mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 05:03:47 +00:00
Added gui functionality for vehicle re-mapping Update optionsDlg.cs Fixed some coding guidelines problem Fix some of the indentation problems (tabs replaced by spaces). Curly bracket guidelines followed. fixed some indentation problems just noticed a few more indentation problem, my bad.
904 lines
27 KiB
C#
904 lines
27 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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/// Returns true if the current quality settings equal
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/// this graphics quality level.
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// boolean flag for vehicle control remappings
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$vehicleMapped = false;
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function GraphicsQualityLevel::isCurrent( %this )
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{
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// Test each pref to see if the current value
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// equals our stored value.
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for ( %i=0; %i < %this.count(); %i++ )
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{
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%pref = %this.getKey( %i );
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%value = %this.getValue( %i );
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if ( getVariable( %pref ) !$= %value )
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return false;
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}
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return true;
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}
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/// Applies the graphics quality settings and calls
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/// 'onApply' on itself or its parent group if its
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/// been overloaded.
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function GraphicsQualityLevel::apply( %this )
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{
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for ( %i=0; %i < %this.count(); %i++ )
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{
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%pref = %this.getKey( %i );
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%value = %this.getValue( %i );
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setVariable( %pref, %value );
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}
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// If we have an overloaded onApply method then
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// call it now to finalize the changes.
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if ( %this.isMethod( "onApply" ) )
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%this.onApply();
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else
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{
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%group = %this.getGroup();
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if ( isObject( %group ) && %group.isMethod( "onApply" ) )
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%group.onApply( %this );
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}
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}
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function GraphicsQualityPopup::init( %this, %qualityGroup )
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{
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assert( isObject( %this ) );
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assert( isObject( %qualityGroup ) );
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// Clear the existing content first.
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%this.clear();
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// Fill it.
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%select = -1;
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for ( %i=0; %i < %qualityGroup.getCount(); %i++ )
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{
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%level = %qualityGroup.getObject( %i );
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if ( %level.isCurrent() )
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%select = %i;
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%this.add( %level.getInternalName(), %i );
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}
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// Setup a default selection.
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if ( %select == -1 )
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%this.setText( "Custom" );
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else
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%this.setSelected( %select );
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}
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function GraphicsQualityPopup::apply( %this, %qualityGroup, %testNeedApply )
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{
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assert( isObject( %this ) );
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assert( isObject( %qualityGroup ) );
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%quality = %this.getText();
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%index = %this.findText( %quality );
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if ( %index == -1 )
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return false;
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%level = %qualityGroup.getObject( %index );
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if ( isObject( %level ) && !%level.isCurrent() )
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{
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if ( %testNeedApply )
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return true;
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%level.apply();
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}
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return false;
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}
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function OptionsDlg::setPane(%this, %pane)
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{
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%this-->OptAudioPane.setVisible(false);
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%this-->OptGraphicsPane.setVisible(false);
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%this-->OptNetworkPane.setVisible(false);
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%this-->OptControlsPane.setVisible(false);
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%this.findObjectByInternalName( "Opt" @ %pane @ "Pane", true ).setVisible(true);
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%this.fillRemapList();
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// Update the state of the apply button.
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%this._updateApplyState();
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}
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function OptionsDlg::onWake(%this)
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{
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if ( isFunction("getWebDeployment") && getWebDeployment() )
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{
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// Cannot enable full screen under web deployment
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%this-->OptGraphicsFullscreenToggle.setStateOn( false );
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%this-->OptGraphicsFullscreenToggle.setVisible( false );
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}
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else
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{
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%this-->OptGraphicsFullscreenToggle.setStateOn( Canvas.isFullScreen() );
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}
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%this-->OptGraphicsVSyncToggle.setStateOn( !$pref::Video::disableVerticalSync );
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OptionsDlg.initResMenu();
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%resSelId = OptionsDlg-->OptGraphicsResolutionMenu.findText( _makePrettyResString( $pref::Video::mode ) );
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if( %resSelId != -1 )
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OptionsDlg-->OptGraphicsResolutionMenu.setSelected( %resSelId );
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OptGraphicsDriverMenu.clear();
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%buffer = getDisplayDeviceList();
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%count = getFieldCount( %buffer );
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for(%i = 0; %i < %count; %i++)
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OptGraphicsDriverMenu.add(getField(%buffer, %i), %i);
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%selId = OptGraphicsDriverMenu.findText( getDisplayDeviceInformation() );
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if ( %selId == -1 )
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OptGraphicsDriverMenu.setFirstSelected();
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else
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OptGraphicsDriverMenu.setSelected( %selId );
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// Setup the graphics quality dropdown menus.
