//options settings //Screen and Display menu //Renderer Mode //Screen resolution //Windowed/fullscreen(borderless?) //VSync //Screen brightness //screen brightness //screen gamma //Lighting Menu //Shadow Distance(Distance shadows are drawn to. Also affects shadowmap slices) //Shadow Quality(Resolution of shadows rendered, setting to none disables dynamic shadows) //Soft Shadows(Whether shadow softening is used) //Shadow caching(If the lights enable it, shadow caching is activated) //Light Draw Distance(How far away lights are still drawn. Doesn't impact vector lights like the sun) //Mesh and Textures Menu //Draw distance(Overall draw distance) -slider //Object draw distance(Draw distance from small/unimportant objects) -slider //Mesh quality //Texture quality //Foliage draw distance //Terrain Quality //Decal Quality //Effects Menu //Parallax //HDR //Light shafts //Motion Blur //Depth of Field //SSAO //AA(ModelXAmount)[defualt is FXAA] //Anisotropic filtering //Keybinds //Camera //horizontal mouse sensitivity //vert mouse sensitivity //invert vertical //zoom mouse sensitivities(both horz/vert) //headbob //FOV function OptionsMenuSettingsList::onAdd(%this) { } function OptionsMenu::onWake(%this) { MainMenuButtonList.hidden = true; %this.pageTabIndex = 0; %tab = %this.getTab(); %tab.performClick(); OptionsButtonHolder.setActive(); } function OptionsButtonHolder::onWake(%this) { %this-->prevTabButton.set("btn_l", "", "Prev Tab", "OptionsMenu.prevTab();", true); %this-->nextTabButton.set("btn_r", "", "Next Tab", "OptionsMenu.nextTab();", true); %this-->resetButton.set("btn_back", "R", "Reset", "OptionsMenu.resetToDefaults();"); %this-->applyButton.set("btn_start", "Return", "Apply", "OptionsMenu.apply();"); %this-->backButton.set("btn_b", "Escape", "Back", "OptionsMenu.backOut();"); } function OptionsMenu::apply(%this) { if(%this.pageTabIndex == 0) { %this.applyDisplaySettings(); } else if(%this.pageTabIndex == 1) { %this.applyGraphicsSettings(); } else if(%this.pageTabIndex == 2) { %this.applyAudioSettings(); } else if(%this.pageTabIndex == 3 || %this.pageTabIndex == 4) { %prefPath = getPrefpath(); %actionMapCount = ActionMapGroup.getCount(); %actionMapList = ""; %append = false; for(%i=0; %i < %actionMapCount; %i++) { %actionMap = ActionMapGroup.getObject(%i); if(%actionMap == GlobalActionMap.getId()) continue; %actionMap.save( %prefPath @ "/keybinds." @ $TorqueScriptFileExtension, %append ); if(%append != true) %append = true; } } %prefPath = getPrefpath(); export("$pref::*", %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension, false); } function OptionsMenu::resetToDefaults(%this) { MessageBoxOKCancel("", "This will set the graphical settings back to the auto-detected defaults. Do you wish to continue?", "AutodetectGraphics();", ""); } function OptionsMenuSettingsList::onChange(%this) { %optionName = %this.getRowLabel(%this.getSelectedRow()); %tooltipText = %this.getTooltip(%this.getSelectedRow()); OptionName.setText(%optionName); OptionDescription.setText(%tooltipText); return; OptionsMenuSettingsList.clearOptions(); %currentRowText = %this.getRowLabel(%this.getSelectedRow()); if(%currentRowText $= "Display") { OptionsMenuList.populateDisplaySettingsList(); } else if(%currentRowText $= "Graphics") { OptionsMenuList.populateGraphicsSettingsList(); } else if(%currentRowText $= "Audio") { OptionsMenuList.populateAudioSettingsList(); } else if(%currentRowText $= "Keyboard + Mouse") { OptionsMenuList.populateKeyboardMouseSettingsList(); } else if(%currentRowText $= "Gamepad") { OptionsMenuList.populateGamepadSettingsList(); } } function OptionsMenu::prevTab(%this) { %this.pageTabIndex--; if(%this.pageTabIndex < 0) %this.pageTabIndex = 4; %tabBtn = %this.getTab(); %tabBtn.performClick(); } function OptionsMenu::nextTab(%this) { %this.pageTabIndex++; if(%this.pageTabIndex > 4) %this.pageTabIndex = 0; %tabBtn = %this.getTab(); %tabBtn.performClick(); } function OptionsMenu::getTab(%this) { if(%this.pageTabIndex == 0) return %this-->DisplayButton; else if(%this.pageTabIndex == 1) return %this-->GraphicsButton; else if(%this.pageTabIndex == 2) return %this-->AudioButton; else if(%this.pageTabIndex == 3) return %this-->KBMButton; else if(%this.pageTabIndex == 4) return %this-->GamepadButton; else return %this-->DisplayButton; } function OptionsMenu::populateDisplaySettingsList(%this) { %this.pageTabIndex = 0; OptionsMenuSettingsList.clearRows(); OptionName.setText(""); OptionDescription.setText(""); //First, lets double-check the active device is accurate. Sometimes the default value in our prefs doesn't match the active one %displayDevice = getDisplayDeviceType(); if($changingDisplayDevice !$= "") %displayDevice = $changingDisplayDevice; %apiList = ""; %apiCount = GFXInit::getAdapterCount(); %apiIdx = 0; for(%i=0; %i < %apiCount; %i++) { %api = GFXInit::getAdapterType(%i); if(%api !$= "NullDevice") { if(%apiIdx==0) %apiList = %api; else %apiList = %apiList TAB %api; %apiIdx++; } } trim(%apiList); OptionsMenuSettingsList.addOptionRow("Display API", %apiList, false, "", -1, -30, true, "The display API used for rendering.", %displayDevice); %numDevices = Canvas.getMonitorCount(); %devicesList = ""; for(%i = 0; %i < %numDevices; %i++) { %device = (%i+1) @ " - " @ Canvas.getMonitorName(%i); if(%i==0) %devicesList = %device; else %devicesList = %devicesList @ "\t" @ %device; } %selectedDevice = getField(%devicesList, $pref::Video::deviceId); OptionsMenuSettingsList.addOptionRow("Display Device", %devicesList, false, "onDisplayModeChange", -1, -30, true, "The display devices the window should be on.", %selectedDevice); if (%numDevices > 1) OptionsMenuSettingsList.setRowEnabled(1, true); else OptionsMenuSettingsList.setRowEnabled(1, false); %mode = getField($Video::ModeTags, $pref::Video::deviceMode); OptionsMenuSettingsList.addOptionRow("Window Mode", $Video::ModeTags, false, "onDisplayModeChange", -1, -30, true, "", %mode); %resolutionList = getScreenResolutionList($pref::Video::deviceId, $pref::Video::deviceMode); OptionsMenuSettingsList.addOptionRow("Resolution", %resolutionList, false, "onDisplayResChange", -1, -30, true, "Resolution of the game window", _makePrettyResString( $pref::Video::mode )); //If they're doing borderless, the window resolution must match the display resolution if(%mode !$= "Borderless") OptionsMenuSettingsList.setRowEnabled(3, true); else OptionsMenuSettingsList.setRowEnabled(3, false); OptionsMenuSettingsList.addOptionRow("VSync", "No\tYes", false, "", -1, -30, true, "", convertBoolToYesNo(!$pref::Video::disableVerticalSync)); %refreshList = getScreenRefreshList($pref::Video::mode); OptionsMenuSettingsList.addOptionRow("Refresh Rate", %refreshList, false, "", -1, -30, true, "", $pref::Video::RefreshRate); //move to gameplay tab OptionsMenuSettingsList.addSliderRow("Field of View", 75, 5, "65 100", "", -1, -30); OptionsMenuSettingsList.addSliderRow("Brightness", 0.5, 0.1, "0 1", "", -1, -30); OptionsMenuSettingsList.addSliderRow("Contrast", 0.5, 0.1, "0 1", "", -1, -30); OptionsMenuSettingsList.refresh(); } function OptionsMenu::applyDisplaySettings(%this) { %newDevice = OptionsMenuSettingsList.getCurrentOption(0); // Change the device. if ( %newDevice !$= $pref::Video::displayDevice ) { $pref::Video::displayDevice = %newDevice; if( %newDevice !