Torque3D/Templates/BaseGame/game/data/UI/guis/optionsMenu.tscript
OTHGMars 582751ae42 Resolution change detection.
Makes sure that automatic resolution changes resulting from canvas mode switches are applied.
2022-09-29 03:39:03 -04:00

1180 lines
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//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
$yesNoList = "No\tYes";
$onOffList = "Off\tOn";
function OptionsMenu::onAdd(%this)
{
if(!isObject(%this.optionsCategories))
{
%this.optionsCategories = new ArrayObject();
}
if(!isObject(%this.unappliedChanges))
{
%this.unappliedChanges = new ArrayObject(OptionsMenuUnappliedChanges);
}
%this.currentCategory = "";
addOptionsMenuCategory("Display", "populateDisplaySettingsList();");
addOptionsMenuCategory("Graphics", "populateGraphicsSettingsList();");
addOptionsMenuCategory("Audio", "populateAudioSettingsList();");
addOptionsMenuCategory("Keyboard & Mouse", "populateKeyboardMouseSettingsList();");
addOptionsMenuCategory("Gamepad", "populateGamepadSettingsList();");
callOnModules("populateOptionsMenuCategories", "Game");
}
function OptionsMenu::onOpen(%this)
{
OptionsMenuCategoryList.clear();
for(%i=0; %i < %this.optionsCategories.count(); %i++)
{
%catName = %this.optionsCategories.getKey(%i);
%callback = %this.optionsCategories.getValue(%i);
%newCatButton = new GuiButtonCtrl() {
text = %catName;
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
position = "0 180";
extent = "248 35";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiMenuButtonProfile";
visible = "1";
active = "1";
command = %callback;
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
OptionsMenuCategoryList.add(%newCatButton);
}
%this.unappliedChanges.empty();
$pref::Video::displayDeviceId = "";
OptionsMenuCategoryList.setAsActiveMenuList();
$activeMenuButtonContainer-->button1.set("btn_back", "R", "Reset", "OptionsMenu.resetToDefaults();");
$activeMenuButtonContainer-->button2.disable();
$activeMenuButtonContainer-->button3.set("", "Space", "Apply", "OptionsMenu.apply();");
$activeMenuButtonContainer-->button4.set("btn_a", "", "Select", "OptionsMenu.select();");
$activeMenuButtonContainer-->button5.set("btn_b", "Escape", "Back", %this @ ".navigation.popPage();");
}
//We capitalize on the canClose test here, because we want to prompt for unapplied options changes before
//backing out. So when the UINavigation test canClose, we can see if we have unapplied settings and prompt
//that via the message box and return false.
//This gives the user a chance to choose how they wish to proceed before we allow the
//UINavigation to move away from the options menu
function OptionsMenu::canClose(%this)
{
//Another special case is us catching the 'back/pop' action by just shifting from one
//menu list to another. In this case, we check if we were on the settings list as our active MenuList
//if so, then the back/pop just moves us to the Category list as our active and we inform the
//UINavigation to not close the page
if(OptionsMenuSettingsList.isActiveMenuList())
{
OptionsMenuCategoryList.setAsActiveMenuList();
return false;
}
else
{
//Here, we're on the category list as our active, so we're actually trying to leae the page
//If we have unapplied changes, we want to prompt about them before closing the page and navigating away
//If we don't, then we can process the popPage as normal and let the OptionsMenu close
if(%this.unappliedChanges.count() != 0)
{
MessageBoxOKCancel("Discard Changes?", "You have unapplied changes to your settings, do you wish to apply or discard them?",
"OptionsMenu.apply(); MainMenuGUI.popPage();", "" @ %this @ ".unappliedChanges.empty(); " @ %this @ ".navigation.popPage();",
"Apply", "Discard");
return false;
}
}
return true;
}
function OptionsMenu::onClose(%this)
{
}
function OptionsMenuSettingsList::onAdd(%this)
{
}
function OptionsMenuSettingsList::getOptionsList(%this, %index)
{
}
function OptionsMenu::select(%this)
{
if(OptionsMenuCategoryList.isActiveMenuList())
{
OptionsMenuSettingsList.setAsActiveMenuList();
}
}
function OptionsMenu::apply(%this)
{
//Now we run through our list of unapplied changes and... apply them.