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%this-->OptMeshQualityPopup.init( MeshQualityGroup );
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%this-->OptTextureQualityPopup.init( TextureQualityGroup );
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%this-->OptLightingQualityPopup.init( LightingQualityGroup );
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%this-->OptShaderQualityPopup.init( ShaderQualityGroup );
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// Setup the anisotropic filtering menu.
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%ansioCtrl = %this-->OptAnisotropicPopup;
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%ansioCtrl.clear();
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%ansioCtrl.add( "Off", 0 );
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%ansioCtrl.add( "4X", 4 );
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%ansioCtrl.add( "8X", 8 );
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%ansioCtrl.add( "16X", 16 );
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%ansioCtrl.setSelected( $pref::Video::defaultAnisotropy, false );
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// set up the Refresh Rate menu.
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%refreshMenu = %this-->OptRefreshSelectMenu;
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%refreshMenu.clear();
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// %refreshMenu.add("Auto", 60);
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%refreshMenu.add("60", 60);
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%refreshMenu.add("75", 75);
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%refreshMenu.setSelected( getWord( $pref::Video::mode, $WORD::REFRESH ) );
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// Audio
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//OptAudioHardwareToggle.setStateOn($pref::SFX::useHardware);
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//OptAudioHardwareToggle.setActive( true );
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%this-->OptAudioVolumeMaster.setValue( $pref::SFX::masterVolume );
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%this-->OptAudioVolumeShell.setValue( $pref::SFX::channelVolume[ $GuiAudioType] );
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%this-->OptAudioVolumeSim.setValue( $pref::SFX::channelVolume[ $SimAudioType ] );
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%this-->OptAudioVolumeMusic.setValue( $pref::SFX::channelVolume[ $MusicAudioType ] );
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OptAudioProviderList.clear();
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%buffer = sfxGetAvailableDevices();
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%count = getRecordCount( %buffer );
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for(%i = 0; %i < %count; %i++)
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{
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%record = getRecord(%buffer, %i);
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%provider = getField(%record, 0);
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if ( OptAudioProviderList.findText( %provider ) == -1 )
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OptAudioProviderList.add( %provider, %i );
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}
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OptAudioProviderList.sort();
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%selId = OptAudioProviderList.findText($pref::SFX::provider);
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if ( %selId == -1 )
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OptAudioProviderList.setFirstSelected();
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else
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OptAudioProviderList.setSelected( %selId );
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// Populate the Anti-aliasing popup.
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%aaMenu = %this-->OptAAQualityPopup;
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%aaMenu.clear();
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%aaMenu.Add( "Off", 0 );
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%aaMenu.Add( "1x", 1 );
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%aaMenu.Add( "2x", 2 );
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%aaMenu.Add( "4x", 4 );
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%aaMenu.setSelected( getWord( $pref::Video::mode, $WORD::AA ) );
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OptMouseSensitivity.value = $pref::Input::LinkMouseSensitivity;
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// Set the graphics pane to start.
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%this-->OptGraphicsButton.performClick();
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}
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function OptionsDlg::onSleep(%this)
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{
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// write out the control config into the rw/config.cs file
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moveMap.save( "scripts/client/config.cs" );
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// saving vehicle mappings into separate config file
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vehicleMap.save("scripts/client/config_vehicle.cs");
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}
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function OptGraphicsDriverMenu::onSelect( %this, %id, %text )
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{
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// Attempt to keep the same resolution settings:
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%resMenu = OptionsDlg-->OptGraphicsResolutionMenu;
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%currRes = %resMenu.getText();
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// If its empty the use the current.
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if ( %currRes $= "" )
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%currRes = _makePrettyResString( Canvas.getVideoMode() );
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// Fill the resolution list.
