1#ifndef COCKATRICE_INTERFACE_INTERFACE_SETTINGS_PROVIDER_H
2#define COCKATRICE_INTERFACE_INTERFACE_SETTINGS_PROVIDER_H
Definition interface_interface_settings_provider.h:40
virtual int getTallyType() const =0
virtual bool getCloseEmptyCardView() const =0
virtual int getZoneViewGroupByIndex() const =0
virtual int getCardViewInitialRowsMax() const =0
virtual int getPlaymatMode() const =0
How the fallback list is applied: PlaymatMode.
virtual bool getFocusCardViewSearchBar() const =0
virtual bool getSkipEmptySections() const =0
virtual bool getShowDragSelectionCount() const =0
virtual int getZoneViewSortByIndex() const =0
virtual bool getAnnotateTokens() const =0
virtual int getMinPlayersForMultiColumnLayout() const =0
virtual qreal getFastForwardSpeed() const =0
virtual bool getShowStatusBar() const =0
virtual bool getDoNotDeleteArrowsInSubPhases() const =0
virtual QStringList getUserListExpandedSections() const =0
virtual bool getHorizontalHand() const =0
virtual int getPlaymatVisibility() const =0
Who gets playmats rendered: PlaymatVisibility.
virtual bool getNotificationsEnabled() const =0
virtual ~IInterfaceSettingsProvider()=default
virtual bool getInvertVerticalCoordinate() const =0
virtual bool getDoubleClickToPlay() const =0
virtual bool getLeftJustified() const =0
virtual QList< PlaymatInfo > getPlaymatFallbackList() const =0
User-level playmat collection. Used either as a forced playmat (mode == PlaymatModeOverrideDeck) or a...
virtual bool getUseTearOffMenus() const =0
virtual bool getShowTotalSelectionCount() const =0
virtual bool getBattlefieldFlashEnabled() const =0
virtual bool getShowGameSelectorFilterToolbar() const =0
virtual bool getKeepGameChatFocus() const =0
virtual bool getPlayToStack() const =0
virtual int getRewindBufferingMs() const =0
virtual int getCardViewExpandedRowsMax() const =0
virtual bool getSpectatorNotificationsEnabled() const =0
virtual bool getZoneViewPileView() const =0
virtual bool getBuddyConnectNotificationsEnabled() const =0
virtual int getPlaymatFallbackBehavior() const =0
How the fallback list is picked from when mode is PlaymatModeFallback: PlaymatFallbackMode.
virtual bool getShowShortcuts() const =0
virtual int getStartingHandSize() const =0
virtual bool getLifeCounterAnimationsEnabled() const =0
virtual bool getClickPlaysAllSelected() const =0
PlaymatMode
How the user-level playmat collection interacts with the deck-configured playmat.
Definition interface_interface_settings_provider.h:23
@ PlaymatModeFallback
Prefer the deck-configured playmat; fall back to the collection when absent.
Definition interface_interface_settings_provider.h:25
@ PlaymatModeDeckOnly
Use only the deck-configured playmat, ignoring the collection.
Definition interface_interface_settings_provider.h:26
@ PlaymatModeOverrideDeck
Always use the collection, ignoring any deck-configured playmat.
Definition interface_interface_settings_provider.h:24
PlaymatVisibility
Whether playmats are rendered in-game, and for whom.
Definition interface_interface_settings_provider.h:13
@ PlaymatVisibilityAll
Show playmats for all players.
Definition interface_interface_settings_provider.h:16
@ PlaymatVisibilityOwnOnly
Show the local player's playmat only.
Definition interface_interface_settings_provider.h:15
@ PlaymatVisibilityNone
Don't use playmats.
Definition interface_interface_settings_provider.h:14
PlaymatFallbackMode
How the user-level fallback playmat list is consulted when a deck has no playmat configured.
Definition interface_interface_settings_provider.h:33
@ PlaymatFallbackModeFixed
Always use the first entry of the fallback list.
Definition interface_interface_settings_provider.h:34
@ PlaymatFallbackModeRoundRobin
Cycle through the list, advancing one entry per resolution.
Definition interface_interface_settings_provider.h:35
@ PlaymatFallbackModeRandom
Pick a random entry per resolution.
Definition interface_interface_settings_provider.h:36