%hasKeybindChanges = false;
%hasVideoChanges = false;
%hasPostFXChanges = false;
%hasAudioChanges = false;
%hasGraphicsChanges = false;
for(%i=0; %i < %this.unappliedChanges.count(); %i++)
{
%targetVar = %this.unappliedChanges.getKey(%i);
%newValue = strReplace(%this.unappliedChanges.getValue(%i), "\"", "");
//First, lets just check through our action map names, see if any match
%wasKeybind = false;
for(%am=0; %am < ActionMapGroup.getCount(); %am++)
{
%actionMap = ActionMapGroup.getObject(%am);
if(%actionMap == GlobalActionMap.getId())
continue;
%actionMapName = %actionMap.humanReadableName $= "" ? %actionMap.getName() : %actionMap.humanReadableName;
if(%actionMapName $= %targetVar)
{
%hasKeybindChanges = true;
%wasKeybind = true;
break;
}
}
if(!%wasKeybind)
{
%sanitizedVar = strReplace(%targetVar, "[", "");
%sanitizedVar = strReplace(%sanitizedVar, "]", "");
%sanitizedVar = strReplace(%sanitizedVar, ",", "_");
%currentValue = getVariable(%sanitizedVar);
if(%currentValue !$= %newValue)
{
setVariable(%targetVar, %newValue);
//now, lets check for special cases that need additional handling
//for updates
if ( %targetVar $= "$pref::Video::displayDevice" )
{
schedule(32, 0, "MessageBoxOK", "Change requires restart", "Please restart the game for a display device change to take effect.");
}
else if(startsWith(%targetVar, "$pref::PostFX::"))
{
%hasPostFXChanges = true;
}
else if(startsWith(%targetVar, "$pref::Video::"))
{
%hasVideoChanges = true;
//if it's the resolution, it's possible we got the human-friendly
//version stored off. if so, reprocess into the usable state
if(%targetVar $= "$pref::Video::Resolution")
{
if(strpos(%newValue, " x ") != -1)
{
%newValue = strreplace(%newValue, " x ", " ");
setVariable(%targetVar, %newValue);
}
}
//This is a bit of hackery to have an intermediate variable because we display in text
//but save by index, so we take the applied name and get the index of the deviceId
else if(%targetVar $= "$pref::Video::displayDeviceId")
{
%deviceId = getDisplayDeviceId($pref::Video::displayDeviceId);
if(%deviceId == -1)
%deviceId = 0;
$pref::Video::deviceId = %deviceId;
$pref::Video::displayDeviceId = "";
}
}
else if(startsWith(%targetVar, "$pref::SFX::"))
{
%hasAudioChanges = true;
}
else if(startsWith(%targetVar, "$pref::Graphics::"))
{
%hasGraphicsChanges = true;
}
}
}
}
//If we had keybind changes, go ahead and save those out
if(%hasKeybindChanges)
{
%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." @ $TorqueScriptFileExtension, %append );
if(%append != true)
%append = true;
}
}
if(%hasPostFXChanges)
{
updatePostFXSettings();
}
if(%hasVideoChanges)
{
updateDisplaySettings();
}
if(%hasAudioChanges)
{
updateAudioSettings();
}
if(%hasGraphicsChanges)
{
updateGraphicsSettings();
}
//Finally, write our prefs to file
%prefPath = getPrefpath();
export("$pref::*", %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension, false);
OptionsMenu.unappliedChanges.empty();
}
function OptionsMenu::resetToDefaults(%this)
{
MessageBoxOKCancel("", "This will set the graphical settings back to the auto-detected defaults. Do you wish to continue?", "AutodetectGraphics();", "");
}
function OptionsMenu::refresh(%this)
{
//cache our scroll position so we can ensure we end up back at it after the refresh
%lastScrollPos = OptionsMenuSettingsScroll.getScrollPosition();
%cat = %this.currentCategory;
if(%this.currentCategory !$= "")
{
if(!isInt(%this.currentCategory))
{
%this.currentCategory = getOptionsCategoryIndexByName(%this.currentCategory);
}
if(%this.currentCategory == -1)
return;
%category = %this.optionsCategories.getKey(%this.currentCategory);
%command = %this.optionsCategories.getValue(%this.currentCategory);
eval(%command);
}
//now, because we reconstruct the displayed set, we'll force the mouse(if we're using it as our input)
//to be poked so we can re-track to whatever control, if any, we're over
if($activeControllerType !$= "gamepad")
{
Canvas.setCursorPos(Canvas.getCursorPos());
}
//restore scroll position
OptionsMenuSettingsScroll.setScrollPosition(%lastScrollPos.x, %lastScrollPos.y);
}
function OptionsMenu::getOptionVariableValue(%this, %variableName)
{
%unappliedPrefIndex = %this.unappliedChanges.getIndexFromKey(%variableName);
if(%unappliedPrefIndex != -1)
{
%value = %this.unappliedChanges.getValue(%unappliedPrefIndex);
return strreplace(%value, "\"", "");
}
%sanitizedVar = strReplace(%variableName, "[", "");
%sanitizedVar = strReplace(%sanitizedVar, "]", "");
%sanitizedVar = strReplace(%sanitizedVar, ",", "_");
return getVariable(%sanitizedVar);
}
function OptionsMenuSelectButton::onVisible(%this, %state)
{
//We're sorta cheating here.