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optionsDlg.initResMenu();
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// Try to select the previous settings:
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%selId = %resMenu.findText( %currRes );
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if ( %selId == -1 )
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%selId = 0;
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%resMenu.setSelected( %selId );
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OptionsDlg._updateApplyState();
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}
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function _makePrettyResString( %resString )
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{
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%width = getWord( %resString, $WORD::RES_X );
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%height = getWord( %resString, $WORD::RES_Y );
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%aspect = %width / %height;
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%aspect = mRound( %aspect * 100 ) * 0.01;
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switch$( %aspect )
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{
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case "1.33":
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%aspect = "4:3";
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case "1.78":
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%aspect = "16:9";
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default:
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%aspect = "";
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}
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%outRes = %width @ " x " @ %height;
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if ( %aspect !$= "" )
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%outRes = %outRes @ " (" @ %aspect @ ")";
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return %outRes;
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}
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function OptionsDlg::initResMenu( %this )
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{
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// Clear out previous values
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%resMenu = %this-->OptGraphicsResolutionMenu;
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%resMenu.clear();
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// If we are in a browser then we can't change our resolution through
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// the options dialog
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if (getWebDeployment())
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{
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%count = 0;
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%currRes = getWords(Canvas.getVideoMode(), $WORD::RES_X, $WORD::RES_Y);
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%resMenu.add(%currRes, %count);
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%count++;
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return;
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}
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// Loop through all and add all valid resolutions
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%count = 0;
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%resCount = Canvas.getModeCount();
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for (%i = 0; %i < %resCount; %i++)
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{
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%testResString = Canvas.getMode( %i );
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%testRes = _makePrettyResString( %testResString );
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// Only add to list if it isn't there already.
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if (%resMenu.findText(%testRes) == -1)
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{
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%resMenu.add(%testRes, %i);
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%count++;
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}
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}
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%resMenu.sort();
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}
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function OptionsDlg::applyGraphics( %this, %testNeedApply )
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{
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%newAdapter = OptGraphicsDriverMenu.getText();
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%numAdapters = GFXInit::getAdapterCount();
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%newDevice = $pref::Video::displayDevice;
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for( %i = 0; %i < %numAdapters; %i ++ )
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if( GFXInit::getAdapterName( %i ) $= %newAdapter )
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{
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%newDevice = GFXInit::getAdapterType( %i );
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break;
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}
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// Change the device.
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if ( %newDevice !$= $pref::Video::displayDevice )
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{
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if ( %testNeedApply )
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return true;
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$pref::Video::displayDevice = %newDevice;
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if( %newAdapter !$= getDisplayDeviceInformation() )
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MessageBoxOK( "Change requires restart", "Please restart the game for a display device change to take effect." );
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}
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// Gather the new video mode.
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if ( isFunction("getWebDeployment") && getWebDeployment() )
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{
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// Under web deployment, we use the custom resolution rather than a Canvas
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// defined one.
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%newRes = %this-->OptGraphicsResolutionMenu.getText();
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}
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else
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{
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%newRes = getWords( Canvas.getMode( %this-->OptGraphicsResolutionMenu.getSelected() ), $WORD::RES_X, $WORD::RES_Y );
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}
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%newBpp = 32; // ... its not 1997 anymore.
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%newFullScreen = %this-->OptGraphicsFullscreenToggle.getValue() ? "true" : "false";
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%newRefresh = %this-->OptRefreshSelectMenu.getSelected();
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%newVsync = !%this-->OptGraphicsVSyncToggle.getValue();
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%newFSAA = %this-->OptAAQualityPopup.getSelected();
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// Under web deployment we can't be full screen.
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if ( isFunction("getWebDeployment") && getWebDeployment() )
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{
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%newFullScreen = false;
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}
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else if ( %newFullScreen $= "false" )
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{
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// If we're in windowed mode switch the fullscreen check
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// if the resolution is bigger than the desktop.