$= getDisplayDeviceInformation() ) MessageBoxOK( "Change requires restart", "Please restart the game for a display device change to take effect." ); $changingDisplayDevice = %newDevice; } updateDisplaySettings(); echo("Exporting client prefs"); %prefPath = getPrefpath(); export("$pref::*", %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension, false); } function OptionsMenu::populateGraphicsSettingsList(%this) { %this.pageTabIndex = 1; OptionsMenuSettingsList.clearRows(); OptionName.setText(""); OptionDescription.setText(""); %yesNoList = "No\tYes"; %onOffList = "Off\tOn"; %highMedLow = "Low\tMedium\tHigh"; %anisoFilter = "Off\t4\t8\t16"; %aaFilter = "Off\t1\t2\t4"; OptionsMenuSettingsList.addOptionRow("Lighting Quality", getQualityLevels(LightingQualityList), false, "", -1, -30, true, "Amount and drawdistance of local lights", getCurrentQualityLevel(LightingQualityList)); OptionsMenuSettingsList.addOptionRow("Shadow Quality", getQualityLevels(ShadowQualityList), false, "", -1, -30, true, "Shadow revolution quality", getCurrentQualityLevel(ShadowQualityList)); OptionsMenuSettingsList.addOptionRow("Soft Shadow Quality", getQualityLevels(SoftShadowList), false, "", -1, -30, true, "Amount of softening applied to shadowmaps", getCurrentQualityLevel(SoftShadowList)); OptionsMenuSettingsList.addOptionRow("Mesh Quality", getQualityLevels(MeshQualityGroup), false, "", -1, -30, true, "Fidelity of rendering of mesh objects", getCurrentQualityLevel(MeshQualityGroup)); OptionsMenuSettingsList.addOptionRow("Object Draw Distance", getQualityLevels(MeshDrawDistQualityGroup), false, "", -1, -30, true, "Dictates if and when static objects fade out in the distance", getCurrentQualityLevel(MeshDrawDistQualityGroup)); OptionsMenuSettingsList.addOptionRow("Texture Quality", getQualityLevels(TextureQualityGroup), false, "", -1, -30, true, "Fidelity of textures", getCurrentQualityLevel(TextureQualityGroup)); OptionsMenuSettingsList.addOptionRow("Terrain Quality", getQualityLevels(TerrainQualityGroup), false, "", -1, -30, true, "Quality level of terrain objects", getCurrentQualityLevel(TerrainQualityGroup)); OptionsMenuSettingsList.addOptionRow("Decal Lifetime", getQualityLevels(DecalLifetimeGroup), false, "", -1, -30, true, "How long decals are rendered", getCurrentQualityLevel(DecalLifetimeGroup)); OptionsMenuSettingsList.addOptionRow("Ground Cover Density", getQualityLevels(GroundCoverDensityGroup), false, "", -1, -30, true, "Density of ground cover items, such as grass", getCurrentQualityLevel(GroundCoverDensityGroup)); OptionsMenuSettingsList.addOptionRow("Shader Quality", getQualityLevels(ShaderQualityGroup), false, "", -1, -30, true, "Dictates the overall shader quality level, adjusting what features are enabled.", getCurrentQualityLevel(ShaderQualityGroup)); OptionsMenuSettingsList.addOptionRow("Anisotropic Filtering", %anisoFilter, false, "", -1, -30, true, "Amount of Anisotropic Filtering on textures, which dictates their sharpness at a distance", $pref::Video::defaultAnisotropy); OptionsMenuSettingsList.addOptionRow("Anti-Aliasing", %aaFilter, false, "", -1, -30, true, "Amount of Post-Processing Anti-Aliasing applied to rendering", $pref::Video::AA); OptionsMenuSettingsList.addOptionRow("Parallax", %onOffList, false, "", -1, -30, true, "Whether the surface parallax shader effect is enabled", convertBoolToOnOff(!$pref::Video::disableParallaxMapping)); OptionsMenuSettingsList.addOptionRow("Water Reflections", %onOffList, false, "", -1, -30, true, "Whether water reflections are enabled", convertBoolToOnOff(!$pref::Water::disableTrueReflections)); OptionsMenuSettingsList.addOptionRow("SSAO", %onOffList, false, "", -1, -30, true, "Whether Screen-Space Ambient Occlusion is enabled", convertBoolToOnOff($pref::PostFX::EnableSSAO)); OptionsMenuSettingsList.addOptionRow("Depth of Field", %onOffList, false, "", -1, -30, true, "Whether the Depth of Field effect is enabled", convertBoolToOnOff($pref::PostFX::EnableDOF)); OptionsMenuSettingsList.addOptionRow("Vignette", %onOffList, false, "", -1, -30, true, "Whether the vignette effect is enabled", convertBoolToOnOff($pref::PostFX::EnableVignette)); OptionsMenuSettingsList.addOptionRow("Light Rays", %onOffList, false, "", -1, -30, true, "Whether the light rays effect is