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mirror of https://github.com/moparisthebest/minetest synced 2024-12-22 15:48:48 -05:00
minetest/builtin/mainmenu/tab_settings.lua
2017-01-15 13:43:47 -08:00

403 lines
13 KiB
Lua

--Minetest
--Copyright (C) 2013 sapier
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
--------------------------------------------------------------------------------
local labels = {
leaves = {
fgettext("Opaque Leaves"),
fgettext("Simple Leaves"),
fgettext("Fancy Leaves")
},
node_highlighting = {
fgettext("Node Outlining"),
fgettext("Node Highlighting")
},
filters = {
fgettext("No Filter"),
fgettext("Bilinear Filter"),
fgettext("Trilinear Filter")
},
mipmap = {
fgettext("No Mipmap"),
fgettext("Mipmap"),
fgettext("Mipmap + Aniso. Filter")
},
antialiasing = {
fgettext("None"),
fgettext("2x"),
fgettext("4x"),
fgettext("8x")
}
}
local dd_options = {
leaves = {
table.concat(labels.leaves, ","),
{"opaque", "simple", "fancy"}
},
node_highlighting = {
table.concat(labels.node_highlighting, ","),
{"box", "halo"}
},
filters = {
table.concat(labels.filters, ","),
{"", "bilinear_filter", "trilinear_filter"}
},
mipmap = {
table.concat(labels.mipmap, ","),
{"", "mip_map", "anisotropic_filter"}
},
antialiasing = {
table.concat(labels.antialiasing, ","),
{"0", "2", "4", "8"}
}
}
local getSettingIndex = {
Leaves = function()
local style = core.setting_get("leaves_style")
for idx, name in pairs(dd_options.leaves[2]) do
if style == name then return idx end
end
return 1
end,
NodeHighlighting = function()
local style = core.setting_get("node_highlighting")
for idx, name in pairs(dd_options.node_highlighting[2]) do
if style == name then return idx end
end
return 1
end,
Filter = function()
if core.setting_get(dd_options.filters[2][3]) == "true" then
return 3
elseif core.setting_get(dd_options.filters[2][3]) == "false" and
core.setting_get(dd_options.filters[2][2]) == "true" then
return 2
end
return 1
end,
Mipmap = function()
if core.setting_get(dd_options.mipmap[2][3]) == "true" then
return 3
elseif core.setting_get(dd_options.mipmap[2][3]) == "false" and
core.setting_get(dd_options.mipmap[2][2]) == "true" then
return 2
end
return 1
end,
Antialiasing = function()
local antialiasing_setting = core.setting_get("fsaa")
for i = 1, #dd_options.antialiasing[2] do
if antialiasing_setting == dd_options.antialiasing[2][i] then
return i
end
end
return 1
end
}
local function antialiasing_fname_to_name(fname)
for i = 1, #labels.antialiasing do
if fname == labels.antialiasing[i] then
return dd_options.antialiasing[2][i]
end
end
return 0
end
local function dlg_confirm_reset_formspec(data)
return "size[8,3]" ..
"label[1,1;" .. fgettext("Are you sure to reset your singleplayer world?") .. "]" ..
"button[1,2;2.6,0.5;dlg_reset_singleplayer_confirm;" .. fgettext("Yes") .. "]" ..
"button[4,2;2.8,0.5;dlg_reset_singleplayer_cancel;" .. fgettext("No") .. "]"
end
local function dlg_confirm_reset_btnhandler(this, fields, dialogdata)
if fields["dlg_reset_singleplayer_confirm"] ~= nil then
local worldlist = core.get_worlds()
local found_singleplayerworld = false
for i = 1, #worldlist do
if worldlist[i].name == "singleplayerworld" then
found_singleplayerworld = true
gamedata.worldindex = i
end
end
if found_singleplayerworld then
core.delete_world(gamedata.worldindex)
end
core.create_world("singleplayerworld", 1)
worldlist = core.get_worlds()
found_singleplayerworld = false
for i = 1, #worldlist do
if worldlist[i].name == "singleplayerworld" then
found_singleplayerworld = true
gamedata.worldindex = i
end
end
end
this.parent:show()
this:hide()
this:delete()
return true
end
local function showconfirm_reset(tabview)
local new_dlg = dialog_create("reset_spworld",
dlg_confirm_reset_formspec,
dlg_confirm_reset_btnhandler,
nil)
new_dlg:set_parent(tabview)
tabview:hide()
new_dlg:show()
end
local function formspec(tabview, name, tabdata)
local tab_string =
"box[0,0;3.5,4.5;#999999]" ..
"checkbox[0.25,0;cb_smooth_lighting;" .. fgettext("Smooth Lighting") .. ";"
.. dump(core.setting_getbool("smooth_lighting")) .. "]" ..