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%deskRes = getDesktopResolution();
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%deskResX = getWord(%deskRes, $WORD::RES_X);
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%deskResY = getWord(%deskRes, $WORD::RES_Y);
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if ( getWord( %newRes, $WORD::RES_X ) > %deskResX ||
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getWord( %newRes, $WORD::RES_Y ) > %deskResY )
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{
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%newFullScreen = "true";
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%this-->OptGraphicsFullscreenToggle.setStateOn( true );
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}
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}
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// Build the final mode string.
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%newMode = %newRes SPC %newFullScreen SPC %newBpp SPC %newRefresh SPC %newFSAA;
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// Change the video mode.
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if ( %newMode !$= $pref::Video::mode ||
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%newVsync != $pref::Video::disableVerticalSync )
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{
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if ( %testNeedApply )
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return true;
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$pref::Video::mode = %newMode;
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$pref::Video::disableVerticalSync = %newVsync;
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configureCanvas();
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}
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// Test and apply the graphics settings.
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if ( %this-->OptMeshQualityPopup.apply( MeshQualityGroup, %testNeedApply ) ) return true;
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if ( %this-->OptTextureQualityPopup.apply( TextureQualityGroup, %testNeedApply ) ) return true;
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if ( %this-->OptLightingQualityPopup.apply( LightingQualityGroup, %testNeedApply ) ) return true;
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if ( %this-->OptShaderQualityPopup.apply( ShaderQualityGroup, %testNeedApply ) ) return true;
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// Check the anisotropic filtering.
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%level = %this-->OptAnisotropicPopup.getSelected();
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if ( %level != $pref::Video::defaultAnisotropy )
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{
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if ( %testNeedApply )
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return true;
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$pref::Video::defaultAnisotropy = %level;
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}
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// If we're applying the state then recheck the
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// state to update the apply button.
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if ( !%testNeedApply )
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%this._updateApplyState();
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return false;
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}
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function OptionsDlg::_updateApplyState( %this )
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{
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%applyCtrl = %this-->Apply;
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%graphicsPane = %this-->OptGraphicsPane;
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assert( isObject( %applyCtrl ) );
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assert( isObject( %graphicsPane ) );
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%applyCtrl.active = %graphicsPane.isVisible() && %this.applyGraphics( true );
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}
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function OptionsDlg::_autoDetectQuality( %this )
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{
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%msg = GraphicsQualityAutodetect();
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%this.onWake();
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if ( %msg !$= "" )
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{
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MessageBoxOK( "Notice", %msg );
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}
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}
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$RemapCount = 0;
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$RemapName[$RemapCount] = "Forward";
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$RemapCmd[$RemapCount] = "moveforward";