enabled", convertBoolToOnOff($pref::PostFX::EnableLightRays)); OptionsMenuSettingsList.refresh(); } function OptionsMenu::applyGraphicsSettings(%this) { LightingQualityList.applySetting(OptionsMenuSettingsList.getCurrentOption(0)); ShadowQualityList.applySetting(OptionsMenuSettingsList.getCurrentOption(1)); SoftShadowList.applySetting(OptionsMenuSettingsList.getCurrentOption(2)); MeshQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(3)); MeshDrawDistQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(4)); TextureQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(5)); TerrainQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(6)); DecalLifetimeGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(7)); GroundCoverDensityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(8)); ShaderQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(9)); //Update Textures reloadTextures(); //Update lighting // Set the light manager. This should do nothing // if its already set or if its not compatible. //setLightManager( $pref::lightManager ); $pref::PostFX::EnableSSAO = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(14)); $pref::PostFX::EnableDOF = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(15)); $pref::PostFX::EnableVignette = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(16)); $pref::PostFX::EnableLightRays = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(17)); PostFXManager.settingsEffectSetEnabled(SSAOPostFx, $pref::PostFX::EnableSSAO); PostFXManager.settingsEffectSetEnabled(DOFPostEffect, $pref::PostFX::EnableDOF); PostFXManager.settingsEffectSetEnabled(LightRayPostFX, $pref::PostFX::EnableLightRays); PostFXManager.settingsEffectSetEnabled(vignettePostFX, $pref::PostFX::EnableVignette); $pref::Video::disableParallaxMapping = !convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(12)); //water reflections $pref::Water::disableTrueReflections = !convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(13)); // Check the anisotropic filtering. %level = OptionsMenuSettingsList.getCurrentOption(10); if ( %level != $pref::Video::defaultAnisotropy ) { $pref::Video::defaultAnisotropy = %level; } %newFSAA = OptionsMenuSettingsList.getCurrentOption(11); if (%newFSAA $= "off") %newFSAA = 0; if (%newFSAA !$= $pref::Video::AA) { $pref::Video::AA = %newFSAA; configureCanvas(); } echo("Exporting client prefs"); %prefPath = getPrefpath(); export("$pref::*", %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension, false); } function updateDisplaySettings() { //Update the display settings now %deviceName = OptionsMenuSettingsList.getCurrentOption(1); %newDeviceID = getWord(%deviceName, 0) - 1; %deviceModeName = OptionsMenuSettingsList.getCurrentOption(2); %newDeviceMode = 0; foreach$(%modeName in $Video::ModeTags) { if (%deviceModeName $= %modeName) break; else %newDeviceMode++; } %newRes = getWord(OptionsMenuSettingsList.getCurrentOption(3), 0) SPC getWord(OptionsMenuSettingsList.getCurrentOption(3), 2); %newBpp = 32; // ... its not 1997 anymore. %newFullScreen = %deviceModeName $= "Fullscreen" ? true : false; %newRefresh = OptionsMenuSettingsList.getCurrentOption(5); %newVsync = !convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(4)); %newFSAA = $pref::Video::AA; // Build the final mode string. %newMode = %newRes SPC %newFullScreen SPC %newBpp SPC %newRefresh SPC %newFSAA; // Change the video mode. if ( %newMode !