openclonk/src/gui/C4StartupOptionsDlg.h

291 lines
12 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2011-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// Startup screen for non-parameterized engine start: Options dialog
#ifndef INC_C4StartupOptionsDlg
#define INC_C4StartupOptionsDlg
#include "gui/C4Startup.h"
// startup dialog: Options
class C4StartupOptionsDlg : public C4StartupDlg
{
// main dlg stuff -----------------------------------------------------
public:
C4StartupOptionsDlg(); // ctor
~C4StartupOptionsDlg() override; // dtor
private:
class C4KeyBinding *pKeyBack;
bool fConfigSaved{false}; // set when config has been saved because dlg is closed; prevents double save
bool fCanGoBack{true}; // set if dlg has not been recreated yet, in which case going back to a previous dialog is not possible
C4GUI::Tabular *pOptionsTabular;
protected:
bool OnEnter() override { return false; } // Enter ignored
bool OnEscape() override { DoBack(); return true; }
bool KeyBack() { DoBack(); return true; }
void OnClosed(bool fOK) override; // callback when dlg got closed - save config
void UserClose(bool fOK) override // callback when the user tried to close the dialog (e.g., by pressing Enter in an edit) - just ignore this and save config instead
{ if (fOK) SaveConfig(false, true); }
void OnBackBtn(C4GUI::Control *btn) { DoBack(); }
bool SaveConfig(bool fForce, bool fKeepOpen); // save any config fields that are not stored directly; return whether all values are OK
public:
void DoBack(); // back to main menu
bool SetSubscreen(const char *szToScreen) override; // go to specified property sheet
void OnKeyboardLayoutChanged() override; // keyboard layout changed: update keys from scan codes
public:
void RecreateDialog(bool fFade);
// program tab --------------------------------------------------------
private:
// button without fancy background
class SmallButton : public C4GUI::Button
{
protected:
void DrawElement(C4TargetFacet &cgo) override; // draw the button
public:
SmallButton(const char *szText, const C4Rect &rtBounds) // ctor
: C4GUI::Button(szText, rtBounds) {}
static int32_t GetDefaultButtonHeight();
};
class C4GUI::ComboBox *pLangCombo;
class C4GUI::Label *pLangInfoLabel;
class C4GUI::ComboBox *pFontFaceCombo, *pFontSizeCombo;
void OnLangComboFill(C4GUI::ComboBox_FillCB *pFiller);
bool OnLangComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
void UpdateLanguage();
void OnFontFaceComboFill(C4GUI::ComboBox_FillCB *pFiller);
void OnFontSizeComboFill(C4GUI::ComboBox_FillCB *pFiller);
bool OnFontComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
void UpdateFontControls();
bool SetGameFont(const char *szFontFace, int32_t iFontSize);
void OnResetConfigBtn(C4GUI::Control *btn);
// graphics tab -------------------------------------------------------
private:
// checkbox that changes a config boolean directly
class BoolConfig : public C4GUI::CheckBox
{
private:
bool *pbVal, fInvert; int32_t *piVal, *piRestartChangeCfgVal;
protected:
void OnCheckChange(C4GUI::Element *pCheckBox);
public:
BoolConfig(const C4Rect &rcBounds, const char *szName, bool *pbVal, int32_t *piVal, bool fInvert=false, int32_t *piRestartChangeCfgVal=nullptr);
};
// editbox below descriptive label sharing one window for common tooltip
class EditConfig : public C4GUI::LabeledEdit
{
public:
EditConfig(const C4Rect &rcBounds, const char *szName, ValidatedStdCopyStrBufBase *psConfigVal, int32_t *piConfigVal, bool fMultiline);
private:
ValidatedStdCopyStrBufBase *psConfigVal;
int32_t *piConfigVal;
public:
void Save2Config(); // control to config