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$RemapCount++;
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$RemapName[$RemapCount] = "Backward";
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$RemapCmd[$RemapCount] = "movebackward";
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$RemapCount++;
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$RemapName[$RemapCount] = "Strafe Left";
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$RemapCmd[$RemapCount] = "moveleft";
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$RemapCount++;
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$RemapName[$RemapCount] = "Strafe Right";
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$RemapCmd[$RemapCount] = "moveright";
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$RemapCount++;
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$RemapName[$RemapCount] = "Turn Left";
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$RemapCmd[$RemapCount] = "turnLeft";
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$RemapCount++;
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$RemapName[$RemapCount] = "Turn Right";
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$RemapCmd[$RemapCount] = "turnRight";
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$RemapCount++;
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$RemapName[$RemapCount] = "Look Up";
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$RemapCmd[$RemapCount] = "panUp";
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$RemapCount++;
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$RemapName[$RemapCount] = "Look Down";
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$RemapCmd[$RemapCount] = "panDown";
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$RemapCount++;
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$RemapName[$RemapCount] = "Jump";
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$RemapCmd[$RemapCount] = "jump";
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$RemapCount++;
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$RemapName[$RemapCount] = "Fire Weapon";
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$RemapCmd[$RemapCount] = "mouseFire";
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$RemapCount++;
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$RemapName[$RemapCount] = "Adjust Zoom";
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$RemapCmd[$RemapCount] = "setZoomFov";
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$RemapCount++;
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$RemapName[$RemapCount] = "Toggle Zoom";
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$RemapCmd[$RemapCount] = "toggleZoom";
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$RemapCount++;
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$RemapName[$RemapCount] = "Free Look";
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$RemapCmd[$RemapCount] = "toggleFreeLook";
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$RemapCount++;
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$RemapName[$RemapCount] = "Switch 1st/3rd";
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$RemapCmd[$RemapCount] = "toggleFirstPerson";
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$RemapCount++;
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$RemapName[$RemapCount] = "Chat to Everyone";
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$RemapCmd[$RemapCount] = "toggleMessageHud";
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$RemapCount++;
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$RemapName[$RemapCount] = "Message Hud PageUp";
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$RemapCmd[$RemapCount] = "pageMessageHudUp";
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$RemapCount++;
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$RemapName[$RemapCount] = "Message Hud PageDown";
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$RemapCmd[$RemapCount] = "pageMessageHudDown";
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$RemapCount++;
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$RemapName[$RemapCount] = "Resize Message Hud";
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$RemapCmd[$RemapCount] = "resizeMessageHud";
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$RemapCount++;
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$RemapName[$RemapCount] = "Show Scores";
|
|
$RemapCmd[$RemapCount] = "showPlayerList";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Animation - Wave";
|
|
$RemapCmd[$RemapCount] = "celebrationWave";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Animation - Salute";
|
|
$RemapCmd[$RemapCount] = "celebrationSalute";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Suicide";
|
|
$RemapCmd[$RemapCount] = "suicide";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Toggle Camera";
|
|
$RemapCmd[$RemapCount] = "toggleCamera";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Drop Camera at Player";
|
|
$RemapCmd[$RemapCount] = "dropCameraAtPlayer";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Drop Player at Camera";
|