//This button should only be displayed when we're in the categories list
//so whenever the status changes, such as automatically refreshing due to
//navigation events, we'll just do a quick check to ensure we're
//in the right visibility mode
if(%state && OptionsMenuSettingsList.isActiveMenuList())
{
%this.setHidden(true);
}
}
//
//
//
function populateDisplaySettingsList()
{
OptionsMenuSettingsList.clear();
OptionsMenu.currentCategory = "Display";
if(isObject(OptionName))
OptionName.setText("");
if(isObject(OptionDescription))
OptionDescription.setText("");
%apiList = "";
%apiCount = GFXInit::getAdapterCount();
%apiIdx = 0;
for(%i=0; %i < %apiCount; %i++)
{
%api = GFXInit::getAdapterType(%i);
if(%api !$= "NullDevice")
{
if(%apiIdx==0)
%apiList = %api;
else
%apiList = %apiList TAB %api;
%apiIdx++;
}
}
trim(%apiList);
%displayDevice = OptionsMenu.getOptionVariableValue("$pref::Video::displayDevice");
if(%displayDevice $= "")
%displayDevice = getDisplayDeviceType();
OptionsMenuSettingsList.addOptionRow("Display API", "$pref::Video::displayDevice", %apiList, false, "", true, "The display API used for rendering.", %displayDevice);
%numDevices = Canvas.getMonitorCount();
%devicesList = getDisplayDeviceList();
if($pref::Video::displayDeviceId $= "")
$pref::Video::displayDeviceId = getField(%devicesList, $pref::Video::deviceId);
OptionsMenuSettingsList.addOptionRow("Display Device", "$pref::Video::displayDeviceId", %devicesList, false, "", true, "The display devices the window should be on.");
if (%numDevices > 1)
OptionsMenuSettingsList.setRowEnabled(1, true);
else
OptionsMenuSettingsList.setRowEnabled(1, false);
%mode = OptionsMenu.getOptionVariableValue("$pref::Video::deviceMode");
if(isInt(%mode))
%mode = getField($Video::ModeTags, $pref::Video::deviceMode);
OptionsMenuSettingsList.addOptionRow("Window Mode", "$pref::Video::deviceMode", $Video::ModeTags, false, "", true, "", %mode);
if(%mode !$= "Borderless")
{
%resolutionList = getScreenResolutionList($pref::Video::deviceId, $Video::Mode[%mode]);
%resolution = OptionsMenu.getOptionVariableValue("$pref::Video::Resolution");
if(%resolution $= "")
%resolution = $pref::Video::mode;
%resolution = _makePrettyResString(%resolution);
OptionsMenuSettingsList.addOptionRow("Resolution", "$pref::Video::Resolution", %resolutionList, false, "", true, "Resolution of the game window", %resolution);
// If the requested resolution could not be set, mark the control and pref as changed.
%resControl = OptionsMenuSettingsList.getObject(OptionsMenuSettingsList.getCount()-1);
if (%resControl.getCurrentOption() !$= %resolution)
%resControl.onChange();
}
OptionsMenuSettingsList.addOptionBoolRow("VSync", "$pref::Video::enableVerticalSync", $YesNoList, false, "", true, "", "");
%refreshList = getScreenRefreshList($pref::Video::mode);
OptionsMenuSettingsList.addOptionRow("Refresh Rate", "$pref::Video::RefreshRate", %refreshList, false, "", true, "", OptionsMenu.getOptionVariableValue("$pref::Video::RefreshRate"));
//move to gameplay tab
//OptionsMenuSettingsList.addSliderRow("Field of View", "", 75, 5, "65 100", "");
//OptionsMenuSettingsList.addSliderRow("Brightness", "", 0.5, 0.1, "0 1", "");
//OptionsMenuSettingsList.addSliderRow("Contrast", "", 0.5, 0.1, "0 1", "");
}
//
//
//
function populateGraphicsSettingsList()
{
OptionsMenuSettingsList.clear();
OptionsMenu.currentCategory = "Graphics";
if(isObject(OptionName))
OptionName.setText("");
if(isObject(OptionDescription))
OptionDescription.setText("");
%yesNoList = "No\tYes";
%onOffList = "Off\tOn";
%anisoFilter = "Off\t4\t8\t16";
%aaTypeFilter = "None\tFXAA\tSMAA\tSMAA High";
OptionsMenuSettingsList.addOptionQualityLevelRow("Lighting Quality", "$pref::Graphics::LightingQuality",
LightingQualityList, false, "", true, "Amount and drawdistance of local lights");
