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https://github.com/minetest/minetest.git
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3978b9b8ed
If enabled, a crosshair will be shown to select object. This will give Android players a way to play like they play on desktop. On third-person back camera mode, player is forced to use crosshair. On third-person front camera mode, player is unable to select anything. Co-authored-by: ROllerozxa <temporaryemail4meh+github@gmail.com> Co-authored-by: rubenwardy <rw@rubenwardy.com>
400 lines
13 KiB
Lua
400 lines
13 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 labels = {
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leaves = {
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fgettext("Opaque Leaves"),
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fgettext("Simple Leaves"),
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fgettext("Fancy Leaves")
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},
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node_highlighting = {
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fgettext("Node Outlining"),
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fgettext("Node Highlighting"),
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fgettext("None")
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},
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filters = {
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fgettext("No Filter"),
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fgettext("Bilinear Filter"),
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fgettext("Trilinear Filter")
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},
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mipmap = {
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fgettext("No Mipmap"),
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fgettext("Mipmap"),
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fgettext("Mipmap + Aniso. Filter")
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},
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antialiasing = {
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fgettext("None"),
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fgettext("2x"),
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fgettext("4x"),
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fgettext("8x")
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},
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shadow_levels = {
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fgettext("Disabled"),
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fgettext("Very Low"),
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fgettext("Low"),
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fgettext("Medium"),
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fgettext("High"),
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fgettext("Very High")
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}
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}
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local dd_options = {
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leaves = {
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table.concat(labels.leaves, ","),
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{"opaque", "simple", "fancy"}
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},
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node_highlighting = {
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table.concat(labels.node_highlighting, ","),
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{"box", "halo", "none"}
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},
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filters = {
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table.concat(labels.filters, ","),
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{"", "bilinear_filter", "trilinear_filter"}
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},
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mipmap = {
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table.concat(labels.mipmap, ","),
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{"", "mip_map", "anisotropic_filter"}
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},
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antialiasing = {
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table.concat(labels.antialiasing, ","),
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{"0", "2", "4", "8"}
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},
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shadow_levels = {
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table.concat(labels.shadow_levels, ","),
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{ "0", "1", "2", "3", "4", "5" }
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}
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}
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local getSettingIndex = {
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Leaves = function()
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local style = core.settings:get("leaves_style")
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for idx, name in pairs(dd_options.leaves[2]) do
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if style == name then return idx end
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end
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return 1
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end,
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NodeHighlighting = function()
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local style = core.settings:get("node_highlighting")
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for idx, name in pairs(dd_options.node_highlighting[2]) do
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if style == name then return idx end
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end
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return 1
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end,
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Filter = function()
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if core.settings:get(dd_options.filters[2][3]) == "true" then
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return 3
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elseif core.settings:get(dd_options.filters[2][3]) == "false" and
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core.settings:get(dd_options.filters[2][2]) == "true" then
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return 2
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end
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return 1
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end,
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Mipmap = function()
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if core.settings:get(dd_options.mipmap[2][3]) == "true" then
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return 3
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elseif core.settings:get(dd_options.mipmap[2][3]) == "false" and
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core.settings:get(dd_options.mipmap[2][2]) == "true" then
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return 2
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end
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return 1
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end,
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Antialiasing = function()
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local antialiasing_setting = core.settings:get("fsaa")
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for i = 1, #dd_options.antialiasing[2] do
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if antialiasing_setting == dd_options.antialiasing[2][i] then
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return i
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end
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end
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return 1
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end,
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ShadowMapping = function()
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local shadow_setting = core.settings:get("shadow_levels")
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for i = 1, #dd_options.shadow_levels[2] do
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if shadow_setting == dd_options.shadow_levels[2][i] then
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return i
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end
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end
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return 1
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end
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}
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local function antialiasing_fname_to_name(fname)
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for i = 1, #labels.antialiasing do
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if fname == labels.antialiasing[i] then
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return dd_options.antialiasing[2][i]
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end
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end
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return 0
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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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"box[0,0;3.75,4.5;#999999]" ..
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"checkbox[0.25,0;cb_smooth_lighting;" .. fgettext("Smooth Lighting") .. ";"
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.. dump(core.settings:get_bool("smooth_lighting")) .. "]" ..
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"checkbox[0.25,0.5;cb_particles;" .. fgettext("Particles") .. ";"
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.. dump(core.settings:get_bool("enable_particles")) .. "]" ..
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"checkbox[0.25,1;cb_3d_clouds;" .. fgettext("3D Clouds") .. ";"
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.. dump(core.settings:get_bool("enable_3d_clouds")) .. "]" ..
