Torque3D/Templates/BaseGame/game/data/UI/guis/optionsMenu.tscript
JeffR dff83182e2 Added sanity check to ensure that the requested file to be scaled via saveScaledImage actually exists
Shifts integration of other modules with the OptionsMenu so other modules can inject their own options categories to a callOnModules hook
Updated ExampleModule to use new options menu integration angle to show example option
Deleted unneeded dropdown_textEdit_image asset def from baseUI
Fixed incorrect internal values for the terrainIcon_image asset def that made it present as a redundant terrain material asset
Cleaned up old, bad loadFilters calls and replaced them with the proper refresh() calls.
Removed old, bad calls for jumping through the asset browser's tree from when it was still hardcoded organization, which cuts down a lot of error spam
Cleaned up some of the asset type's preview image assignment code to be more reliable
Made terrain materials now use a similar preview proxy shape as regular materials
Fixed erroneous duplicate GuiInspectorTypeShapeAssetPtr::onControlDropped, which was breaking drag-n-drop actions of shapeAssets into inspector fields
Added proper logic for drag-n-drop actions of imageAssets into inspector fields
Add sanity check after creating new asset to avoid redundant attempts at initialization of the new asset
Fixed ConvexShape Editor tooling so you can now use the UI to apply the selected material to the selected surface
Added tools menu to the menubar with the Project Importer entry so the PI can be launched from either tool
Implemented ability to drag-n-drop imageAssets onto MaterialEditor map fields and have it work
Implemented ability to drag-n-drop imageAssets onto TerrainMaterial Editor map fields and have it work
Made the TerrainMaterial editor dialogue have a non-modal background so you can interact with the editor as normal while it's up
Add sanity check to avoid attempting to mark EditorTree items if we couldn't find it's id
renamed BaseMap references in terrain material editor to diffuseMap for consistency
2022-03-27 03:05:48 -05:00

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33 KiB
Text

//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 OptionsMenu::onAdd(%this)
{
if(!isObject(%this.optionsCategories))
{
%this.optionsCategories = new ArrayObject();
}
if(!isObject(%this.unappliedChanges))
{
%this.unappliedChanges = new ArrayObject();
}
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-->applyButton.set("btn_start", "Return", "Apply", "OptionsMenu.apply();");
%this-->backButton.set("btn_b", "Escape", "Back", "OptionsMenu.backOut();");
//OptionsMenuCategoryList.getObject(0).performClick();
}
function OptionsMenu::apply(%this)
{
//Now we run through our list of unapplied changes and... apply them.
%hasKeybindChanges = false;
%hasVideoChanges = false;
%hasPostFXChanges = false;
%hasAudioChanges = false;
for(%i=0; %i < %this.unappliedChanges.count(); %i++)
{
%targetVar = %this.unappliedChanges.getKey(%i);
%newValue = %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 $= %targetVar)
{
%hasKeybindChanges = true;
%wasKeybind = true;
break;
}
}
if(!%wasKeybind)
{
%currentValue = getVariable(%targetVar);
if(%currentValue !$= %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::Graphics::"))
{
//isolate the quality group name, like $pref::Graphics::LightingQuality
//we grab LightingQuality
%qualityGroupName = getSubStr(%targetVar, 17);
if(isObject(%qualityGroupName @ "List"))
{
//yep, it's a quality group, so apply it
(%qualityGroupName @ "List").applySetting(%newValue);
}
if(%qualityGroupName $= "TextureQuality")
{
reloadTextures();
}
}
else if(startsWith(%targetVar, "$pref::PostFX::"))
{
%hasPostFXChanges = true;
}
else if(startsWith(%targetVar, "$pref::Video::"))
{
%hasVideoChanges = true;
}
else if(startsWith(%targetVar, "$pref::SFX::"))