OptionsMenuSettingsList.addOptionQualityLevelRow("Shadow Quality", "$pref::Graphics::ShadowQuality",
ShadowQualityList, false, "", true, "Shadow revolution quality");
%shadowQuality = OptionsMenu.getOptionVariableValue("$pref::Graphics::ShadowQuality");
if(%shadowQuality !$= "None")
{
OptionsMenuSettingsList.addOptionQualityLevelRow("Soft Shadow Quality", "$pref::Graphics::SoftShadowQuality",
SoftShadowList, false, "", true, "Amount of softening applied to shadowmaps");
}
OptionsMenuSettingsList.addOptionQualityLevelRow("Mesh Quality", "$pref::Graphics::MeshQuality",
MeshQualityGroup, false, "", true, "Fidelity of rendering of mesh objects");
OptionsMenuSettingsList.addOptionQualityLevelRow("Object Draw Distance", "$pref::Graphics::ObjectDrawDistance",
MeshDrawDistQualityGroup, false, "", true, "Dictates if and when static objects fade out in the distance");
OptionsMenuSettingsList.addOptionQualityLevelRow("Texture Quality", "$pref::Graphics::TextureQuality",
TextureQualityGroup, false, "", true, "Fidelity of textures");
OptionsMenuSettingsList.addOptionQualityLevelRow("Terrain Quality", "$pref::Graphics::TerrainQuality",
TerrainQualityGroup, false, "", true, "Quality level of terrain objects");
OptionsMenuSettingsList.addOptionQualityLevelRow("Decal Lifetime", "$pref::Graphics::DecalLifetime",
DecalLifetimeGroup, false, "", true, "How long decals are rendered");
OptionsMenuSettingsList.addOptionQualityLevelRow("Ground Cover Density", "$pref::Graphics::GroundCoverDensity",
GroundCoverDensityGroup, false, "", true, "Density of ground cover items, such as grass");
OptionsMenuSettingsList.addOptionQualityLevelRow("Shader Quality", "$pref::Graphics::ShaderQuality",
ShaderQualityGroup, false, "", true, "Dictates the overall shader quality level, adjusting what features are enabled.");
OptionsMenuSettingsList.addOptionRow("Anisotropic Filtering", "$pref::Video::defaultAnisotropy", %anisoFilter, false, "", true, "Amount of Anisotropic Filtering on textures, which dictates their sharpness at a distance");
OptionsMenuSettingsList.addOptionRow("Anti-Aliasing Type", "$pref::Video::AAMode", %aaTypeFilter, false, "", true, "The Anti-Aliasing Method applied to rendering");
OptionsMenuSettingsList.addOptionBoolRow("Parallax", "$pref::Video::enableParallaxMapping", %onOffList, false, "", true, "Whether the surface parallax shader effect is enabled", "");
OptionsMenuSettingsList.addOptionBoolRow("Water Reflections", "$pref::Water::enableTrueReflections", %onOffList, false, "", true, "Whether water reflections are enabled", "");
OptionsMenuSettingsList.addOptionBoolRow("SSAO", "$pref::PostFX::EnableSSAO", %onOffList, false, "", true, "Whether Screen-Space Ambient Occlusion is enabled");
OptionsMenuSettingsList.addOptionBoolRow("Depth of Field", "$pref::PostFX::EnableDOF", %onOffList, false, "", true, "Whether the Depth of Field effect is enabled");
OptionsMenuSettingsList.addOptionBoolRow("Vignette", "$pref::PostFX::EnableVignette", %onOffList, false, "", true, "Whether the vignette effect is enabled");
OptionsMenuSettingsList.addOptionBoolRow("Light Rays", "$pref::PostFX::EnableLightRays", %onOffList, false, "", true, "Whether the light rays effect is enabled");
}
function updateGraphicsSettings()
{
if($pref::Graphics::LightingQuality !$= getCurrentQualityLevel(LightingQualityList))
LightingQualityList.applySetting($pref::Graphics::LightingQuality);
if($pref::Graphics::ShadowQuality !$= getCurrentQualityLevel(ShadowQualityList))
ShadowQualityList.applySetting($pref::Graphics::ShadowQuality);
if($pref::Graphics::SoftShadowQuality !$= getCurrentQualityLevel(SoftShadowList))
SoftShadowList.applySetting($pref::Graphics::SoftShadowQuality);
if($pref::Graphics::MeshQuality !$= getCurrentQualityLevel(MeshQualityGroup))
MeshQualityGroup.applySetting($pref::Graphics::MeshQuality);