|
$RemapCmd[$RemapCount] = "dropPlayerAtCamera";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Bring up Options Dialog";
|
|
$RemapCmd[$RemapCount] = "bringUpOptions";
|
|
$RemapCount++;
|
|
// adding manageable vehicle mappings to options gui screen
|
|
$RemapName[$RemapCount] = "Vehicle Move Forward";
|
|
$RemapCmd[$RemapCount] = "moveforward";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Vehicle Move Backward";
|
|
$RemapCmd[$RemapCount] = "moveBackward";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Vehicle brake";
|
|
$RemapCmd[$RemapCount] = "brake";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Vehicle free look";
|
|
$RemapCmd[$RemapCount] = "toggleFreeLook";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Vehicle mouseFire";
|
|
$RemapCmd[$RemapCount] = "mouseFire";
|
|
$RemapCount++;
|
|
$RemapName[$RemapCount] = "Vehicle alt trigger";
|
|
$RemapCmd[$RemapCount] = "altTrigger";
|
|
$RemapCount++;
|
|
|
|
|
|
function restoreDefaultMappings()
|
|
{
|
|
moveMap.delete();
|
|
vehicleMap.delete();
|
|
exec( "scripts/client/default.bind.cs" );
|
|
optionsDlg.fillRemapList();
|
|
}
|
|
|
|
function getMapDisplayName( %device, %action )
|
|
{
|
|
if ( %device $= "keyboard" )
|
|
return( %action );
|
|
else if ( strstr( %device, "mouse" ) != -1 )
|
|
{
|
|
// Substitute "mouse" for "button" in the action string:
|
|
%pos = strstr( %action, "button" );
|
|
if ( %pos != -1 )
|
|
{
|
|
%mods = getSubStr( %action, 0, %pos );
|
|
%object = getSubStr( %action, %pos, 1000 );
|
|
%instance = getSubStr( %object, strlen( "button" ), 1000 );
|
|
return( %mods @ "mouse" @ ( %instance + 1 ) );
|
|
}
|
|
else
|
|
error( "Mouse input object other than button passed to getDisplayMapName!" );
|
|
}
|
|
else if ( strstr( %device, "joystick" ) != -1 )
|
|
{
|
|
// Substitute "joystick" for "button" in the action string:
|
|
%pos = strstr( %action, "button" );
|
|
if ( %pos != -1 )
|
|
{
|
|
%mods = getSubStr( %action, 0, %pos );
|
|
%object = getSubStr( %action, %pos, 1000 );
|
|
%instance = getSubStr( %object, strlen( "button" ), 1000 );
|
|
return( %mods @ "joystick" @ ( %instance + 1 ) );
|
|
}
|
|
else
|
|
{
|
|
%pos = strstr( %action, "pov" );
|
|
if ( %pos != -1 )
|
|
{
|
|
%wordCount = getWordCount( %action );
|
|
%mods = %wordCount > 1 ? getWords( %action, 0, %wordCount - 2 ) @ " " : "";
|
|
%object = getWord( %action, %wordCount - 1 );
|
|
switch$ ( %object )
|
|
{
|
|
case "upov": %object = "POV1 up";
|
|
case "dpov": %object = "POV1 down";
|
|
case "lpov": %object = "POV1 left";
|
|
case "rpov": %object = "POV1 right";
|
|
case "upov2": %object = "POV2 up";
|
|
case "dpov2": %object = "POV2 down";
|
|
case "lpov2": %object = "POV2 left";
|
|
case "rpov2": %object = "POV2 right";
|
|
default: %object = "??";
|
|
}
|
|
return( %mods @ %object );
|
|
}
|
|
else
|
|
error( "Unsupported Joystick input object passed to getDisplayMapName!" );
|
|
}
|
|
}
|
|
|
|
return( "??" );
|
|
}
|
|
|
|
function buildFullMapString( %index )
|
|
{
|
|
%name = $RemapName[%index];
|
|
%cmd = $RemapCmd[%index];
|
|
|
|
// getting exact type of binding based on Remap name
|
|
if(getSubStr(%name,0,7) $= "Vehicle" )
|
|
{
|
|
%temp = vehicleMap.getBinding( %cmd );
|
|
}
|
|
else
|
|
%temp = moveMap.getBinding( %cmd );
|
|
if ( %temp $= "" )
|
|
return %name TAB "";
|
|
|
|
%mapString = "";
|
|
|
|
%count = getFieldCount( %temp );
|
|
for ( %i = 0; %i < %count; %i += 2 )
|
|
{
|
|
if ( %mapString !$= "" )
|
|
%mapString = %mapString @ ", ";
|
|
|
|
%device = getField( %temp, %i + 0 );
|
|
%object = getField( %temp, %i + 1 );
|
|
%mapString = %mapString @ getMapDisplayName( %device, %object );
|
|
}
|
|
|
|
return %name TAB %mapString;
|
|
}
|
|
|
|
function OptionsDlg::fillRemapList( %this )
|
|
{
|
|
%remapList = %this-->OptRemapList;
|
|
|
|
%remapList.clear();
|
|
for ( %i = 0; %i < $RemapCount; %i++ )
|
|
%remapList.addRow( %i, buildFullMapString( %i ) );
|
|
}
|
|
|
|
function OptionsDlg::doRemap( %this )
|
|
{
|
|
%remapList = %this-->OptRemapList;
|
|
|
|
%selId = %remapList.getSelectedId();
|
|
%name = $RemapName[%selId];
|
|
|
|
//turning on the vehicle mapping flag if selected item is vehicle remapping
|
|
if(getSubStr(%name,0,7) $= "Vehicle")
|
|
$vehicleMapped = true;
|
|
|
|
RemapDlg-->OptRemapText.setValue( "Re-bind \"" @ %name @ "\" to..." );
|
|
OptRemapInputCtrl.index = %selId;
|
|
Canvas.pushDialog( RemapDlg );
|
|
}
|
|
|
|
function redoMapping( %device, %action, %cmd, %oldIndex, %newIndex )
|
|
{
|
|
//%actionMap.bind( %device, %action, $RemapCmd[%newIndex] );
|
|
//performing desired remapping based on flag
|
|
if(!$vehicleMapped)
|
|
moveMap.bind( %device, %action, %cmd );
|
|
else
|
|
vehicleMap.bind( %device, %action, %cmd );
|
|
|
|
%remapList = %this-->OptRemapList;
|
|
%remapList.setRowById( %oldIndex, buildFullMapString( %oldIndex ) );
|
|
%remapList.setRowById( %newIndex, buildFullMapString( %newIndex ) );
|
|
}
|
|
|
|
function findRemapCmdIndex( %command )
|
|
{
|
|
for ( %i = 0; %i < $RemapCount; %i++ )
|
|
{
|
|
if ( %command $= $RemapCmd[%i] )
|
|
return( %i );
|
|
}
|
|
return( -1 );
|
|
}
|
|
|
|
/// This unbinds actions beyond %count associated to the
|
|
/// particular moveMap %commmand.