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"checkbox[0.25,1.5;cb_opaque_water;" .. fgettext("Opaque Water") .. ";"
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.. dump(core.settings:get_bool("opaque_water")) .. "]" ..
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"checkbox[0.25,2.0;cb_connected_glass;" .. fgettext("Connected Glass") .. ";"
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.. dump(core.settings:get_bool("connected_glass")) .. "]" ..
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"dropdown[0.25,2.8;3.5;dd_node_highlighting;" .. dd_options.node_highlighting[1] .. ";"
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.. getSettingIndex.NodeHighlighting() .. "]" ..
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"dropdown[0.25,3.6;3.5;dd_leaves_style;" .. dd_options.leaves[1] .. ";"
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.. getSettingIndex.Leaves() .. "]" ..
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"box[4,0;3.75,4.9;#999999]" ..
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"label[4.25,0.1;" .. fgettext("Texturing:") .. "]" ..
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"dropdown[4.25,0.55;3.5;dd_filters;" .. dd_options.filters[1] .. ";"
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.. getSettingIndex.Filter() .. "]" ..
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"dropdown[4.25,1.35;3.5;dd_mipmap;" .. dd_options.mipmap[1] .. ";"
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.. getSettingIndex.Mipmap() .. "]" ..
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"label[4.25,2.15;" .. fgettext("Antialiasing:") .. "]" ..
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"dropdown[4.25,2.6;3.5;dd_antialiasing;" .. dd_options.antialiasing[1] .. ";"
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.. getSettingIndex.Antialiasing() .. "]" ..
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"box[8,0;3.75,4.5;#999999]"
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local video_driver = core.settings:get("video_driver")
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local shaders_enabled = core.settings:get_bool("enable_shaders")
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if video_driver == "opengl" then
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tab_string = tab_string ..
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"checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders") .. ";"
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.. tostring(shaders_enabled) .. "]"
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elseif video_driver == "ogles2" then
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tab_string = tab_string ..
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"checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders (experimental)") .. ";"
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.. tostring(shaders_enabled) .. "]"
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else
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core.settings:set_bool("enable_shaders", false)
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shaders_enabled = false
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tab_string = tab_string ..
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"label[8.38,0.2;" .. core.colorize("#888888",
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fgettext("Shaders (unavailable)")) .. "]"
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end
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tab_string = tab_string ..
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"button[8,4.75;3.95,1;btn_change_keys;"
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.. fgettext("Change Keys") .. "]"
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tab_string = tab_string ..
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"button[0,4.75;3.95,1;btn_advanced_settings;"
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.. fgettext("All Settings") .. "]"
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if core.settings:get("touchscreen_threshold") ~= nil then
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tab_string = tab_string ..
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"label[4.25,3.5;" .. fgettext("Touch threshold (px):") .. "]" ..
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"dropdown[4.25,3.95;3.5;dd_touchthreshold;0,10,20,30,40,50;" ..
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((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) ..
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"]"
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else
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tab_string = tab_string ..
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"label[4.25,3.65;" .. fgettext("Screen:") .. "]" ..
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"checkbox[4.25,3.9;cb_autosave_screensize;" .. fgettext("Autosave Screen Size") .. ";"
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.. dump(core.settings:get_bool("autosave_screensize")) .. "]"
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end
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if shaders_enabled then
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tab_string = tab_string ..
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"checkbox[8.25,0.5;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
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.. dump(core.settings:get_bool("tone_mapping")) .. "]" ..
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"checkbox[8.25,1;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
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.. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
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"checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
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.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
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"checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
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.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
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if video_driver == "opengl" then
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tab_string = tab_string ..
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"label[8.25,2.8;" .. fgettext("Dynamic shadows:") .. "]" ..
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"label[8.25,3.2;" .. fgettext("(game support required)") .. "]" ..
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"dropdown[8.25,3.7;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";"
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.. getSettingIndex.ShadowMapping() .. "]"
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else
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tab_string = tab_string ..
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"label[8.38,2.7;" .. core.colorize("#888888",
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fgettext("Dynamic shadows")) .. "]"
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end
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else
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tab_string = tab_string ..
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"label[8.38,0.7;" .. core.colorize("#888888",
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fgettext("Tone Mapping")) .. "]" ..
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"label[8.38,1.2;" .. core.colorize("#888888",
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fgettext("Waving Liquids")) .. "]" ..
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"label[8.38,1.7;" .. core.colorize("#888888",
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fgettext("Waving Leaves")) .. "]" ..
