mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-14 05:15:09 -05:00
c3984569c0
Fix crash on using cursor keys in client menu without selected server Add support for non fixed size tabviews
248 lines
8.8 KiB
Lua
248 lines
8.8 KiB
Lua
--Minetest
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--Copyright (C) 2013 sapier
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--
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--This program is free software; you can redistribute it and/or modify
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--it under the terms of the GNU Lesser General Public License as published by
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--the Free Software Foundation; either version 2.1 of the License, or
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--(at your option) any later version.
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--
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--This program is distributed in the hope that it will be useful,
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--but WITHOUT ANY WARRANTY; without even the implied warranty of
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--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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--GNU Lesser General Public License for more details.
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--
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--You should have received a copy of the GNU Lesser General Public License along
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--with this program; if not, write to the Free Software Foundation, Inc.,
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--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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--------------------------------------------------------------------------------
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local function dlg_confirm_reset_formspec(data)
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local retval =
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"size[8,3]" ..
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"label[1,1;".. fgettext("Are you sure to reset your singleplayer world?") .. "]"..
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"button[1,2;2.6,0.5;dlg_reset_singleplayer_confirm;"..
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fgettext("Yes") .. "]" ..
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"button[4,2;2.8,0.5;dlg_reset_singleplayer_cancel;"..
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fgettext("No!!!") .. "]"
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return retval
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end
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local function dlg_confirm_reset_btnhandler(this, fields, dialogdata)
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if fields["dlg_reset_singleplayer_confirm"] ~= nil then
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local worldlist = core.get_worlds()
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local found_singleplayerworld = false
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for i=1,#worldlist,1 do
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if worldlist[i].name == "singleplayerworld" then
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found_singleplayerworld = true
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gamedata.worldindex = i
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end
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end
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if found_singleplayerworld then
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core.delete_world(gamedata.worldindex)
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end
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core.create_world("singleplayerworld", 1)
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worldlist = core.get_worlds()
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found_singleplayerworld = false
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for i=1,#worldlist,1 do
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if worldlist[i].name == "singleplayerworld" then
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found_singleplayerworld = true
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gamedata.worldindex = i
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end
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end
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end
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this.parent:show()
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this:hide()
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this:delete()
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end
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local function showconfirm_reset(tabview)
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local new_dlg = dialog_create("reset_spworld",
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dlg_confirm_reset_formspec,
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dlg_confirm_reset_btnhandler,
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nil,
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tabview)
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tabview:hide()
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new_dlg:show()
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end
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local function formspec(tabview, name, tabdata)
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local tab_string =
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"vertlabel[0,0;" .. fgettext("SETTINGS") .. "]" ..
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"box[0.75,0;3.25,4;#999999]" ..
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"checkbox[1,0;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";"
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.. dump(core.setting_getbool("new_style_leaves")) .. "]"..
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"checkbox[1,0.5;cb_smooth_lighting;".. fgettext("Smooth Lighting")
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.. ";".. dump(core.setting_getbool("smooth_lighting")) .. "]"..
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"checkbox[1,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
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.. dump(core.setting_getbool("enable_3d_clouds")) .. "]"..
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"checkbox[1,1.5;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
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.. dump(core.setting_getbool("opaque_water")) .. "]"..
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"checkbox[1,2.0;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";"
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.. dump(core.setting_getbool("preload_item_visuals")) .. "]"..
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"checkbox[1,2.5;cb_particles;".. fgettext("Enable Particles") .. ";"
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.. dump(core.setting_getbool("enable_particles")) .. "]"..
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"checkbox[1,3.0;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";"
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.. dump(core.setting_getbool("liquid_finite")) .. "]"..
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"box[4.25,0;3.25,2.5;#999999]" ..
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"checkbox[4.5,0;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";"
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.. dump(core.setting_getbool("mip_map")) .. "]"..
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"checkbox[4.5,0.5;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";"
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.. dump(core.setting_getbool("anisotropic_filter")) .. "]"..
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"checkbox[4.5,1.0;cb_bilinear;".. fgettext("Bi-Linear Filtering") .. ";"
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.. dump(core.setting_getbool("bilinear_filter")) .. "]"..
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"checkbox[4.5,1.5;cb_trilinear;".. fgettext("Tri-Linear Filtering") .. ";"
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.. dump(core.setting_getbool("trilinear_filter")) .. "]"..
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"box[7.75,0;4,3.5;#999999]" ..
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"checkbox[8,0;cb_shaders;".. fgettext("Shaders") .. ";"
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.. dump(core.setting_getbool("enable_shaders")) .. "]"..
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"button[1,4.5;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]"
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local android = false
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if android then
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tab_string = tab_string ..
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"box[4.25,2.75;3.25,2.5;#999999]" ..
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"checkbox[4.5,2.75;cb_touchscreen_target;".. fgettext("Touch free target") .. ";"
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.. dump(core.setting_getbool("touchtarget")) .. "]" ..
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"button[8,4.5;3.75,0.5;btn_reset_singleplayer;".. fgettext("Reset singleplayer world") .. "]"
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end
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if core.setting_get("touchscreen_threshold") ~= nil then
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tab_string = tab_string ..