|
|
function unbindExtraActions( %command, %count )
|
|
{
|
|
//get current key binding (checking for vehicle mapping)
|
|
if(!$vehicleMapped)
|
|
%temp = moveMap.getBinding( %command );
|
|
else
|
|
%temp = vehicleMap.getBinding( %command );
|
|
|
|
|
|
if ( %temp $= "" )
|
|
return;
|
|
|
|
%count = getFieldCount( %temp ) - ( %count * 2 );
|
|
for ( %i = 0; %i < %count; %i += 2 )
|
|
{
|
|
%device = getField( %temp, %i + 0 );
|
|
%action = getField( %temp, %i + 1 );
|
|
//performing desired unbinding of mapped key
|
|
if(!$vehicleMapped)
|
|
moveMap.unbind( %device, %action );
|
|
else
|
|
vehicleMap.unbind( %device, %action );
|
|
|
|
}
|
|
}
|
|
|
|
function OptRemapInputCtrl::onInputEvent( %this, %device, %action )
|
|
{
|
|
Canvas.popDialog( RemapDlg );
|
|
|
|
// Test for the reserved keystrokes:
|
|
if ( %device $= "keyboard" )
|
|
{
|
|
// Cancel...
|
|
if ( %action $= "escape" )
|
|
{
|
|
// Do nothing...
|
|
return;
|
|
}
|
|
}
|
|
|
|
%cmd = $RemapCmd[%this.index];
|
|
%name = $RemapName[%this.index];
|
|
|
|
// Grab the friendly display name for this action
|
|
// which we'll use when prompting the user below.
|
|
%mapName = getMapDisplayName( %device, %action );
|
|
|
|
// Get the current command this action is mapped to
|
|
if(!$vehicleMapped)
|
|
%prevMap = moveMap.getCommand( %device, %action );
|
|
else
|
|
%prevMap = vehicleMap.getCommand( %device, %action );
|
|
|
|
// If nothing was mapped to the previous command
|
|
// mapping then it's easy... just bind it.
|
|
if ( %prevMap $= "" )
|
|
{
|
|
unbindExtraActions( %cmd, 1 );
|
|
// performing desired binding (vehicleMap or moveMap)
|
|
if(!$vehicleMapped)
|
|
moveMap.bind( %device, %action, %cmd );
|
|
else
|
|
vehicleMap.bind( %device, %action, %cmd );
|
|
optionsDlg-->OptRemapList.setRowById( %this.index, buildFullMapString( %this.index ) );
|
|
return;
|
|
}
|
|
|
|
// If the previous command is the same as the
|
|
// current then they hit the same input as what
|
|
// was already assigned.
|
|
if ( %prevMap $= %cmd )
|
|
{
|
|
unbindExtraActions( %cmd, 0 );
|
|
//performing desired binding (vehicleMap or moveMap)
|
|
if(!$vehicleMapped)
|
|
moveMap.bind( %device, %action, %cmd );
|
|
else
|
|
vehicleMap.bind( %device, %action, %cmd );
|
|
optionsDlg-->OptRemapList.setRowById( %this.index, buildFullMapString( %this.index ) );
|
|
return;
|
|
}
|
|
$vehicleMapped = false;
|
|
|
|
// Look for the index of the previous mapping.
|
|
%prevMapIndex = findRemapCmdIndex( %prevMap );
|
|
|
|
// If we get a negative index then the previous
|
|
// mapping was to an item that isn't included in
|
|
// the mapping list... so we cannot unmap it.
|
|
if ( %prevMapIndex == -1 )
|
|
{
|
|
MessageBoxOK( "Remap Failed", "\"" @ %mapName @ "\" is already bound to a non-remappable command!" );
|
|
return;
|
|
}
|
|
|
|
// Setup the forced remapping callback command.