if($pref::Graphics::ObjectDrawDistance !$= getCurrentQualityLevel(MeshDrawDistQualityGroup))
MeshDrawDistQualityGroup.applySetting($pref::Graphics::ObjectDrawDistance);
if($pref::Graphics::TextureQuality !$= getCurrentQualityLevel(TextureQualityGroup))
{
TextureQualityGroup.applySetting($pref::Graphics::TextureQuality);
reloadTextures();
}
if($pref::Graphics::TerrainQuality !$= getCurrentQualityLevel(TerrainQualityGroup))
TerrainQualityGroup.applySetting($pref::Graphics::TerrainQuality);
if($pref::Graphics::DecalLifetime !$= getCurrentQualityLevel(DecalLifetimeGroup))
DecalLifetimeGroup.applySetting($pref::Graphics::DecalLifetime);
if($pref::Graphics::GroundCoverDensity !$= getCurrentQualityLevel(GroundCoverDensityGroup))
GroundCoverDensityGroup.applySetting($pref::Graphics::GroundCoverDensity);
if($pref::Graphics::ShaderQuality !$= getCurrentQualityLevel(ShaderQualityGroup))
{
ShaderQualityGroup.applySetting($pref::Graphics::ShaderQuality);
//this has ties into postFX behaviors, so we'll force an update to it here
updatePostFXSettings();
}
}
function updateDisplaySettings()
{
//Update the display settings now
%deviceName = getDisplayDeviceName();
%newDeviceID = getWord(%deviceName, 0) - 1;
if(!isInt($pref::Video::deviceMode))
{
//probably saved out as the mode name, so just translate it back
for(%i=0; %i < getFieldCount($Video::ModeTags); %i++)
{
if(getField($Video::ModeTags, %i) $= $pref::Video::deviceMode)
{
$pref::Video::deviceMode = %i;
break;
}
}
}
%deviceModeName = getField($Video::ModeTags, $pref::Video::deviceMode);
%newDeviceMode = 0;
foreach$(%modeName in $Video::ModeTags)
{
if (%deviceModeName $= %modeName)
break;
else
%newDeviceMode++;
}
if($pref::Video::deviceMode == $Video::ModeBorderless)
{
//if we're changing to borderless, we swap to the full resolution of the desktop
$pref::Video::mode = Canvas.getBestCanvasRes($pref::Video::deviceId, $pref::Video::deviceMode);
$pref::Video::Resolution = $pref::Video::mode.x SPC $pref::Video::mode.y;
}
%newRes = $pref::Video::Resolution;
%newBpp = 32; // ... its not 1997 anymore.
%newFullScreen = %deviceModeName $= "Fullscreen" ? true : false;
%newRefresh = $pref::Video::RefreshRate;
%newVsync = $pref::Video::enableVerticalSync;
%newAA = $pref::Video::AA;
// Build the final mode string.
%newMode = $pref::Video::Resolution SPC %newFullScreen SPC %newBpp SPC %newRefresh SPC %newAA;
// Change the video mode.
if ( %newMode !$= $pref::Video::mode || %newDeviceID != $pref::Video::deviceId ||
%newVsync != $pref::Video::enableVerticalSync || %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), %newAA);
}
$pref::Video::mode = %newMode;
$pref::Video::enableVerticalSync = %newVsync;
$pref::Video::deviceId = %newDeviceID;
$pref::Video::deviceMode = %newDeviceMode;
$pref::Video::Resolution = %newRes;
$pref::Video::FullScreen = %newFullScreen;
$pref::Video::RefreshRate = %newRefresh;
$pref::Video::AA = %newAA;
configureCanvas();
}
}
function updatePostFXSettings()
{
PostFXManager.settingsEffectSetEnabled(SSAOPostFx, $pref::PostFX::EnableSSAO);
PostFXManager.settingsEffectSetEnabled(DepthOfFieldPostFX, $pref::PostFX::EnableDOF);
PostFXManager.settingsEffectSetEnabled(LightRayPostFX, $pref::PostFX::EnableLightRays);
PostFXManager.settingsEffectSetEnabled(vignettePostFX, $pref::PostFX::EnableVignette);
}
//
//
//
function populateAudioSettingsList()
{
OptionsMenuSettingsList.clear();
OptionsMenu.currentCategory = "Audio";
if(isObject(OptionName))
OptionName.setText("");
if(isObject(OptionDescription))
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 $= "")
%audioDeviceList = %device;
else
%audioDeviceList = %audioDeviceList @ "\t" @ %device;
}
}
OptionsMenuSettingsList.addOptionRow("Audio Provider", "$pref::SFX::AudioProvider", %audioProviderList, false, "audioProviderChanged", true, "");