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"label[4.5,3.5;" .. fgettext("Touchthreshold (px)") .. "]" ..
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"dropdown[4.5,4;3;dd_touchthreshold;0,10,20,30,40,50;" ..
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((tonumber(core.setting_get("touchscreen_threshold"))/10)+1) .. "]"
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end
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if core.setting_getbool("enable_shaders") then
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tab_string = tab_string ..
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"checkbox[8,0.5;cb_bumpmapping;".. fgettext("Bumpmapping") .. ";"
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.. dump(core.setting_getbool("enable_bumpmapping")) .. "]"..
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"checkbox[8,1.0;cb_parallax;".. fgettext("Parallax Occlusion") .. ";"
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.. dump(core.setting_getbool("enable_parallax_occlusion")) .. "]"..
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"checkbox[8,1.5;cb_waving_water;".. fgettext("Waving Water") .. ";"
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.. dump(core.setting_getbool("enable_waving_water")) .. "]"..
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"checkbox[8,2.0;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";"
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.. dump(core.setting_getbool("enable_waving_leaves")) .. "]"..
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"checkbox[8,2.5;cb_waving_plants;".. fgettext("Waving Plants") .. ";"
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.. dump(core.setting_getbool("enable_waving_plants")) .. "]"
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else
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tab_string = tab_string ..
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"textlist[8.33,0.7;3,1;;#888888" .. fgettext("Bumpmapping") .. ";0;true]" ..
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"textlist[8.33,1.2;3,1;;#888888" .. fgettext("Parallax Occlusion") .. ";0;true]" ..
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"textlist[8.33,1.7;3,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" ..
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"textlist[8.33,2.2;3,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" ..
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"textlist[8.33,2.7;3,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]"
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end
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return tab_string
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end
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--------------------------------------------------------------------------------
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local function handle_settings_buttons(this, fields, tabname, tabdata)
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if fields["cb_fancy_trees"] then
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core.setting_set("new_style_leaves", fields["cb_fancy_trees"])
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return true
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end
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if fields["cb_smooth_lighting"] then
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core.setting_set("smooth_lighting", fields["cb_smooth_lighting"])
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return true
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end
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if fields["cb_3d_clouds"] then
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core.setting_set("enable_3d_clouds", fields["cb_3d_clouds"])
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return true
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end
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if fields["cb_opaque_water"] then
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core.setting_set("opaque_water", fields["cb_opaque_water"])
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return true
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end
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if fields["cb_mipmapping"] then
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core.setting_set("mip_map", fields["cb_mipmapping"])
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return true
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end
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if fields["cb_anisotrophic"] then
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core.setting_set("anisotropic_filter", fields["cb_anisotrophic"])
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return true
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end
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if fields["cb_bilinear"] then
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core.setting_set("bilinear_filter", fields["cb_bilinear"])
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return true
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end
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if fields["cb_trilinear"] then
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core.setting_set("trilinear_filter", fields["cb_trilinear"])
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return true
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end
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if fields["cb_shaders"] then
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if (core.setting_get("video_driver") == "direct3d8" or core.setting_get("video_driver") == "direct3d9") then
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core.setting_set("enable_shaders", "false")
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gamedata.errormessage = fgettext("To enable shaders the OpenGL driver needs to be used.")
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else
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core.setting_set("enable_shaders", fields["cb_shaders"])
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end
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return true
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end
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if fields["cb_pre_ivis"] then
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core.setting_set("preload_item_visuals", fields["cb_pre_ivis"])
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return true
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end
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if fields["cb_particles"] then
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core.setting_set("enable_particles", fields["cb_particles"])
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return true
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end
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if fields["cb_finite_liquid"] then
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core.setting_set("liquid_finite", fields["cb_finite_liquid"])
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return true
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end
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if fields["cb_bumpmapping"] then
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core.setting_set("enable_bumpmapping", fields["cb_bumpmapping"])
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end
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if fields["cb_parallax"] then
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core.setting_set("enable_parallax_occlusion", fields["cb_parallax"])
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return true
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end
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if fields["cb_waving_water"] then
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core.setting_set("enable_waving_water", fields["cb_waving_water"])
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return true
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end
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if fields["cb_waving_leaves"] then
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core.setting_set("enable_waving_leaves", fields["cb_waving_leaves"])
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end
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if fields["cb_waving_plants"] then
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core.setting_set("enable_waving_plants", fields["cb_waving_plants"])
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return true
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end
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if fields["btn_change_keys"] ~= nil then
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core.show_keys_menu()
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return true
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end
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if fields["cb_touchscreen_target"] then
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core.setting_set("touchtarget", fields["cb_touchscreen_target"])
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return true
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end
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if fields["dd_touchthreshold"] then
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core.setting_set("touchscreen_threshold",fields["dd_touchthreshold"])
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return true
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end
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if fields["btn_reset_singleplayer"] then
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showconfirm_reset(this)
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return true
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end
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end
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tab_settings = {
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name = "settings",
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caption = fgettext("Settings"),
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cbf_formspec = formspec,
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cbf_button_handler = handle_settings_buttons
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}
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