|
|
%callback = "redoMapping(" @ %device @ ", \"" @ %action @ "\", \"" @
|
|
%cmd @ "\", " @ %prevMapIndex @ ", " @ %this.index @ ");";
|
|
|
|
// Warn that we're about to remove the old mapping and
|
|
// replace it with another.
|
|
%prevCmdName = $RemapName[%prevMapIndex];
|
|
MessageBoxYesNo( "Warning",
|
|
"\"" @ %mapName @ "\" is already bound to \""
|
|
@ %prevCmdName @ "\"!\nDo you wish to replace this mapping?",
|
|
%callback, "" );
|
|
}
|
|
|
|
$AudioTestHandle = 0;
|
|
// Description to use for playing the volume test sound. This isn't
|
|
// played with the description of the channel that has its volume changed
|
|
// because we know nothing about the playback state of the channel. If it
|
|
// is paused or stopped, the test sound would not play then.
|
|
$AudioTestDescription = new SFXDescription()
|
|
{
|
|
sourceGroup = AudioChannelMaster;
|
|
};
|
|
|
|
function OptAudioUpdateMasterVolume( %volume )
|
|
{
|
|
if( %volume == $pref::SFX::masterVolume )
|
|
return;
|
|
|
|
sfxSetMasterVolume( %volume );
|
|
$pref::SFX::masterVolume = %volume;
|
|
|
|
if( !isObject( $AudioTestHandle ) )
|
|
$AudioTestHandle = sfxPlayOnce( AudioChannel, "art/sound/ui/volumeTest.wav" );
|
|
}
|
|
|
|
function OptAudioUpdateChannelVolume( %description, %volume )
|
|
{
|
|
%channel = sfxGroupToOldChannel( %description.sourceGroup );
|
|
|
|
if( %volume == $pref::SFX::channelVolume[ %channel ] )
|
|
return;
|
|
|
|
sfxSetChannelVolume( %channel, %volume );
|
|
$pref::SFX::channelVolume[ %channel ] = %volume;
|
|
|
|
if( !isObject( $AudioTestHandle ) )
|
|
{
|
|
$AudioTestDescription.volume = %volume;
|
|
$AudioTestHandle = sfxPlayOnce( $AudioTestDescription, "art/sound/ui/volumeTest.wav" );
|
|
}
|
|
}
|
|
|
|
function OptAudioProviderList::onSelect( %this, %id, %text )
|
|
{
|
|
// Skip empty provider selections.
|
|
if ( %text $= "" )
|
|
return;
|
|
|
|
$pref::SFX::provider = %text;
|
|
OptAudioDeviceList.clear();
|
|
|
|
%buffer = sfxGetAvailableDevices();
|
|
%count = getRecordCount( %buffer );
|
|
for(%i = 0; %i < %count; %i++)
|
|
{
|
|
%record = getRecord(%buffer, %i);
|
|
%provider = getField(%record, 0);
|
|
%device = getField(%record, 1);
|
|
|
|
if (%provider !$= %text)
|
|
continue;
|
|
|
|
if ( OptAudioDeviceList.findText( %device ) == -1 )
|
|
OptAudioDeviceList.add( %device, %i );
|
|
}
|
|
|
|
// Find the previous selected device.
|
|
%selId = OptAudioDeviceList.findText($pref::SFX::device);
|
|
if ( %selId == -1 )
|
|
OptAudioDeviceList.setFirstSelected();
|
|
else
|
|
OptAudioDeviceList.setSelected( %selId );
|
|
}
|
|
|
|
function OptAudioDeviceList::onSelect( %this, %id, %text )
|
|
{
|
|
// Skip empty selections.
|
|
if ( %text $= "" )
|
|
return;
|
|
|
|
$pref::SFX::device = %text;
|
|
|
|
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 );
|
|
}
|
|
|
|
function OptMouseSetSensitivity(%value)
|
|
{
|
|
$pref::Input::LinkMouseSensitivity = %value;
|
|
}
|
|
|
|
/*
|
|
function OptAudioHardwareToggle::onClick(%this)
|
|
{
|
|
if (!sfxCreateDevice($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);
|
|
}
|
|
*/
|