creation.ending_year"));
time->Add(new SettingEntry("gui.pause_on_newgame"));
time->Add(new SettingEntry("gui.fast_forward_speed_limit"));
}
SettingsPage *authorities = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_AUTHORITIES));
{
authorities->Add(new SettingEntry("difficulty.town_council_tolerance"));
authorities->Add(new SettingEntry("economy.bribe"));
authorities->Add(new SettingEntry("economy.exclusive_rights"));
authorities->Add(new SettingEntry("economy.fund_roads"));
authorities->Add(new SettingEntry("economy.fund_buildings"));
authorities->Add(new SettingEntry("economy.station_noise_level"));
}
SettingsPage *towns = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_TOWNS));
{
towns->Add(new SettingEntry("economy.town_cargo_scale"));
towns->Add(new SettingEntry("economy.town_growth_rate"));
towns->Add(new SettingEntry("economy.allow_town_roads"));
towns->Add(new SettingEntry("economy.allow_town_level_crossings"));
towns->Add(new SettingEntry("economy.found_town"));
towns->Add(new SettingEntry("economy.place_houses"));
towns->Add(new SettingEntry("economy.town_layout"));
towns->Add(new SettingEntry("economy.larger_towns"));
towns->Add(new SettingEntry("economy.initial_city_size"));
towns->Add(new SettingEntry("economy.town_cargogen_mode"));
}
SettingsPage *industries = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES));
{
industries->Add(new SettingEntry("economy.industry_cargo_scale"));
industries->Add(new SettingEntry("difficulty.industry_density"));
industries->Add(new SettingEntry("construction.raw_industry_construction"));
industries->Add(new SettingEntry("construction.industry_platform"));
industries->Add(new SettingEntry("economy.multiple_industry_per_town"));
industries->Add(new SettingEntry("game_creation.oil_refinery_limit"));
industries->Add(new SettingEntry("economy.type"));
industries->Add(new SettingEntry("station.serve_neutral_industries"));
}
SettingsPage *cdist = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST));
{
cdist->Add(new SettingEntry("linkgraph.recalc_time"));
cdist->Add(new SettingEntry("linkgraph.recalc_interval"));
cdist->Add(new SettingEntry("linkgraph.distribution_pax"));
cdist->Add(new SettingEntry("linkgraph.distribution_mail"));
cdist->Add(new SettingEntry("linkgraph.distribution_armoured"));
cdist->Add(new SettingEntry("linkgraph.distribution_default"));
cdist->Add(new SettingEntry("linkgraph.accuracy"));
cdist->Add(new SettingEntry("linkgraph.demand_distance"));
cdist->Add(new SettingEntry("linkgraph.demand_size"));
cdist->Add(new SettingEntry("linkgraph.short_path_saturation"));
}
SettingsPage *trees = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_TREES));
{
trees->Add(new SettingEntry("game_creation.tree_placer"));
trees->Add(new SettingEntry("construction.extra_tree_placement"));
}
}
SettingsPage *ai = main->Add(new SettingsPage(STR_CONFIG_SETTING_AI));
{
SettingsPage *npc = ai->Add(new SettingsPage(STR_CONFIG_SETTING_AI_NPC));
{
npc->Add(new SettingEntry("script.script_max_opcode_till_suspend"));
npc->Add(new SettingEntry("script.script_max_memory_megabytes"));
npc->Add(new SettingEntry("difficulty.competitor_speed"));
npc->Add(new SettingEntry("ai.ai_in_multiplayer"));
npc->Add(new SettingEntry("ai.ai_disable_veh_train"));
npc->Add(new SettingEntry("ai.ai_disable_veh_roadveh"));
npc->Add(new SettingEntry("ai.ai_disable_veh_aircraft"));
npc->Add(new SettingEntry("ai.ai_disable_veh_ship"));
}
ai->Add(new SettingEntry("economy.give_money"));
}
SettingsPage *network = main->Add(new SettingsPage(STR_CONFIG_SETTING_NETWORK));
{
network->Add(new SettingEntry("network.use_relay_service"));
}
main->Init();
}
return *main;
}

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/*
* 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 settingentry_gui.h Declarations of classes for handling display of individual configuration settings. */
#ifndef SETTINGENTRY_GUI_H
#define SETTINGENTRY_GUI_H
#include "core/enum_type.hpp"
#include "settings_internal.h"
#include "stringfilter_type.h"
extern Dimension _circle_size;
extern int SETTING_HEIGHT;
/**
* Flags for #SettingEntry
* @note The #SEF_BUTTONS_MASK matches expectations of the formal parameter 'state' of #DrawArrowButtons
*/
enum class SettingEntryFlag : uint8_t {
LeftDepressed, ///< Of a numeric setting entry, the left button is depressed
RightDepressed, ///< Of a numeric setting entry, the right button is depressed
LastField, ///< This entry is the last one in a (sub-)page
Filtered, ///< Entry is hidden by the string filter
};
using SettingEntryFlags = EnumBitSet<SettingEntryFlag, uint8_t>;
static constexpr SettingEntryFlags SEF_BUTTONS_MASK = {SettingEntryFlag::LeftDepressed, SettingEntryFlag::RightDepressed}; ///< Mask for button flags
/** How the list of advanced settings is filtered. */
enum RestrictionMode : uint8_t {
RM_BASIC, ///< Display settings associated to the "basic" list.