"checkbox[0.25,0.5;cb_particles;" .. fgettext("Particles") .. ";"
.. dump(core.setting_getbool("enable_particles")) .. "]" ..
"checkbox[0.25,1;cb_3d_clouds;" .. fgettext("3D Clouds") .. ";"
.. dump(core.setting_getbool("enable_3d_clouds")) .. "]" ..
"checkbox[0.25,1.5;cb_opaque_water;" .. fgettext("Opaque Water") .. ";"
.. dump(core.setting_getbool("opaque_water")) .. "]" ..
"checkbox[0.25,2.0;cb_connected_glass;" .. fgettext("Connected Glass") .. ";"
.. dump(core.setting_getbool("connected_glass")) .. "]" ..
"dropdown[0.25,2.8;3.3;dd_node_highlighting;" .. dd_options.node_highlighting[1] .. ";"
.. getSettingIndex.NodeHighlighting() .. "]" ..
"dropdown[0.25,3.6;3.3;dd_leaves_style;" .. dd_options.leaves[1] .. ";"
.. getSettingIndex.Leaves() .. "]" ..
"box[3.75,0;3.75,3.45;#999999]" ..
"label[3.85,0.1;" .. fgettext("Texturing:") .. "]" ..
"dropdown[3.85,0.55;3.85;dd_filters;" .. dd_options.filters[1] .. ";"
.. getSettingIndex.Filter() .. "]" ..
"dropdown[3.85,1.35;3.85;dd_mipmap;" .. dd_options.mipmap[1] .. ";"
.. getSettingIndex.Mipmap() .. "]" ..
"label[3.85,2.15;" .. fgettext("Antialiasing:") .. "]" ..
"dropdown[3.85,2.6;3.85;dd_antialiasing;" .. dd_options.antialiasing[1] .. ";"
.. getSettingIndex.Antialiasing() .. "]" ..
"box[7.75,0;4,4.4;#999999]" ..
"checkbox[8,0;cb_shaders;" .. fgettext("Shaders") .. ";"
.. dump(core.setting_getbool("enable_shaders")) .. "]"
if PLATFORM == "Android" then
tab_string = tab_string ..
"button[8,4.75;3.75,0.5;btn_reset_singleplayer;"
.. fgettext("Reset singleplayer world") .. "]"
else
tab_string = tab_string ..
"button[8,4.85;3.75,0.5;btn_change_keys;"
.. fgettext("Change keys") .. "]"
end
tab_string = tab_string ..
"button[0,4.85;3.75,0.5;btn_advanced_settings;"
.. fgettext("Advanced Settings") .. "]"
if core.setting_get("touchscreen_threshold") ~= nil then
tab_string = tab_string ..
"label[4.3,4.1;" .. fgettext("Touchthreshold (px)") .. "]" ..
"dropdown[3.85,4.55;3.85;dd_touchthreshold;0,10,20,30,40,50;" ..
((tonumber(core.setting_get("touchscreen_threshold")) / 10) + 1) .. "]"
end
if core.setting_getbool("enable_shaders") then
tab_string = tab_string ..
"checkbox[8,0.5;cb_bumpmapping;" .. fgettext("Bump Mapping") .. ";"
.. dump(core.setting_getbool("enable_bumpmapping")) .. "]" ..
"checkbox[8,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
.. dump(core.setting_getbool("tone_mapping")) .. "]" ..
"checkbox[8,1.5;cb_generate_normalmaps;" .. fgettext("Normal Mapping") .. ";"
.. dump(core.setting_getbool("generate_normalmaps")) .. "]" ..
"checkbox[8,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
.. dump(core.setting_getbool("enable_parallax_occlusion")) .. "]" ..
"checkbox[8,2.5;cb_waving_water;" .. fgettext("Waving Water") .. ";"
.. dump(core.setting_getbool("enable_waving_water")) .. "]" ..
"checkbox[8,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
.. dump(core.setting_getbool("enable_waving_leaves")) .. "]" ..
"checkbox[8,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
.. dump(core.setting_getbool("enable_waving_plants")) .. "]"
else
tab_string = tab_string ..
"tablecolumns[color;text]" ..
"tableoptions[background=#00000000;highlight=#00000000;border=false]" ..
"table[8.33,0.7;3.5,4;shaders;" ..
"#888888," .. fgettext("Bump Mapping") .. "," ..
"#888888," .. fgettext("Tone Mapping") .. "," ..
"#888888," .. fgettext("Normal Mapping") .. "," ..
"#888888," .. fgettext("Parallax Occlusion") .. "," ..
"#888888," .. fgettext("Waving Water") .. "," ..
"#888888," .. fgettext("Waving Leaves") .. "," ..