{
%hasAudioChanges = 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." @ $TorqueScriptFileExtension, %append );
if(%append != true)
%append = true;
}
}
if(%hasPostFXChanges)
{
updatePostFXSettings();
}
if(%hasVideoChanges)
{
updateDisplaySettings();
}
if(%hasAudioChanges)
{
updateAudioSettings();
}
//Finally, write our prefs to file
%prefPath = getPrefpath();
export("$pref::*", %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension, false);
OptionsMenu.unappliedChanges.empty();
}
function OptionsMenu::resetToDefaults(%this)
{
MessageBoxOKCancel("", "This will set the graphical settings back to the auto-detected defaults. Do you wish to continue?", "AutodetectGraphics();", "");
}
//
//
//
function populateDisplaySettingsList()
{
OptionsMenuSettingsList.clear();
OptionName.setText("");
OptionDescription.setText("");
//First, lets double-check the active device is accurate. Sometimes the default value in our prefs doesn't match the active one
%displayDevice = getDisplayDeviceType();
if($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 = getField($Video::ModeTags, $pref::Video::deviceMode);
OptionsMenuSettingsList.addOptionRow("Window Mode", "$pref::Video::deviceMode", $Video::ModeTags, false, "", true, "", %mode);
%resolutionList = getScreenResolutionList($pref::Video::deviceId, $pref::Video::deviceMode);
OptionsMenuSettingsList.addOptionRow("Resolution", "$pref::Video::Resolution", %resolutionList, false, "onDisplayResChange", 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", "$pref::Video::disableVerticalSync", "No\tYes", false, "", true, "", convertBoolToYesNo(!$pref::Video::disableVerticalSync));
%refreshList = getScreenRefreshList($pref::Video::mode);
OptionsMenuSettingsList.addOptionRow("Refresh Rate", "$pref::Video::RefreshRate", %refreshList, false, "", true, "", $pref::Video::RefreshRate);
//move to gameplay tab
OptionsMenuSettingsList.addSliderRow("Field of View", "", 75, 5, "65 100", "");
OptionsMenuSettingsList.addSliderRow("Brightness", "", 0.5, 0.1, "0 1", "");
OptionsMenuSettingsList.addSliderRow("Contrast", "", 0.5, 0.1, "0 1", "");
}
/*function OptionsMenu::applyDisplaySettings(%this)
{
%newDevice = OptionsMenuSettingsList.getCurrentOption(0);
// Change the device.
if ( %newDevice !$= $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." @ $TorqueScriptFileExtension, false);
}*/
//
//
//
function populateGraphicsSettingsList()
{
OptionsMenuSettingsList.clear();
OptionName.setText("");
OptionDescription.setText("");
%yesNoList = "No\tYes";
%onOffList = "Off\tOn";
%highMedLow = "Low\tMedium\tHigh";
%anisoFilter = "Off\t4\t8\t16";
%aaFilter = "Off\t1\t2\t4";
OptionsMenuSettingsList.addOptionRow("Lighting Quality", "$pref::Graphics::LightingQuality", getQualityLevels(LightingQualityList), false, "", true, "Amount and drawdistance of local lights", getCurrentQualityLevel(LightingQualityList));
OptionsMenuSettingsList.addOptionRow("Shadow Quality", "$pref::Graphics::ShadowQuality", getQualityLevels(ShadowQualityList), false, "", true, "Shadow revolution quality", getCurrentQualityLevel(ShadowQualityList));
OptionsMenuSettingsList.addOptionRow("Soft Shadow Quality", "$pref::Graphics::SoftShadowQuality", getQualityLevels(SoftShadowList), false, "", true, "Amount of softening applied to shadowmaps", getCurrentQualityLevel(SoftShadowList));
OptionsMenuSettingsList.addOptionRow("Mesh Quality", "$pref::Graphics::MeshQuality", getQualityLevels(MeshQualityGroup), false, "", true, "Fidelity of rendering of mesh objects", getCurrentQualityLevel(MeshQualityGroup));
OptionsMenuSettingsList.addOptionRow("Object Draw Distance", "$pref::Graphics::ObjectDrawDistance", getQualityLevels(MeshDrawDistQualityGroup), false, "", true, "Dictates if and when static objects fade out in the distance", getCurrentQualityLevel(MeshDrawDistQualityGroup));