static bool GetControlSize(int *piWdt, int *piHgt, const char *szForText, bool fMultiline);
int32_t GetIntVal() { return atoi(GetEdit()->GetText()); }
void SetIntVal(int32_t iToVal) { GetEdit()->SetText(FormatString("%d", (int) iToVal).getData(), false); }
} *pNetworkNickEdit;
// message dialog with a timer; used to restore the resolution if the user didn't press anything for a while
class ResChangeConfirmDlg : public C4GUI::Dialog, private C4ApplicationSec1Timer
{
private:
C4GUI::Label *pOperationCancelLabel; int32_t iResChangeSwitchTime;
public:
ResChangeConfirmDlg();
~ResChangeConfirmDlg() override;
void OnSec1Timer() override; // update timer label
protected:
bool OnEnter() override { return true; } // Pressing Enter does not confirm this dialog, so "blind" users are less likely to accept their change
const char *GetID() override { return "ResChangeConfirmDialog"; }
};
void OnWindowedModeComboFill(C4GUI::ComboBox_FillCB *pFiller);
bool OnWindowedModeComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
void OnGfxResComboFill(C4GUI::ComboBox_FillCB *pFiller);
bool OnGfxResComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
void OnGfxMSComboFill(C4GUI::ComboBox_FillCB *pFiller);
bool OnGfxMSComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
bool TryNewResolution(int32_t iResX, int32_t iResY, int32_t iRefreshRate);
StdStrBuf GetGfxResString(int32_t iResX, int32_t iResY); // convert resolution to string to be displayed in resolution choice combobox
const char * GetWindowedName(int32_t mode = -1);
int32_t iGfxTexIndent;
// sound tab ----------------------------------------------------------
private:
C4KeyBinding *pKeyToggleMusic; // extra key binding for music: Must also update checkbox in real-time
BoolConfig *pFESoundCheck;
C4GUI::CheckBox *pFEMusicCheck;
void OnFEMusicCheck(C4GUI::Element *pCheckBox); // toggling frontend music is reflected immediately
void OnRXSoundCheck(C4GUI::Element *pCheckBox); // toggling sounds on off must init/deinit sound system
void OnMusicVolumeSliderChange(int32_t iNewVal);
void OnSoundVolumeSliderChange(int32_t iNewVal);
protected:
bool KeyMusicToggle();
// keyboard and gamepad control tabs ----------------------------------
private:
// dialog shown to user so he can select a key
class KeySelDialog : public C4GUI::MessageDialog
{
private:
std::unique_ptr<C4KeyBinding> KeyListeners;
C4KeyCodeEx key;
const class C4PlayerControlAssignment *assignment;
const class C4PlayerControlAssignmentSet *assignment_set;
static StdStrBuf GetDlgMessage(const class C4PlayerControlAssignment *assignment, const class C4PlayerControlAssignmentSet *assignment_set);
static C4GUI::Icons GetDlgIcon(const class C4PlayerControlAssignmentSet *assignment_set);
protected:
bool KeyDown(const C4KeyCodeEx &key) { return KeyPress(key, true); };
bool KeyUp(const C4KeyCodeEx &key) { return KeyPress(key, false); };
bool KeyPress(const C4KeyCodeEx &key, bool fDown);
void MouseInput(C4GUI::CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam) override;
public:
KeySelDialog(const class C4PlayerControlAssignment *assignment, const class C4PlayerControlAssignmentSet *assignment_set);
~KeySelDialog() override = default;
C4KeyCodeEx GetKeyCode() { return key; }
};
// list box of definable keys
class ControlConfigListBox : public C4GUI::ListBox
{
private:
// assignment key label - change key on click
class ControlAssignmentLabel : public C4GUI::Label
{
private:
class C4PlayerControlAssignment *assignment; // pointer into assignment set (not owned!)
class C4PlayerControlAssignmentSet *assignment_set; // pointer to assignment set (not owned!)