OptionsMenuSettingsList.addOptionRow("Audio Device", "$pref::SFX::device", %audioDeviceList, false, "", true);
OptionsMenuSettingsList.addSliderRow("Master Volume", "$pref::SFX::masterVolume", 0.1, "0 1", "");
OptionsMenuSettingsList.addSliderRow("GUI Volume", "$pref::SFX::channelVolume[" @ $GuiAudioType @ "]", 0.1, "0 1", "");
OptionsMenuSettingsList.addSliderRow("Effects Volume", "$pref::SFX::channelVolume[" @ $SimAudioType @ "]", 0.1, "0 1", "");
OptionsMenuSettingsList.addSliderRow("Music Volume", "$pref::SFX::channelVolume[" @ $MusicAudioType @ "]", 0.1, "0 1", "");
}
function audioProviderChanged()
{
//Get the option we have set for the provider
%provider = OptionsMenuSettingsList.getCurrentOption(0);
$currentAudioProvider = %provider;
//And now refresh the list to get the correct devices
populateAudioSettingsList();
}
function updateAudioSettings()
{
//$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 populateKeyboardMouseSettingsList()
{
OptionsMenuSettingsList.clear();
OptionsMenu.currentCategory = "Keyboard & Mouse";
if(isObject(OptionName))
OptionName.setText("");
if(isObject(OptionDescription))
OptionDescription.setText("");
$remapListDevice = "keyboard";
fillRemapList();
//OptionsMenuSettingsList.refresh();
}
function populateGamepadSettingsList()
{
OptionsMenuSettingsList.clear();
OptionsMenu.currentCategory = "Gamepad";
if(isObject(OptionName))
OptionName.setText("");
if(isObject(OptionDescription))
OptionDescription.setText("");
$remapListDevice = "gamepad";
fillRemapList();
OptionsMenuSettingsList.updateStack();
}
//
//
//
function getDisplayDeviceList()
{
%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;
}
return %devicesList;
}
function getDisplayDeviceId(%displayDeviceName)
{
%deviceList = getDisplayDeviceList();
%deviceCount = getFieldCount(%deviceList);
for(%d = 0; %d < %deviceCount; %d++)
{
%deviceName = getField(%deviceList, %d);
if(%deviceName $= %displayDeviceName)
return %d;
}
return -1;
}
//
//
//
function OptionsMenuList::activateRow(%this)
{
//OptionsMenuSettingsList.setFirstResponder();
OptionsMenuSettingsList.setAsActiveMenuList();
}
function OptionsMenuSettingsList::setRowEnabled(%this, %row, %status)
{
%option = %this.getObject(%row);
if(isObject(%option))
{
%option.setEnabled(%status);
}
}
function OptionsMenuSettingsList::addOptionRow(%this, %label, %targetPrefVar, %optionsList, %wrapOptions, %callback, %enabled, %description, %defaultValue)
{
if(%enabled $= "")
%enabled = true;
%optionsRowSize = 30;
%optionColumnWidth = %this.extent.x * 0.3;//todo, calculate off longest option text?
%option = new GuiGameSettingsCtrl() {
class = "MenuOptionsButton";
profile = "GuiMenuButtonProfile";
horizSizing = "width";
vertSizing = "bottom";
position = "0 0";
extent = %this.extent.x SPC %optionsRowSize;
columnSplit = %optionColumnWidth;
useMouseEvents = true;
previousBitmapAsset = "UI:previousOption_n_image";
nextBitmapAsset = "UI:nextOption_n_image";
};
%option.targetPrefVar = %targetPrefVar; //create a var-option association
if(%defaultValue $= "")
{
%unappliedPrefIndex = OptionsMenu.unappliedChanges.getIndexFromKey(%targetPrefVar);
if(%unappliedPrefIndex != -1)
{
%value = OptionsMenu.unappliedChanges.getValue(%unappliedPrefIndex);
%defaultValue = strreplace(%value, "\"", "");
}
if(%defaultValue $= "")
{
%sanitizedVar = strReplace(%targetPrefVar, "[", "");
%sanitizedVar = strReplace(%sanitizedVar, "]", "");
%sanitizedVar = strReplace(%sanitizedVar, ",", "_");
%defaultValue = getVariable(%sanitizedVar);
}
}
/*if(%defaultValue $= "Off" || %defaultValue $= "No")
%defaultValue = "0";
if(%defaultValue $= "On" || %defaultValue $= "Yes")
%defaultValue = "1";*/
%option.setListSetting(%label, %optionsList, %wrapOptions, %callback, %enabled, %description, %defaultValue);
%this.add(%option);
}