"#888888," .. fgettext("Waving Plants") .. "," ..
";1]"
end
return tab_string
end
--------------------------------------------------------------------------------
local function handle_settings_buttons(this, fields, tabname, tabdata)
if fields["btn_advanced_settings"] ~= nil then
local adv_settings_dlg = create_adv_settings_dlg()
adv_settings_dlg:set_parent(this)
this:hide()
adv_settings_dlg:show()
--mm_texture.update("singleplayer", current_game())
return true
end
if fields["cb_smooth_lighting"] then
core.setting_set("smooth_lighting", fields["cb_smooth_lighting"])
return true
end
if fields["cb_particles"] then
core.setting_set("enable_particles", fields["cb_particles"])
return true
end
if fields["cb_3d_clouds"] then
core.setting_set("enable_3d_clouds", fields["cb_3d_clouds"])
return true
end
if fields["cb_opaque_water"] then
core.setting_set("opaque_water", fields["cb_opaque_water"])
return true
end
if fields["cb_connected_glass"] then
core.setting_set("connected_glass", fields["cb_connected_glass"])
return true
end
if fields["cb_shaders"] then
if (core.setting_get("video_driver") == "direct3d8" or
core.setting_get("video_driver") == "direct3d9") then
core.setting_set("enable_shaders", "false")
gamedata.errormessage = fgettext("To enable shaders the OpenGL driver needs to be used.")
else
core.setting_set("enable_shaders", fields["cb_shaders"])
end
return true
end
if fields["cb_bumpmapping"] then
core.setting_set("enable_bumpmapping", fields["cb_bumpmapping"])
return true
end
if fields["cb_tonemapping"] then
core.setting_set("tone_mapping", fields["cb_tonemapping"])
return true
end
if fields["cb_generate_normalmaps"] then
core.setting_set("generate_normalmaps", fields["cb_generate_normalmaps"])
return true
end
if fields["cb_parallax"] then
core.setting_set("enable_parallax_occlusion", fields["cb_parallax"])
return true
end
if fields["cb_waving_water"] then
core.setting_set("enable_waving_water", fields["cb_waving_water"])
return true
end
if fields["cb_waving_leaves"] then
core.setting_set("enable_waving_leaves", fields["cb_waving_leaves"])
end
if fields["cb_waving_plants"] then
core.setting_set("enable_waving_plants", fields["cb_waving_plants"])
return true
end
if fields["btn_change_keys"] then
core.show_keys_menu()
return true
end
if fields["cb_touchscreen_target"] then
core.setting_set("touchtarget", fields["cb_touchscreen_target"])
return true
end
if fields["btn_reset_singleplayer"] then
showconfirm_reset(this)
return true
end
--Note dropdowns have to be handled LAST!
local ddhandled = false
for i = 1, #labels.leaves do
if fields["dd_leaves_style"] == labels.leaves[i] then
core.setting_set("leaves_style", dd_options.leaves[2][i])
ddhandled = true
end
end
for i = 1, #labels.node_highlighting do
if fields["dd_node_highlighting"] == labels.node_highlighting[i] then
core.setting_set("node_highlighting", dd_options.node_highlighting[2][i])
ddhandled = true
end
end
if fields["dd_filters"] == labels.filters[1] then
core.setting_set("bilinear_filter", "false")
core.setting_set("trilinear_filter", "false")
ddhandled = true
elseif fields["dd_filters"] == labels.filters[2] then
core.setting_set("bilinear_filter", "true")
core.setting_set("trilinear_filter", "false")
ddhandled = true
elseif fields["dd_filters"] == labels.filters[3] then
core.setting_set("bilinear_filter", "false")
core.setting_set("trilinear_filter", "true")
ddhandled = true
end
if fields["dd_mipmap"] == labels.mipmap[1] then
core.setting_set("mip_map", "false")
core.setting_set("anisotropic_filter", "false")
ddhandled = true
elseif fields["dd_mipmap"] == labels.mipmap[2] then
core.setting_set("mip_map", "true")
core.setting_set("anisotropic_filter", "false")
ddhandled = true
elseif fields["dd_mipmap"] == labels.mipmap[3] then
core.setting_set("mip_map", "true")
core.setting_set("anisotropic_filter", "true")
ddhandled = true
end
if fields["dd_antialiasing"] then
core.setting_set("fsaa",
antialiasing_fname_to_name(fields["dd_antialiasing"]))
ddhandled = true
end
if fields["dd_touchthreshold"] then
core.setting_set("touchscreen_threshold", fields["dd_touchthreshold"])
ddhandled = true
end
return ddhandled
end
return {
name = "settings",
caption = fgettext("Settings"),
cbf_formspec = formspec,
cbf_button_handler = handle_settings_buttons
}