openclonk/src/gui/C4StartupOptionsDlg.h

263 lines
10 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2005-2007 Sven Eberhardt
* Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
// Startup screen for non-parameterized engine start: Options dialog
#ifndef INC_C4StartupOptionsDlg
#define INC_C4StartupOptionsDlg
#include "C4Startup.h"
// startup dialog: Options
class C4StartupOptionsDlg : public C4StartupDlg
{
// main dlg stuff -----------------------------------------------------
public:
C4StartupOptionsDlg(); // ctor
~C4StartupOptionsDlg(); // dtor
private:
class C4KeyBinding *pKeyBack;
bool fConfigSaved; // set when config has been saved because dlg is closed; prevents double save
bool fCanGoBack; // set if dlg has not been recreated yet, in which case going back to a previous dialog is not possible
C4GUI::Tabular *pOptionsTabular;
protected:
virtual bool OnEnter() { return false; } // Enter ignored
virtual bool OnEscape() { DoBack(); return true; }
bool KeyBack() { DoBack(); return true; }
virtual void OnClosed(bool fOK); // callback when dlg got closed - save config
virtual void UserClose(bool fOK) // 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
public:
void RecreateDialog(bool fFade);
// program tab --------------------------------------------------------
private:
// button without fancy background
class SmallButton : public C4GUI::Button
{
protected:
virtual void DrawElement(C4TargetFacet &cgo); // 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);
int32_t FairCrewSlider2Strength(int32_t iSliderVal);
int32_t FairCrewStrength2Slider(int32_t iStrengthVal);
void OnFairCrewStrengthSliderChange(int32_t iNewVal);
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=NULL);
};
// 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); }
} *pNetworkNameEdit, *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();
void OnSec1Timer(); // update timer label
protected:
virtual bool OnEnter() { return true; } // Pressing Enter does not confirm this dialog, so "blind" users are less likely to accept their change
virtual const char *GetID() { return "ResChangeConfirmDialog"; }
};
void OnFullscreenChange(C4GUI::Element *pCheckBox);
void OnGfxAllResolutionsChange(C4GUI::Element *pCheckBox);
void OnGfxEngineCheck(C4GUI::Element *pCheckBox);
void OnGfxTroubleCheck(C4GUI::Element *pCheckBox)
{ SaveGfxTroubleshoot(); } // immediate save and test
void OnGfxResComboFill(C4GUI::ComboBox_FillCB *pFiller);
bool OnGfxResComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
bool TryNewResolution(int32_t iResX, int32_t iResY);
void OnGfxClrDepthCheck(C4GUI::Element *pCheckBox);
StdStrBuf GetGfxResString(int32_t iResX, int32_t iResY); // convert resolution to string to be displayed in resolution choice combobox
void OnEffectsSliderChange(int32_t iNewVal);
C4GUI::CheckBox *pCheckGfxEngines[3], *pCheckGfxClrDepth[2];
C4GUI::GroupBox *pGroupTrouble;
C4GUI::CheckBox *pCheckGfxNoAlphaAdd, *pCheckGfxPointFilter, *pCheckGfxNoAddBlit, *pCheckGfxNoBoxFades, *pCheckGfxClipManually, *pShaders;
int32_t iGfxTexIndent, iGfxBlitOff; EditConfig *pEdtGfxBlitOff;
C4GUI::ScrollBar *pEffectLevelSlider;
void LoadGfxTroubleshoot(); void SaveGfxTroubleshoot();
// 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:
class C4KeyBinding *pKeyListener;
C4KeyCode key;
bool fGamepad;
int32_t iCtrlSet;
protected:
bool KeyDown(const C4KeyCodeEx &key);
public:
KeySelDialog(int32_t iKeyID, int32_t iCtrlSet, bool fGamepad);
virtual ~KeySelDialog();
C4KeyCode GetKeyCode() { return key; }
};
// Clonk-key-button with a label showing its key name beside it
class KeySelButton : public C4GUI::IconButton
{
private:
int32_t iKeyID;
C4KeyCode key;
protected:
virtual void DrawElement(C4TargetFacet &cgo);
virtual bool IsComponentOutsideClientArea() { return true; }
public:
KeySelButton(int32_t iKeyID, const C4Rect &rcBounds, char cHotkey);
void SetKey(C4KeyCode keyTo) { key=keyTo; }
};
// 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
C4GamePadOpener *pGamepadOpener; // opened gamepad for configuration
C4StartupOptionsDlg *pOptionsDlg;
class C4GUI::CheckBox *pGUICtrl;
public:
ControlConfigArea(const C4Rect &rcArea, int32_t iHMargin, int32_t iVMargin, bool fGamepad, C4StartupOptionsDlg *pOptionsDlg);
virtual ~ControlConfigArea();
protected:
void UpdateCtrlSet();
void OnCtrlSetBtn(C4GUI::Control *btn);
void OnCtrlKeyBtn(C4GUI::Control *btn);
void OnResetKeysBtn(C4GUI::Control *btn);
void OnGUIGamepadCheckChange(C4GUI::Element *pCheckBox);
};
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