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"label[8.38,2.2;" .. core.colorize("#888888",
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fgettext("Waving Plants")) .. "]"..
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"label[8.38,2.7;" .. core.colorize("#888888",
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fgettext("Dynamic shadows")) .. "]"
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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["btn_advanced_settings"] ~= nil then
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local adv_settings_dlg = create_adv_settings_dlg()
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adv_settings_dlg:set_parent(this)
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this:hide()
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adv_settings_dlg:show()
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--mm_game_theme.update("singleplayer", current_game())
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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.settings: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_particles"] then
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core.settings:set("enable_particles", fields["cb_particles"])
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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.settings: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.settings: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_connected_glass"] then
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core.settings:set("connected_glass", fields["cb_connected_glass"])
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return true
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end
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if fields["cb_autosave_screensize"] then
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core.settings:set("autosave_screensize", fields["cb_autosave_screensize"])
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return true
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end
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if fields["cb_shaders"] then
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core.settings:set("enable_shaders", fields["cb_shaders"])
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return true
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end
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if fields["cb_tonemapping"] then
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core.settings:set("tone_mapping", fields["cb_tonemapping"])
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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.settings: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.settings: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.settings: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"] then
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core.show_keys_menu()
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return true
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end
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--Note dropdowns have to be handled LAST!
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local ddhandled = false
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for i = 1, #labels.leaves do
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if fields["dd_leaves_style"] == labels.leaves[i] then
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core.settings:set("leaves_style", dd_options.leaves[2][i])
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ddhandled = true
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end
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end
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for i = 1, #labels.node_highlighting do
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if fields["dd_node_highlighting"] == labels.node_highlighting[i] then
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core.settings:set("node_highlighting", dd_options.node_highlighting[2][i])
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ddhandled = true
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end
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end
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if fields["dd_filters"] == labels.filters[1] then
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core.settings:set("bilinear_filter", "false")
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core.settings:set("trilinear_filter", "false")
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ddhandled = true
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elseif fields["dd_filters"] == labels.filters[2] then
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core.settings:set("bilinear_filter", "true")
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core.settings:set("trilinear_filter", "false")
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ddhandled = true
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elseif fields["dd_filters"] == labels.filters[3] then
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core.settings:set("bilinear_filter", "false")
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core.settings:set("trilinear_filter", "true")
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ddhandled = true
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end
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if fields["dd_mipmap"] == labels.mipmap[1] then
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core.settings:set("mip_map", "false")
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core.settings:set("anisotropic_filter", "false")
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ddhandled = true
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elseif fields["dd_mipmap"] == labels.mipmap[2] then
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core.settings:set("mip_map", "true")
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core.settings:set("anisotropic_filter", "false")
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ddhandled = true
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elseif fields["dd_mipmap"] == labels.mipmap[3] then
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core.settings:set("mip_map", "true")
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core.settings:set("anisotropic_filter", "true")
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ddhandled = true
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end
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if fields["dd_antialiasing"] then
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core.settings:set("fsaa",
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antialiasing_fname_to_name(fields["dd_antialiasing"]))
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ddhandled = true
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end
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if fields["dd_touchthreshold"] then
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core.settings:set("touchscreen_threshold", fields["dd_touchthreshold"])
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ddhandled = true
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end
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for i = 1, #labels.shadow_levels do
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if fields["dd_shadows"] == labels.shadow_levels[i] then
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core.settings:set("shadow_levels", dd_options.shadow_levels[2][i])
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ddhandled = true
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end
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end
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if fields["dd_shadows"] == labels.shadow_levels[1] then
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core.settings:set("enable_dynamic_shadows", "false")
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else
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local shadow_presets = {
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[2] = { 62, 512, "true", 0, "false" },
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[3] = { 93, 1024, "true", 0, "false" },
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[4] = { 140, 2048, "true", 1, "false" },
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[5] = { 210, 4096, "true", 2, "true" },
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[6] = { 300, 8192, "true", 2, "true" },
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}
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local s = shadow_presets[table.indexof(labels.shadow_levels, fields["dd_shadows"])]
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if s then
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core.settings:set("enable_dynamic_shadows", "true")
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core.settings:set("shadow_map_max_distance", s[1])
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core.settings:set("shadow_map_texture_size", s[2])
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core.settings:set("shadow_map_texture_32bit", s[3])
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core.settings:set("shadow_filters", s[4])
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core.settings:set("shadow_map_color", s[5])
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end
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end
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return ddhandled
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end
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return {
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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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