OptionsMenuSettingsList.addOptionRow("Texture Quality", "$pref::Graphics::TextureQuality", getQualityLevels(TextureQualityGroup), false, "", true, "Fidelity of textures", getCurrentQualityLevel(TextureQualityGroup));
OptionsMenuSettingsList.addOptionRow("Terrain Quality", "$pref::Graphics::TerrainQuality", getQualityLevels(TerrainQualityGroup), false, "", true, "Quality level of terrain objects", getCurrentQualityLevel(TerrainQualityGroup));
OptionsMenuSettingsList.addOptionRow("Decal Lifetime", "$pref::Graphics::DecalLifetime", getQualityLevels(DecalLifetimeGroup), false, "", true, "How long decals are rendered", getCurrentQualityLevel(DecalLifetimeGroup));
OptionsMenuSettingsList.addOptionRow("Ground Cover Density", "$pref::Graphics::GroundCoverDensity", getQualityLevels(GroundCoverDensityGroup), false, "", true, "Density of ground cover items, such as grass", getCurrentQualityLevel(GroundCoverDensityGroup));
OptionsMenuSettingsList.addOptionRow("Shader Quality", "$pref::Graphics::ShaderQuality", getQualityLevels(ShaderQualityGroup), false, "", true, "Dictates the overall shader quality level, adjusting what features are enabled.", getCurrentQualityLevel(ShaderQualityGroup));
OptionsMenuSettingsList.addOptionRow("Anisotropic Filtering", "$pref::Video::defaultAnisotropy", %anisoFilter, false, "", true, "Amount of Anisotropic Filtering on textures, which dictates their sharpness at a distance", $pref::Video::defaultAnisotropy);
OptionsMenuSettingsList.addOptionRow("Anti-Aliasing", "$pref::Video::AA", %aaFilter, false, "", true, "Amount of Post-Processing Anti-Aliasing applied to rendering", $pref::Video::AA);
OptionsMenuSettingsList.addOptionRow("Parallax", "$pref::Video::disableParallaxMapping", %onOffList, false, "", true, "Whether the surface parallax shader effect is enabled", convertBoolToOnOff(!$pref::Video::disableParallaxMapping));
OptionsMenuSettingsList.addOptionRow("Water Reflections", "$pref::Water::disableTrueReflections", %onOffList, false, "", true, "Whether water reflections are enabled", convertBoolToOnOff(!$pref::Water::disableTrueReflections));
OptionsMenuSettingsList.addOptionRow("SSAO", "$pref::PostFX::EnableSSAO", %onOffList, false, "", true, "Whether Screen-Space Ambient Occlusion is enabled", convertBoolToOnOff($pref::PostFX::EnableSSAO));
OptionsMenuSettingsList.addOptionRow("Depth of Field", "$pref::PostFX::EnableDOF", %onOffList, false, "", true, "Whether the Depth of Field effect is enabled", convertBoolToOnOff($pref::PostFX::EnableDOF));
OptionsMenuSettingsList.addOptionRow("Vignette", "$pref::PostFX::EnableVignette", %onOffList, false, "", true, "Whether the vignette effect is enabled", convertBoolToOnOff($pref::PostFX::EnableVignette));
OptionsMenuSettingsList.addOptionRow("Light Rays", "$pref::PostFX::EnableLightRays", %onOffList, false, "", true, "Whether the light rays effect is enabled", convertBoolToOnOff($pref::PostFX::EnableLightRays));
}
function updateDisplaySettings()
{
//Update the display settings now
%deviceName = getDisplayDeviceName();
%newDeviceID = getWord(%deviceName, 0) - 1;
%deviceModeName = getField($Video::ModeTags, $pref::Video::deviceMode);
%newDeviceMode = 0;
foreach$(%modeName in $Video::ModeTags)
{
if (%deviceModeName $= %modeName)
break;
else
%newDeviceMode++;
}
%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(DOFPostEffect, $pref::PostFX::EnableDOF);
PostFXManager.settingsEffectSetEnabled(LightRayPostFX, $pref::PostFX::EnableLightRays);
PostFXManager.settingsEffectSetEnabled(vignettePostFX, $pref::PostFX::EnableVignette);
}
//
//
//
function populateAudioSettingsList()
{
OptionsMenuSettingsList.clear();
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, "", $currentAudioProvider);
OptionsMenuSettingsList.addOptionRow("Audio Device", "$pref::SFX::device", %audioDeviceList, false, "", true, $pref::SFX::device);