void UpdateAssignmentString();
public:
void MouseInput(class C4GUI::CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam) override;
ControlAssignmentLabel(class C4PlayerControlAssignment *assignment, class C4PlayerControlAssignmentSet *assignment_set, const C4Rect &bounds);
};
// item in list box
class ListItem : public C4GUI::Window
{
private:
ControlConfigListBox *parent_list;
ControlAssignmentLabel *assignment_label;
bool has_extra_spacing; // if true, add a bit of spacing on top of this item to group elements
int32_t GetListItemTopSpacing() override { return C4GUI::Window::GetListItemTopSpacing() + (has_extra_spacing*GetBounds().Hgt/2); }
public:
ListItem(ControlConfigListBox *parent_list, class C4PlayerControlAssignment *assignment, class C4PlayerControlAssignmentSet *assignment_set, bool first_of_group);
};
private:
class C4PlayerControlAssignmentSet *set; // assignment set being configured by this box
static bool sort_by_group (C4PlayerControlAssignment *i, C4PlayerControlAssignment *j) { return i->GetGUIGroup() < j->GetGUIGroup(); }
public:
ControlConfigListBox(const C4Rect &rcBounds, class C4PlayerControlAssignmentSet *set);
void SetAssignmentSet(class C4PlayerControlAssignmentSet *new_set);
static void SetUserKey(class C4PlayerControlAssignmentSet *assignment_set, class C4PlayerControlAssignment *assignment, C4KeyCodeEx &key);
};
// config area to define a keyboard set
class ControlConfigArea : public C4GUI::Window
{
private:
bool fGamepad; // if set, gamepad control sets are being configured
int32_t iMaxControlSets; // number of control sets configured in this area - must be smaller or equal to C4MaxControlSet
int32_t iSelectedCtrlSet; // keyboard or gamepad set that is currently being configured
class C4GUI::IconButton ** ppKeyControlSetBtns; // buttons to select configured control set - array in length of iMaxControlSets
class KeySelButton * KeyControlBtns[C4MaxKey]; // buttons to configure individual kbd set buttons
C4StartupOptionsDlg *pOptionsDlg;
ControlConfigListBox *control_list;
class C4GUI::CheckBox *pGUICtrl;
public:
ControlConfigArea(const C4Rect &rcArea, int32_t iHMargin, int32_t iVMargin, bool fGamepad, C4StartupOptionsDlg *pOptionsDlg);
~ControlConfigArea() override;
void UpdateCtrlSet();
protected:
void OnCtrlSetBtn(C4GUI::Control *btn);
void OnResetKeysBtn(C4GUI::Control *btn);
void OnGUIGamepadCheckChange(C4GUI::Element *pCheckBox);
};
ControlConfigArea *pControlConfigArea;
class C4GamePadControl *GamePadCon;
// network tab --------------------------------------------------------
private:
// checkbox to enable protocol and editbox to input port number
class NetworkPortConfig : public C4GUI::Window
{
public:
NetworkPortConfig(const C4Rect &rcBounds, const char *szName, int32_t *pConfigValue, int32_t iDefault); // ctor
private:
int32_t *pConfigValue; // pointer into config set
C4GUI::CheckBox *pEnableCheck; // check box for whether port is enabled
C4GUI::Edit *pPortEdit; // edit field for port number
public:
void OnEnabledCheckChange(C4GUI::Element *pCheckBox); // callback when checkbox is ticked
void SavePort(); // controls to config
int32_t GetPort(); // get port as currently configured by control (or -1 for deactivated)
static bool GetControlSize(int *piWdt, int *piHgt);
} *pPortCfgTCP, *pPortCfgUDP, *pPortCfgRef, *pPortCfgDsc;
class NetworkServerAddressConfig : public C4GUI::Window
{
public:
NetworkServerAddressConfig(const C4Rect &rcBounds, const char *szName, int32_t *piConfigEnableValue, char *szConfigAddressValue, int iTabWidth); // ctor
private:
int32_t *piConfigEnableValue; char *szConfigAddressValue;
C4GUI::CheckBox *pEnableCheck;
C4GUI::Edit *pAddressEdit;
public:
void OnEnabledCheckChange(C4GUI::Element *pCheckBox); // callback when checkbox is ticked
void Save2Config(); // controls to config
static bool GetControlSize(int *piWdt, int *piHgt, int *piTabPos, const char *szForText);
} *pLeagueServerCfg;
};
#endif // INC_C4StartupOptionsDlg