$= $pref::Video::mode || %newDeviceID != $pref::Video::deviceId || %newVsync != $pref::Video::disableVerticalSync || %newDeviceMode != $pref::Video::deviceMode) { //****Edge Case Hack // If we're in fullscreen mode and switching to a different monitor at the // same resolution and maintaining fullscreen, GFX...WindowTarget::resetMode() // will early-out because there is no "mode change" and the monitor change // will not get applied. Instead of modifying platform code, we're going to // move onto the new monitor in borderless and immediately switch to FS. if (%newFullScreen && $pref::Video::FullScreen && ($pref::Video::Resolution $= %newRes) && ($pref::Video::deviceId != %newDeviceID)) { $pref::Video::deviceId = %newDeviceID; $pref::Video::deviceMode = $Video::ModeBorderless; %tmpModeStr = Canvas.getMonitorMode(%newDeviceID, 0); Canvas.setVideoMode(%tmpModeStr.x, %tmpModeStr.y, false, 32, getWord(%tmpModeStr, $WORD::REFRESH), %newFSAA); } $pref::Video::mode = %newMode; $pref::Video::disableVerticalSync = %newVsync; $pref::Video::deviceId = %newDeviceID; $pref::Video::deviceMode = %newDeviceMode; $pref::Video::Resolution = %newRes; $pref::Video::FullScreen = %newFullScreen; $pref::Video::RefreshRate = %newRefresh; $pref::Video::AA = %newFSAA; configureCanvas(); } } function OptionsMenu::populateAudioSettingsList(%this) { %this.pageTabIndex = 2; OptionsMenuSettingsList.clearRows(); OptionName.setText(""); OptionDescription.setText(""); %buffer = sfxGetAvailableDevices(); %count = getRecordCount( %buffer ); %audioDriverList = ""; %audioProviderList = ""; %audioDeviceList = ""; $currentAudioProvider = $currentAudioProvider $= "" ? $pref::SFX::provider : $currentAudioProvider; for(%i = 0; %i < %count; %i++) { %record = getRecord(%buffer, %i); %provider = getField(%record, 0); %device = getField(%record, 1); //When the client is actually running, we don't care about null audo devices if(%provider $= "null") continue; if(%audioProviderList $= "") %audioProviderList = %provider; else %audioProviderList = %audioProviderList @ "\t" @ %provider; if(%provider $= $currentAudioProvider) { if(%audioDeviceList $= "") %audioDeviceList = %device; else %audioDeviceList = %audioDeviceList @ "\t" @ %device; } } OptionsMenuSettingsList.addOptionRow("Audio Provider", %audioProviderList, false, "audioProviderChanged", -1, -15, true, "", $currentAudioProvider); OptionsMenuSettingsList.addOptionRow("Audio Device", %audioDeviceList, false, "", -1, -15, true, $pref::SFX::device); OptionsMenuSettingsList.addSliderRow("Master Volume", $pref::SFX::masterVolume, 0.1, "0 1", "", -1, -30); OptionsMenuSettingsList.addSliderRow("GUI Volume", $pref::SFX::channelVolume[ $GuiAudioType], 0.1, "0 1", "", -1, -30); OptionsMenuSettingsList.addSliderRow("Effects Volume", $pref::SFX::channelVolume[ $SimAudioType ], 0.1, "0 1", "", -1, -30); OptionsMenuSettingsList.addSliderRow("Music Volume", $pref::SFX::channelVolume[ $MusicAudioType ], 0.1, "0 1", "", -1, -30); OptionsMenuSettingsList.refresh(); } function audioProviderChanged() { //Get the option we have set for the provider %provider = OptionsMenuSettingsList.getCurrentOption(0); $currentAudioProvider = %provider; //And now refresh the list to get the correct devices OptionsMenu.populateAudioSettingsList(); } function OptionsMenu::applyAudioSettings(%this) { $pref::SFX::masterVolume = OptionsMenuSettingsList.getValue(2); sfxSetMasterVolume( $pref::SFX::masterVolume ); $pref::SFX::channelVolume[ $GuiAudioType ] = OptionsMenuSettingsList.getValue(3); $pref::SFX::channelVolume[ $SimAudioType ] = OptionsMenuSettingsList.getValue(4); $pref::SFX::channelVolume[ $MusicAudioType ] = OptionsMenuSettingsList.getValue(5); sfxSetChannelVolume( $GuiAudioType, $pref::SFX::channelVolume[ $GuiAudioType ] ); sfxSetChannelVolume( $SimAudioType, $pref::SFX::channelVolume[ $SimAudioType ] ); sfxSetChannelVolume( $MusicAudioType, $pref::SFX::channelVolume[ $MusicAudioType ] ); $pref::SFX::provider = OptionsMenuSettingsList.getCurrentOption(0); $pref::SFX::device = OptionsMenuSettingsList.getCurrentOption(1); if ( !sfxCreateDevice( $pref::SFX::provider, $pref::SFX::device, $pref::SFX::useHardware, -1 ) ) error( "Unable to create SFX device: " @ $pref::SFX::provider SPC $pref::SFX::device SPC $pref::SFX::useHardware ); if( !isObject( $AudioTestHandle ) ) { sfxPlay(menuButtonPressed); } } function OptionsMenu::populateKeyboardMouseSettingsList(%this) { %this.pageTabIndex = 3; OptionsMenuSettingsList.clearRows(); OptionName.setText(""); OptionDescription.setText(""); $remapListDevice = "keyboard"; fillRemapList(); OptionsMenuSettingsList.refresh(); } function OptionsMenu::populateGamepadSettingsList(%this) { %this.pageTabIndex = 4; OptionsMenuSettingsList.clearRows(); OptionName.setText(""); OptionDescription.setText(""); $remapListDevice = "gamepad"; fillRemapList(); OptionsMenuSettingsList.refresh(); } function OptionsMenuList::activateRow(%this) { OptionsMenuSettingsList.setFirstResponder(); } function OptionsMenu::backOut(%this) { //save the settings and then back out if(OptionsMain.hidden == false) { //we're not in a specific menu, so we're actually exiting Canvas.popDialog(OptionsMenu); if(isObject(OptionsMenu.returnGui) && OptionsMenu.returnGui.isMethod("onReturnTo")) OptionsMenu.returnGui.onReturnTo(); } else { OptionsMain.hidden = false; ControlsMenu.hidden = true; GraphicsMenu.hidden = true; CameraMenu.hidden = true; AudioMenu.hidden = true; ScreenBrightnessMenu.hidden = true; } } function convertOptionToBool(%val) { if(%val $= "yes" || %val $= "on") return 1; else return 0; } function convertBoolToYesNo(%val) { if(%val == 1) return "Yes"; else return "No"; } function convertBoolToOnOff(%val) { if(%val == 1) return "On"; else return "Off"; } function onDisplayModeChange(%val) { // The display device (monitor) or screen mode has changed. Refill the // resolution list with only available options. %deviceName = OptionsMenuSettingsList.getCurrentOption(1); %newDeviceID = getWord(%deviceName, 0) - 1; %deviceModeName = OptionsMenuSettingsList.getCurrentOption(2); %newDeviceMode = 0; foreach$(%modeName in $Video::ModeTags) { if (%deviceModeName $= %modeName) break; else %newDeviceMode++; } %resolutionList = getScreenResolutionList(%newDeviceID, %newDeviceMode); if (%newDeviceMode == $Video::ModeBorderless) { // If we're switching to borderless, default to monitor res on Windows OS, // monitor usable area for other platforms. if ($platform $= "windows") %newRes = getWords(Canvas.getMonitorRect(%newDeviceID), 2); else %newRes = getWords(Canvas.getMonitorUsableRect(%newDeviceID), 2); } else { // Otherwise, if our old resolution is still in the list, attempt to reset it. %oldRes = getWord(OptionsMenuSettingsList.getCurrentOption(3), 0) SPC getWord(OptionsMenuSettingsList.getCurrentOption(3), 2); %found = false; %retCount = getFieldCount(%resolutionList); for (%i = 0; %i < %retCount; %i++) { %existingEntry = getField(%resolutionList, %i); if ((%existingEntry.x $= %oldRes.x) && (%existingEntry.z $= %oldRes.y)) { %found = true; %newRes = %oldRes; break; } } if (!%found) { // Pick the best resoltion available for the device and mode %newRes = Canvas.getBestCanvasRes(%newDeviceID, %newDeviceMode); } } if(%newDeviceMode == $Video::ModeBorderless) OptionsMenuSettingsList.setRowEnabled(3, false); else OptionsMenuSettingsList.setRowEnabled(3, true); OptionsMenuSettingsList.setOptions(3, %resolutionList); OptionsMenuSettingsList.selectOption(3, _makePrettyResString(%newRes)); } function onDisplayResChange(%val) { // The resolution has changed. Setup refresh rates available at this res. %newRes = getWord(OptionsMenuSettingsList.getCurrentOption(3), 0) SPC getWord(OptionsMenuSettingsList.getCurrentOption(3), 2); %refreshList = getScreenRefreshList(%newRes); // If our old rate still exists, select it %oldRate = OptionsMenuSettingsList.getCurrentOption(5); %retCount = getFieldCount(%refreshList); for (%i = 0; %i < %retCount; %i++) { %existingEntry = getField(%refreshList, %i); %newRate = %existingEntry; if (%existingEntry $= %oldRate) break; } OptionsMenuSettingsList.setOptions(5, %refreshList); OptionsMenuSettingsList.selectOption(5, %newRate); }