Torque3D/Templates/BaseGame/game/data/ui/guis/optionsMenu.cs
Areloch 11f0ec2c0f Overhauled keybind remap part of options menu
Fix audio options menu so it correctly save and applies settings
2020-06-01 03:55:25 -05:00

547 lines
20 KiB
C#

//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();
}
function OptionsButtonHolder::onWake(%this)
{
%this.refresh();
}
function OptionsButtonHolder::refresh(%this)
{
OptionsButtonHolder.add(GamepadButtonsGui);
GamepadButtonsGui.clearButtons();
GamepadButtonsGui.setButton(0, "LB", "", "Prev Tab", "OptionsMenu.prevTab();", true);
GamepadButtonsGui.setButton(1, "RB", "", "Next Tab", "OptionsMenu.nextTab();", true);
GamepadButtonsGui.setButton(2, "Start", "Enter", "Apply", "OptionsMenu.apply();");
GamepadButtonsGui.setButton(3, "B", "Esc", "Back", "OptionsMenu.backOut();");
GamepadButtonsGui.setButton(7, "Back", "R", "Reset", "OptionsMenu.resetToDefaults();");
GamepadButtonsGui.refreshButtons();
}
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.cs", %append );
if(%append != true)
%append = true;
}
}
%prefPath = getPrefpath();
export("$pref::*", %prefPath @ "/clientPrefs.cs", 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("");
%resolutionList = getScreenResolutionList();
OptionsMenuSettingsList.addOptionRow("Display API", "D3D11\tOpenGL", false, "", -1, -30, true, "The display API used for rendering.", getDisplayDeviceInformation());
OptionsMenuSettingsList.addOptionRow("Resolution", %resolutionList, false, "", -1, -30, true, "Resolution of the game window", _makePrettyResString( $pref::Video::mode ));
OptionsMenuSettingsList.addOptionRow("Fullscreen", "No\tYes", false, "", -1, -30, true, "", convertBoolToYesNo($pref::Video::FullScreen));
OptionsMenuSettingsList.addOptionRow("VSync", "No\tYes", false, "", -1, -30, true, "", convertBoolToYesNo(!$pref::Video::disableVerticalSync));
OptionsMenuSettingsList.addOptionRow("Refresh Rate", "30\t60\t75", 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)
{
%newAdapter = GraphicsMenuDriver.getText();
%numAdapters = GFXInit::getAdapterCount();
%newDevice = $pref::Video::displayDevice;
for( %i = 0; %i < %numAdapters; %i ++ )
{
if( GFXInit::getAdapterName( %i ) $= %newAdapter )
{
%newDevice = GFXInit::getAdapterType( %i );
break;
}
}
// Change the device.
if ( %newDevice !$= $pref::Video::displayDevice )
{
if ( %testNeedApply )
return true;
$pref::Video::displayDevice = %newDevice;
if( %newAdapter !$= getDisplayDeviceInformation() )
MessageBoxOK( "Change requires restart", "Please restart the game for a display device change to take effect." );
}
updateDisplaySettings();
echo("Exporting client prefs");
%prefPath = getPrefpath();
export("$pref::*", %prefPath @ "/clientPrefs.cs", 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";
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("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", "4\t2\t1\tOff", 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)
{
ShadowQualityList.applySetting(OptionsMenuSettingsList.getCurrentOption(0));
SoftShadowList.applySetting(OptionsMenuSettingsList.getCurrentOption(1));
MeshQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(2));
TextureQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(3));
TerrainQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(4));
DecalLifetimeGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(5));
GroundCoverDensityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(6));
ShaderQualityGroup.applySetting(OptionsMenuSettingsList.getCurrentOption(7));
//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(12));
$pref::PostFX::EnableDOF = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(13));
$pref::PostFX::EnableVignette = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(14));
$pref::PostFX::EnableLightRays = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(15));
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(10));
//water reflections
$pref::Water::disableTrueReflections = !convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(11));
// Check the anisotropic filtering.
%level = OptionsMenuSettingsList.getCurrentOption(8);
if ( %level != $pref::Video::defaultAnisotropy )
{
if ( %testNeedApply )
return true;
$pref::Video::defaultAnisotropy = %level;
}
updateDisplaySettings();
echo("Exporting client prefs");
%prefPath = getPrefpath();
export("$pref::*", %prefPath @ "/clientPrefs.cs", false);
}
function updateDisplaySettings()
{
//Update the display settings now
$pref::Video::Resolution = getWord(OptionsMenuSettingsList.getCurrentOption(1), 0) SPC getWord(OptionsMenuSettingsList.getCurrentOption(1), 2);
%newBpp = 32; // ... its not 1997 anymore.
$pref::Video::FullScreen = convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(2)) == 0 ? "false" : "true";
$pref::Video::RefreshRate = OptionsMenuSettingsList.getCurrentOption(4);
%newVsync = !convertOptionToBool(OptionsMenuSettingsList.getCurrentOption(3));
//$pref::Video::AA = GraphicsMenuAA.getSelected();
/*if ( %newFullScreen $= "false" )
{
// If we're in windowed mode switch the fullscreen check
// if the resolution is bigger than the desktop.
%deskRes = getDesktopResolution();
%deskResX = getWord(%deskRes, $WORD::RES_X);
%deskResY = getWord(%deskRes, $WORD::RES_Y);
if ( getWord( %newRes, $WORD::RES_X ) > %deskResX ||
getWord( %newRes, $WORD::RES_Y ) > %deskResY )
{
$pref::Video::FullScreen = "true";
GraphicsMenuFullScreen.setStateOn( true );
}
}*/
// Build the final mode string.
%newMode = $pref::Video::Resolution SPC $pref::Video::FullScreen SPC %newBpp SPC $pref::Video::RefreshRate SPC $pref::Video::AA;
// Change the video mode.
if ( %newMode !$= $pref::Video::mode ||
%newVsync != $pref::Video::disableVerticalSync )
{
$pref::Video::mode = %newMode;
$pref::Video::disableVerticalSync = %newVsync;
configureCanvas();
}
}
function OptionsMenu::populateAudioSettingsList(%this)
{
%this.pageTabIndex = 2;
OptionsMenuSettingsList.clearRows();
OptionName.setText("");
OptionDescription.setText("");
%buffer = sfxGetAvailableDevices();
%count = getRecordCount( %buffer );
%audioDriverList = "";
$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";
}