Torque3D/Templates/BaseGame/game/data/UI/guis/optionsMenu.tscript
JeffR d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars
Added getGUIPath console function to guiAsset
Corrected console function documentation for getScriptPath in MaterialAsset
Added getter console functions to PostEffectAsset
Added getAnimationPath console function to PostEffectAsset
Fixes handling of mapto with the reskin usage when generating preview renders for ShapeAssets
Standardizes getShapeFile to getShapePath on ShapeAsset to better match formatting of other getters on assets
Adds sanity checking for getStringWidth to prevent crash if there's an issue with the font being ready at time of request(from Az)
Earlies out on rendering of impostors if it's the deferred bin to prevent unneeded duplicate rendering messing up results(from Az)
Fixed duplicate naming of quality levels on LightingQualityList
Added check so if _makePrettyResString is handed a 'human formatted' resolution string(as in, has <width> x <height> it can handle that properly
Shifted yes/no and on/off option lists to globals for ease and consistency of handling on options menu
Improves check for unapplied graphics options on options menu and applies them all at once
Add sanitizing of variable names so getVariable doesn't have issues when looking up array variables in optionsMenu logic
Adds better tracking of what options menu category is shown so refreshes don't reset it
Add better handling for changing resolution in options menu and getting it to apply properly
Adds better utility functions for setting bools vs optionsLists vs quality lists and updates options fields to use the most appropriate
Removes redundant setting of $pref::SFX::channelVolume vars in defaults.tscript
Removed unneeded extra logging from asset browser drag-n-drop actions
Adds item to RMB context menu in AB to regenerate preview images
Fixes move command for asset types(needed to properly reference the full path of the associated files) and added it for shapes, animations and terrains
Added logic so when the dropdown for selecting a target module on the Create New Asset window is changed, it forcefully updates the target path to point to the module to avoid erroneous paths being provided
Adds proper clamping of values to Forest Editor's brush size in the editor bar. Could be set to below 1 even though it would visually clamp to 1.
Temporarily disables fields and handling of 'open in Torsion'.
Fixes bad pixel in gui/images/tab_border.png which was causing it to fail to generate bitmap array properly
Makes the New GUI option from menubar in GUI Editor use same Create New Asset method as everything else
Disables access to the CubemapDesc reflector field in the material editor as it's not nominally used now in favor of probes
Adds proper loading of roughness and metalness fields in material editor
Fixes the default ReflectProbePreviewMat to use a better base DiffuseMap (No Material) rather than the occluder
Fixes disable display for some options in the advanced panel in the shape editor so they look more fitting to everything else
Adds check to avoid spam of markItem errors in the event requested tree item is invalid
Fixed remove material button and command in TerrainMaterial Editor
2022-04-03 20:00:30 -05:00

1068 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 OptionsMenuSettingsList::onAdd(%this)
{
}
function OptionsMenuSettingsList::getOptionsList(%this, %index)
{
}
function OptionsMenu::onWake(%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();
MainMenuButtonList.hidden = true;
OptionsMenuCategoryList.setAsActiveMenuList();
OptionsButtonHolder.setActive();
OptionsMenuInputHandler.setFirstResponder();
}
function OptionsButtonHolder::onWake(%this)
{
%this-->resetButton.set("btn_back", "R", "Reset", "OptionsMenu.resetToDefaults();");
%this-->selectButton.set("btn_a", "Return", "Select", "OptionsMenu.select();", true);
%this-->backButton.set("btn_b", "Escape", "Back", "OptionsMenu.backOut();");
//OptionsMenuCategoryList.getObject(0).performClick();
}
function OptionsMenu::select(%this)
{
if(OptionsMenuCategoryList.isActiveMenuList())
{
OptionsMenuSettingsList.setAsActiveMenuList();
%this.updateSelectButton();
}
}
function OptionsMenu::updateSelectButton(%this)
{
if(OptionsMenuCategoryList.isActiveMenuList())
{
%this-->selectButton.setHidden(false);
}
else if(OptionsMenuSettingsList.isActiveMenuList())
{
%this-->selectButton.setHidden(true);
}
}
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" )
{
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);
}
}
}
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." @ $TorqueScriptFileExtension, false);
OptionsMenu.unappliedChanges.empty();
//Now we can back out of the options menu
OptionsMenu.doOptionsMenuBackOut();
}
function OptionsMenu::resetToDefaults(%this)
{