function OptionsMenuSettingsList::addOptionQualityLevelRow(%this, %label, %targetPrefVar, %qualityLevelList, %wrapOptions, %callback, %enabled, %description, %defaultValue)
{
if(%defaultValue $= "")
{
%unappliedPrefIndex = OptionsMenu.unappliedChanges.getIndexFromKey(%targetPrefVar);
if(%unappliedPrefIndex != -1)
{
%value = OptionsMenu.unappliedChanges.getValue(%unappliedPrefIndex);
%defaultValue = strreplace(%value, "\"", "");
}
if(%defaultValue $= "")
{
%sanitizedVar = strReplace(%targetPrefVar, "[", "");
%sanitizedVar = strReplace(%sanitizedVar, "]", "");
%sanitizedVar = strReplace(%sanitizedVar, ",", "_");
%defaultValue = getVariable(%sanitizedVar);
}
if(%defaultValue $= "")
%defaultValue = getCurrentQualityLevel(%qualityLevelList);
}
return %this.addOptionRow(%label, %targetPrefVar, getQualityLevels(%qualityLevelList),
%wrapOptions, %callback, %enabled, %description, %defaultValue);
}
function OptionsMenuSettingsList::addOptionBoolRow(%this, %label, %targetPrefVar, %qualityLevelList, %wrapOptions, %callback, %enabled, %description, %defaultValue, %inverted)
{
if(%defaultValue $= "")
%defaultValue = OptionsMenu.getOptionVariableValue(%targetPrefVar);
if(%inverted $= "")
%inverted = false;
//Lame and hacky, but some variables are 'disabled' and some are 'enabled'
if(isInt(%defaultValue) && %inverted)
{
if(%defaultValue == 0)
%defaultValue = 1;
else
%defaultValue = 0;
}
if(%qualityLevelList $= $yesNoList && isInt(%defaultValue))
{
%defaultValue = convertBoolToYesNo(%defaultValue);
}
else if(%qualityLevelList $= $onOffList && isInt(%defaultValue))
{
%defaultValue = convertBoolToOnOff(%defaultValue);
}
return %this.addOptionRow(%label, %targetPrefVar, %qualityLevelList,
%wrapOptions, %callback, %enabled, %description, %defaultValue);
}
function OptionsMenuSettingsList::addSliderRow(%this, %label, %targetPrefVar, %increment, %range, %callback, %enabled, %description, %defaultValue)
{
if(%enabled $= "")
%enabled = true;
%optionsRowSize = 30;
%optionColumnWidth = %this.extent.x - 450;//todo, calculate off longest option text?
%option = new GuiGameSettingsCtrl() {
class = "MenuOptionsButton";
profile = "GuiMenuButtonProfile";
horizSizing = "width";
vertSizing = "bottom";
position = "0 0";
extent = %this.extent.x SPC %optionsRowSize;
columnSplit = %optionColumnWidth;
useMouseEvents = true;
};
%option.targetPrefVar = %targetPrefVar; //create a var-option association
if(%defaultValue $= "")
%defaultValue = OptionsMenu.getOptionVariableValue(%targetPrefVar);
%option.setSliderSetting(%label, %defaultValue, %increment, %range, %callback, %enabled, %description);
%this.add(%option);
}
function OptionsMenuSettingsList::addKeybindRow(%this, %label, %bitmapName, %callback, %enabled, %description)
{
if(%enabled $= "")
%enabled = true;
%optionsRowSize = 40;
%optionColumnWidth = %this.extent.x - 450;
%option = new GuiGameSettingsCtrl() {
class = "MenuOptionsButton";
profile = "GuiMenuButtonProfile";
horizSizing = "width";
vertSizing = "bottom";
position = "0 0";
extent = %this.extent.x SPC %optionsRowSize;
columnSplit = %optionColumnWidth;
useMouseEvents = true;
};
%option.setKeybindSetting(%label, %bitmapName, %callback, %enabled, %description);
%this.add(%option);
}
//
function OptionsMenuCategoryList::onNavigate(%this, %index)
{
OptionsMenu.currentCategory = %index;
%this.getObject(%index).performClick();
}
function convertOptionToBool(%val)
{
if(%val $= "yes" || %val $= "on")
return 1;
else
return 0;
}
function convertBoolToYesNo(%val)
{
if(%val == 1)
return "Yes";
else if(%val == 0)
return "No";
return %val;
}
function convertBoolToOnOff(%val)
{
if(%val == 1)
return "On";
else if(%val == 0)
return "Off";
return %val;
}
function getDisplayDeviceName()
{
%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;
}
return getField(%devicesList, $pref::Video::deviceId);