RM_ADVANCED, ///< Display settings associated to the "advanced" list.
RM_ALL, ///< List all settings regardless of the default/newgame/... values.
RM_CHANGED_AGAINST_DEFAULT, ///< Show only settings which are different compared to default values.
RM_CHANGED_AGAINST_NEW, ///< Show only settings which are different compared to the user's new game setting values.
RM_END, ///< End for iteration.
};
DECLARE_INCREMENT_DECREMENT_OPERATORS(RestrictionMode)
/** Filter for settings list. */
struct SettingFilter {
StringFilter string; ///< Filter string.
RestrictionMode min_cat; ///< Minimum category needed to display all filtered strings (#RM_BASIC, #RM_ADVANCED, or #RM_ALL).
bool type_hides; ///< Whether the type hides filtered strings.
RestrictionMode mode; ///< Filter based on category.
SettingType type; ///< Filter based on type.
};
/** Data structure describing a single setting in a tab */
struct BaseSettingEntry {
SettingEntryFlags flags; ///< Flags of the setting entry. @see SettingEntryFlags
uint8_t level; ///< Nesting level of this setting entry
BaseSettingEntry() : flags(), level(0) {}
virtual ~BaseSettingEntry() = default;
virtual void Init(uint8_t level = 0);
virtual void FoldAll() {}
virtual void UnFoldAll() {}
virtual void ResetAll() = 0;
/**
* Set whether this is the last visible entry of the parent node.
* @param last_field Value to set
*/
void SetLastField(bool last_field) { this->flags.Set(SettingEntryFlag::LastField, last_field); }
virtual uint Length() const = 0;
virtual void GetFoldingState([[maybe_unused]] bool &all_folded, [[maybe_unused]] bool &all_unfolded) const {}
virtual bool IsVisible(const BaseSettingEntry *item) const;
virtual BaseSettingEntry *FindEntry(uint row, uint *cur_row);
virtual uint GetMaxHelpHeight([[maybe_unused]] int maxw) { return 0; }
/**
* Check whether an entry is hidden due to filters
* @return true if hidden.
*/
bool IsFiltered() const { return this->flags.Test(SettingEntryFlag::Filtered); }
virtual bool UpdateFilterState(SettingFilter &filter, bool force_visible) = 0;
virtual uint Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row = 0, uint parent_last = 0) const;
protected:
virtual void DrawSetting(GameSettings *settings_ptr, int left, int right, int y, bool highlight) const = 0;
};
/** Standard setting */
struct SettingEntry : BaseSettingEntry {
const char *name; ///< Name of the setting
const IntSettingDesc *setting; ///< Setting description of the setting
SettingEntry(const char *name);
void Init(uint8_t level = 0) override;
void ResetAll() override;
uint Length() const override;
uint GetMaxHelpHeight(int maxw) override;
bool UpdateFilterState(SettingFilter &filter, bool force_visible) override;
void SetButtons(SettingEntryFlags new_val);
protected:
void DrawSetting(GameSettings *settings_ptr, int left, int right, int y, bool highlight) const override;
private:
bool IsVisibleByRestrictionMode(RestrictionMode mode) const;
};
/** Containers for BaseSettingEntry */
struct SettingsContainer {
typedef std::vector<BaseSettingEntry*> EntryVector;
EntryVector entries; ///< Settings on this page
template <typename T>
T *Add(T *item)
{
this->entries.push_back(item);
return item;
}
void Init(uint8_t level = 0);
void ResetAll();
void FoldAll();
void UnFoldAll();
uint Length() const;
void GetFoldingState(bool &all_folded, bool &all_unfolded) const;
bool IsVisible(const BaseSettingEntry *item) const;
BaseSettingEntry *FindEntry(uint row, uint *cur_row);
uint GetMaxHelpHeight(int maxw);
bool UpdateFilterState(SettingFilter &filter, bool force_visible);
uint Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row = 0, uint parent_last = 0) const;
};
/** Data structure describing one page of settings in the settings window. */
struct SettingsPage : BaseSettingEntry, SettingsContainer {
StringID title; ///< Title of the sub-page
bool folded; ///< Sub-page is folded (not visible except for its title)
SettingsPage(StringID title);
void Init(uint8_t level = 0) override;
void ResetAll() override;
void FoldAll() override;
void UnFoldAll() override;
uint Length() const override;
void GetFoldingState(bool &all_folded, bool &all_unfolded) const override;
bool IsVisible(const BaseSettingEntry *item) const override;
BaseSettingEntry *FindEntry(uint row, uint *cur_row) override;
uint GetMaxHelpHeight(int maxw) override { return SettingsContainer::GetMaxHelpHeight(maxw); }
bool UpdateFilterState(SettingFilter &filter, bool force_visible) override;
uint Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row = 0, uint parent_last = 0) const override;
protected:
void DrawSetting(GameSettings *settings_ptr, int left, int right, int y, bool highlight) const override;
};
SettingsContainer &GetSettingsTree();
const void *ResolveObject(const GameSettings *settings_ptr, const IntSettingDesc *sd);
#endif /* SETTINGENTRY_GUI_H */

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