OptionsMenuSettingsList.addSliderRow("Master Volume", "$pref::SFX::masterVolume", $pref::SFX::masterVolume, 0.1, "0 1", "");
OptionsMenuSettingsList.addSliderRow("GUI Volume", "$pref::SFX::channelVolume[ $GuiAudioType]", $pref::SFX::channelVolume[ $GuiAudioType], 0.1, "0 1", "");
OptionsMenuSettingsList.addSliderRow("Effects Volume", "$pref::SFX::channelVolume[ $SimAudioType ]", $pref::SFX::channelVolume[ $SimAudioType ], 0.1, "0 1", "");
OptionsMenuSettingsList.addSliderRow("Music Volume", "$pref::SFX::channelVolume[ $MusicAudioType ]", $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();
OptionName.setText("");
OptionDescription.setText("");
$remapListDevice = "keyboard";
fillRemapList();
//OptionsMenuSettingsList.refresh();
}
function populateGamepadSettingsList()
{
OptionsMenuSettingsList.clear();
OptionName.setText("");
OptionDescription.setText("");
$remapListDevice = "gamepad";
fillRemapList();
OptionsMenuSettingsList.updateStack();
}
//
//
//
function OptionsMenuList::activateRow(%this)
{
OptionsMenuSettingsList.setFirstResponder();
}
function OptionsMenu::backOut(%this)
{
if(%this.unappliedChanges.count() != 0)
{
MessageBoxOKCancel("Discard Changes?", "You have unapplied changes to your settings, do you wish to continue?", "OptionsMenu.doOptionsMenuBackOut();", "");
}
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 - 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;
previousBitmapAsset = "UI:previousOption_n_image";
nextBitmapAsset = "UI:nextOption_n_image";
};
%option.targetPrefVar = %targetPrefVar; //create a var-option association
//now some override trickery, if we have a value cached for unapplied changes, swapsies the defaultValue out
//with the unapplied, allowing us to change options categories without losing changes
%unappliedPrefIndex = OptionsMenu.unappliedChanges.getIndexFromValue(%targetPrefVar);
if(%unappliedPrefIndex != -1)
{
%unappliedValue = OptionsMenu.unappliedChanges.getValue(%unappliedPrefIndex);
%defaultValue = %unappliedValue;
}
%option.setListSetting(%label, %optionsList, %wrapOptions, %callback, %enabled, %description, %defaultValue);
%this.add(%option);
}
function OptionsMenuSettingsList::addSliderRow(%this, %label, %targetPrefVar, %defaultValue, %increment, %range, %callback, %enabled, %description)
{
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
//now some override trickery, if we have a value cached for unapplied changes, swapsies the defaultValue out
//with the unapplied, allowing us to change options categories without losing changes
%unappliedPrefIndex = OptionsMenu.unappliedChanges.getIndexFromValue(%targetPrefVar);
if(%unappliedPrefIndex != -1)
{
%unappliedValue = OptionsMenu.unappliedChanges.getValue(%unappliedPrefIndex);
%defaultValue = %unappliedValue;
}
%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)
{
%this.getObject(%index).performClick();
}
function convertOptionToBool(%val)
{
if(%val $= "yes" || %val $= "on")
return 1;
else
return 0;
}
function convertBoolToYesNo(%val)
{
if(%val == 1)
return "Yes";
else
return "No";
}
function convertBoolToOnOff(%val)
{
if(%val == 1)
return "On";
else
return "Off";
}
function onDisplayModeChange(%val)
{
// The display device (monitor) or screen mode has changed. Refill the
// resolution list with only available options.
%deviceName = OptionsMenuSettingsList.getCurrentOption(1);
%newDeviceID = getWord(%deviceName, 0) - 1;
%deviceModeName = OptionsMenuSettingsList.getCurrentOption(2);
%newDeviceMode = 0;
foreach$(%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);
}
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)
OptionsMenu.unappliedChanges.add(%targetVar, %saveReadyValue);
else
OptionsMenu.unappliedChanges.setValue(%saveReadyValue, %prefIndex);
}
}
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 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);
}