minetest/builtin/mainmenu/tab_settings.lua
Elijah Duffy a9f02ab51c Menu: Do not use textlist for shaders in settings tab (#5820)
Replace the textlist used if the shaders checkbox is unchecked in the settings tab of the main menu with labels. This makes the formspec feel more consistent as the items do not move when shaders is unchecked but only change colour and the checkboxes beside them disappear.
2017-06-10 20:14:26 +02:00

414 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"),
fgettext("None")
},
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", "none"}
},
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.settings: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.settings: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.settings:get(dd_options.filters[2][3]) == "true" then
return 3
elseif core.settings:get(dd_options.filters[2][3]) == "false" and
core.settings:get(dd_options.filters[2][2]) == "true" then
return 2
end
return 1
end,
Mipmap = function()
if core.settings:get(dd_options.mipmap[2][3]) == "true" then
return 3
elseif core.settings:get(dd_options.mipmap[2][3]) == "false" and
core.settings:get(dd_options.mipmap[2][2]) == "true" then
return 2
end
return 1
end,
Antialiasing = function()
local antialiasing_setting = core.settings: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.settings:get_bool("smooth_lighting")) .. "]" ..
"checkbox[0.25,0.5;cb_particles;" .. fgettext("Particles") .. ";"
.. dump(core.settings:get_bool("enable_particles")) .. "]" ..
"checkbox[0.25,1;cb_3d_clouds;" .. fgettext("3D Clouds") .. ";"
.. dump(core.settings:get_bool("enable_3d_clouds")) .. "]" ..
"checkbox[0.25,1.5;cb_opaque_water;" .. fgettext("Opaque Water") .. ";"
.. dump(core.settings:get_bool("opaque_water")) .. "]" ..
"checkbox[0.25,2.0;cb_connected_glass;" .. fgettext("Connected Glass") .. ";"
.. dump(core.settings:get_bool("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;3.75,4.45;#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() .. "]" ..
"label[3.85,3.45;" .. fgettext("Screen:") .. "]" ..
"checkbox[3.85,3.6;cb_autosave_screensize;" .. fgettext("Autosave screen size") .. ";"
.. dump(core.settings:get_bool("autosave_screensize")) .. "]" ..
"box[7.75,0;4,4.4;#999999]" ..
"checkbox[8,0;cb_shaders;" .. fgettext("Shaders") .. ";"
.. dump(core.settings:get_bool("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.settings: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.settings:get("touchscreen_threshold")) / 10) + 1) .. "]"
end
if core.settings:get_bool("enable_shaders") then
tab_string = tab_string ..
"checkbox[8,0.5;cb_bumpmapping;" .. fgettext("Bump Mapping") .. ";"
.. dump(core.settings:get_bool("enable_bumpmapping")) .. "]" ..
"checkbox[8,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
.. dump(core.settings:get_bool("tone_mapping")) .. "]" ..
"checkbox[8,1.5;cb_generate_normalmaps;" .. fgettext("Normal Mapping") .. ";"
.. dump(core.settings:get_bool("generate_normalmaps")) .. "]" ..
"checkbox[8,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
.. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" ..
"checkbox[8,2.5;cb_waving_water;" .. fgettext("Waving Water") .. ";"
.. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
"checkbox[8,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
"checkbox[8,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
else
tab_string = tab_string ..
"label[8.38,0.7;" .. core.colorize("#888888",
fgettext("Bump Mapping")) .. "]" ..
"label[8.38,1.2;" .. core.colorize("#888888",
fgettext("Tone Mapping")) .. "]" ..
"label[8.38,1.7;" .. core.colorize("#888888",
fgettext("Normal Mapping")) .. "]" ..
"label[8.38,2.2;" .. core.colorize("#888888",
fgettext("Parallax Occlusion")) .. "]" ..
"label[8.38,2.7;" .. core.colorize("#888888",
fgettext("Waving Water")) .. "]" ..
"label[8.38,3.2;" .. core.colorize("#888888",
fgettext("Waving Leaves")) .. "]" ..
"label[8.38,3.7;" .. core.colorize("#888888",
fgettext("Waving Plants")) .. "]"
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.settings:set("smooth_lighting", fields["cb_smooth_lighting"])
return true
end
if fields["cb_particles"] then
core.settings:set("enable_particles", fields["cb_particles"])
return true
end
if fields["cb_3d_clouds"] then
core.settings:set("enable_3d_clouds", fields["cb_3d_clouds"])
return true
end
if fields["cb_opaque_water"] then
core.settings:set("opaque_water", fields["cb_opaque_water"])
return true
end
if fields["cb_connected_glass"] then
core.settings:set("connected_glass", fields["cb_connected_glass"])
return true
end
if fields["cb_autosave_screensize"] then
core.settings:set("autosave_screensize", fields["cb_autosave_screensize"])
return true
end
if fields["cb_shaders"] then
if (core.settings:get("video_driver") == "direct3d8" or
core.settings:get("video_driver") == "direct3d9") then
core.settings:set("enable_shaders", "false")
gamedata.errormessage = fgettext("To enable shaders the OpenGL driver needs to be used.")
else
core.settings:set("enable_shaders", fields["cb_shaders"])
end
return true
end
if fields["cb_bumpmapping"] then
core.settings:set("enable_bumpmapping", fields["cb_bumpmapping"])
return true
end
if fields["cb_tonemapping"] then
core.settings:set("tone_mapping", fields["cb_tonemapping"])
return true
end
if fields["cb_generate_normalmaps"] then
core.settings:set("generate_normalmaps", fields["cb_generate_normalmaps"])
return true
end
if fields["cb_parallax"] then
core.settings:set("enable_parallax_occlusion", fields["cb_parallax"])
return true
end
if fields["cb_waving_water"] then
core.settings:set("enable_waving_water", fields["cb_waving_water"])
return true
end
if fields["cb_waving_leaves"] then
core.settings:set("enable_waving_leaves", fields["cb_waving_leaves"])
end
if fields["cb_waving_plants"] then
core.settings: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.settings: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.settings: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.settings:set("node_highlighting", dd_options.node_highlighting[2][i])
ddhandled = true
end
end
if fields["dd_filters"] == labels.filters[1] then
core.settings:set("bilinear_filter", "false")
core.settings:set("trilinear_filter", "false")
ddhandled = true
elseif fields["dd_filters"] == labels.filters[2] then
core.settings:set("bilinear_filter", "true")
core.settings:set("trilinear_filter", "false")
ddhandled = true
elseif fields["dd_filters"] == labels.filters[3] then
core.settings:set("bilinear_filter", "false")
core.settings:set("trilinear_filter", "true")
ddhandled = true
end
if fields["dd_mipmap"] == labels.mipmap[1] then
core.settings:set("mip_map", "false")
core.settings:set("anisotropic_filter", "false")
ddhandled = true
elseif fields["dd_mipmap"] == labels.mipmap[2] then
core.settings:set("mip_map", "true")
core.settings:set("anisotropic_filter", "false")
ddhandled = true
elseif fields["dd_mipmap"] == labels.mipmap[3] then
core.settings:set("mip_map", "true")
core.settings:set("anisotropic_filter", "true")
ddhandled = true
end
if fields["dd_antialiasing"] then
core.settings:set("fsaa",
antialiasing_fname_to_name(fields["dd_antialiasing"]))
ddhandled = true
end
if fields["dd_touchthreshold"] then
core.settings: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
}