}
//
//
//
function MenuOptionsButton::onMouseEnter(%this)
{
if(isObject(OptionName))
OptionName.setText(%this.getLabel());
if(isObject(OptionDescription))
OptionDescription.setText(%this.getToolTip());
}
function MenuOptionsButton::onMouseLeave(%this)
{
if(isObject(OptionName))
OptionName.setText("");
if(isObject(OptionDescription))
OptionDescription.setText("");
}
function MenuOptionsButton::onHighlighted(%this, %state)
{
MenuListButton::onHighlighted(%this, %state);
}
function MenuOptionsButton::onChange(%this)
{
%optionMode = %this.getMode();
%optionName = %this.getLabel();
%tooltipText = %this.getTooltip();
%targetVar = %this.targetPrefVar;
OptionName.setText(%optionName);
OptionDescription.setText(%tooltipText);
if(%optionMode == 0)
{
%currentValue = %this.getCurrentOption();
if(%currentValue !$= "")
{
if(%currentValue $= "yes" || %currentValue $= "on")
%saveReadyValue = 1;
else if(%currentValue $= "no" || %currentValue $= "off")
%saveReadyValue = 0;
else
%saveReadyValue = %currentValue;
%prefIndex = OptionsMenu.unappliedChanges.getIndexFromKey(%targetVar);
if(%prefIndex == -1)
{
echo("Setting UnappliedChanges via add: key:" @ %targetVar @", value: " @ %saveReadyValue);
OptionsMenu.unappliedChanges.add(%targetVar, "\"" @ %saveReadyValue @ "\"" );
}
else
{
echo("Setting UnappliedChanges via modify: key:" @ %targetVar @", value: " @ %saveReadyValue);
OptionsMenu.unappliedChanges.setValue("\"" @ %saveReadyValue @ "\"", %prefIndex);
}
}
}
else if(%optionMode == 1)
{
%currentValue = %this.getValue();
%prefIndex = OptionsMenu.unappliedChanges.getIndexFromKey(%targetVar);
if(%prefIndex == -1)
{
echo("Setting UnappliedChanges via add: key:" @ %targetVar @", value: " @ %currentValue);
OptionsMenu.unappliedChanges.add(%targetVar, "\"" @ %currentValue @ "\"" );
}
else
{
OptionsMenu.unappliedChanges.setValue("\"" @ %currentValue @ "\"", %prefIndex);
}
}
//Update the UI in case there's responsive logic
OptionsMenu.schedule(32, "refresh");
}
function OptionsMenu::onKeybindChanged(%this, %actionMap, %keybind)
{
%prefIndex = OptionsMenu.unappliedChanges.getIndexFromKey(%actionMap);
if(%prefIndex == -1)
OptionsMenu.unappliedChanges.add(%actionMap, %keybind);
else
OptionsMenu.unappliedChanges.setValue(%keybind, %prefIndex);
}
//
// Indicates what category the options item should be added into
//
function addOptionsMenuCategory(%categoryName, %selectCallback)
{
//Don't add duplicates!
%index = OptionsMenu.optionsCategories.getIndexFromKey(%categoryName);
if(%index == -1)
OptionsMenu.optionsCategories.add(%categoryName, %selectCallback);
}
function removeOptionsMenuCategory(%categoryName)
{
%index = OptionsMenu.optionsCategories.getIndexFromKey(%categoryName);
if(%index != -1)
OptionsMenu.optionsCategories.erase(%index);
}
function getOptionsCategoryIndexByName(%categoryName)
{
for(%i=0; %i < OptionsMenu.optionsCategories.count(); %i++)
{
if(OptionsMenu.optionsCategories.getKey(%i) $= %categoryName)
return %i;
}
return -1;
}
function addListOption(%label, %description, %targetPrefVar, %optionsList, %wrapOptions, %callback, %enabled)
{
if(%wrapOptions $= "")
%wrapOptions = false;
if(%enabled $= "")
%enabled = true;
OptionsMenuSettingsList.addOptionRow(%label, %targetPrefVar, %optionsList, %wrapOptions, %callback, %enabled, %description, %targetPrefVar);
}
function addSliderOption(%label, %description, %targetPrefVar, %defaultValue, %increment, %range, %callback, %enabled)
{
if(%enabled $= "")
%enabled = true;
OptionsMenuSettingsList.addSliderRow(%label, %targetPrefVar, %defaultValue, %increment, %range, %callback, %enabled, %description);
}
function addKeybindOption(%label, %description, %bitmapName, %callback, %enabled)
{
if(%enabled $= "")
%enabled = true;
OptionsMenuSettingsList.addSliderRow(%label, %bitmapName, %callback, %enabled, %description);
}