MessageBoxOKCancel("", "This will set the graphical settings back to the auto-detected defaults. Do you wish to continue?", "AutodetectGraphics();", "");
}
function OptionsMenu::refresh(%this)
{
%cat = %this.currentCategory;
if(%this.currentCategory !$= "")
{
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);
}
}
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";
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", "$pref::Video::DisplayAPI", %apiList, false, "", 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, $pref::Video::deviceId);
OptionsMenuSettingsList.addOptionRow("Display Device", "$pref::Video::deviceId", %devicesList, false, "", true, "The display devices the window should be on.", %selectedDevice);
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, $pref::Video::deviceMode);
%resolution = OptionsMenu.getOptionVariableValue("$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);
}
OptionsMenuSettingsList.addOptionBoolRow("VSync", "$pref::Video::disableVerticalSync", $yesNoList, false, "", true, "");
%refreshList = getScreenRefreshList($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";
OptionName.setText("");
OptionDescription.setText("");
%yesNoList = "No\tYes";
%onOffList = "Off\tOn";
%anisoFilter = "Off\t4\t8\t16";
%aaFilter = "Off\t1\t2\t4";
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", "$pref::Video::defaultAnisotropy", %anisoFilter, false, "", true, "Amount of Anisotropic Filtering on textures, which dictates their sharpness at a distance");
OptionsMenuSettingsList.addOptionRow("Anti-Aliasing", "$pref::Video::AA", %aaFilter, false, "", true, "Amount of Post-Processing Anti-Aliasing applied to rendering");
OptionsMenuSettingsList.addOptionBoolRow("Parallax", "$pref::Video::disableParallaxMapping", %onOffList, false, "", true, "Whether the surface parallax shader effect is enabled");
OptionsMenuSettingsList.addOptionBoolRow("Water Reflections", "$pref::Water::disableTrueReflections", %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($pref::Graphics::GroundCoverDensity);
}
function updateDisplaySettings()
{
//Update the display settings now
%deviceName = getDisplayDeviceName();
%newDeviceID = getWord(%deviceName, 0) - 1;
if(!isInt($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::disableVerticalSync;
%newFSAA = $pref::Video::AA;
// Build the final mode string.
%newMode = $pref::Video::Resolution SPC %newFullScreen SPC %newBpp SPC %newRefresh SPC %newFSAA;
// Change the video mode.
if ( %newMode !$= $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 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";
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 $= "")
%audioDeviceList = %device;
else
%audioDeviceList = %audioDeviceList @ "\t" @ %device;
}
}
OptionsMenuSettingsList.addOptionRow("Audio Provider", "$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";
OptionName.setText("");
OptionDescription.setText("");
$remapListDevice = "keyboard";
fillRemapList();
//OptionsMenuSettingsList.refresh();
}
function populateGamepadSettingsList()
{
OptionsMenuSettingsList.clear();
OptionsMenu.currentCategory = "Gamepad";
OptionName.setText("");
OptionDescription.setText("");
$remapListDevice = "gamepad";
fillRemapList();
OptionsMenuSettingsList.updateStack();
}
//
//
//
function OptionsMenuList::activateRow(%this)
{
OptionsMenuSettingsList.setFirstResponder();
}
function OptionsMenu::backOut(%this)
{
if(OptionsMenuSettingsList.isActiveMenuList())
{
OptionsMenuCategoryList.setAsActiveMenuList();
%this.updateSelectButton();
}
else
{
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();", "OptionsMenu.doOptionsMenuBackOut();", "Apply", "Discard");
}
else
{
%this.doOptionsMenuBackOut();
}
}
}
function OptionsMenu::doOptionsMenuBackOut(%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 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
%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)
{
if(%defaultValue $= "")
%defaultValue = OptionsMenu.getOptionVariableValue(%targetPrefVar);
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, $pref::Video::deviceId);
}
//
//
//
function MenuOptionsButton::onMouseEnter(%this)
{
OptionName.setText(%this.getLabel());
OptionDescription.setText(%this.getToolTip());
}
function MenuOptionsButton::onMouseLeave(%this)
{
OptionName.setText("");
OptionDescription.setText("");
}
function MenuOptionsButton::onChange(%this)
{
%optionMode = %this.getMode();
%optionName = %this.getLabel();
%tooltipText = %this.getTooltip();
%targetVar = %this.targetPrefVar;
OptionName.setText(%optionName);
OptionDescription.setText(%tooltipText);
%currentValue = %this.getCurrentOption();
if(%currentValue !$= "")
{
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
OptionsMenu.unappliedChanges.setValue("\"" @ %saveReadyValue @ "\"", %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);
}