forked from Mirrors/openclonk
297 lines
12 KiB
C++
297 lines
12 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2005-2007, 2011 Sven Eberhardt
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* Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de
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*
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* Portions might be copyrighted by other authors who have contributed
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* to OpenClonk.
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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* See isc_license.txt for full license and disclaimer.
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*
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* "Clonk" is a registered trademark of Matthes Bender.
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* See clonk_trademark_license.txt for full license.
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*/
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// Startup screen for non-parameterized engine start: Options dialog
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#ifndef INC_C4StartupOptionsDlg
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#define INC_C4StartupOptionsDlg
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#include "C4Startup.h"
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// startup dialog: Options
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class C4StartupOptionsDlg : public C4StartupDlg
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{
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// main dlg stuff -----------------------------------------------------
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public:
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C4StartupOptionsDlg(); // ctor
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~C4StartupOptionsDlg(); // dtor
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private:
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class C4KeyBinding *pKeyBack;
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bool fConfigSaved; // set when config has been saved because dlg is closed; prevents double save
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bool fCanGoBack; // set if dlg has not been recreated yet, in which case going back to a previous dialog is not possible
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C4GUI::Tabular *pOptionsTabular;
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protected:
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virtual bool OnEnter() { return false; } // Enter ignored
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virtual bool OnEscape() { DoBack(); return true; }
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bool KeyBack() { DoBack(); return true; }
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virtual void OnClosed(bool fOK); // callback when dlg got closed - save config
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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
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{ if (fOK) SaveConfig(false, true); }
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void OnBackBtn(C4GUI::Control *btn) { DoBack(); }
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bool SaveConfig(bool fForce, bool fKeepOpen); // save any config fields that are not stored directly; return whether all values are OK
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public:
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void DoBack(); // back to main menu
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virtual bool SetSubscreen(const char *szToScreen); // go to specified property sheet
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public:
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void RecreateDialog(bool fFade);
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// program tab --------------------------------------------------------
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private:
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// button without fancy background
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class SmallButton : public C4GUI::Button
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{
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protected:
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virtual void DrawElement(C4TargetFacet &cgo); // draw the button
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public:
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SmallButton(const char *szText, const C4Rect &rtBounds) // ctor
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: C4GUI::Button(szText, rtBounds) {}
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static int32_t GetDefaultButtonHeight();
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};
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class C4GUI::ComboBox *pLangCombo;
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class C4GUI::Label *pLangInfoLabel;
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class C4GUI::ComboBox *pFontFaceCombo, *pFontSizeCombo;
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void OnLangComboFill(C4GUI::ComboBox_FillCB *pFiller);
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bool OnLangComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
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void UpdateLanguage();
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void OnFontFaceComboFill(C4GUI::ComboBox_FillCB *pFiller);
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void OnFontSizeComboFill(C4GUI::ComboBox_FillCB *pFiller);
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bool OnFontComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
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void UpdateFontControls();
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bool SetGameFont(const char *szFontFace, int32_t iFontSize);
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void OnResetConfigBtn(C4GUI::Control *btn);
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// graphics tab -------------------------------------------------------
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private:
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// checkbox that changes a config boolean directly
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class BoolConfig : public C4GUI::CheckBox
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{
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private:
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bool *pbVal, fInvert; int32_t *piVal, *piRestartChangeCfgVal;
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protected:
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void OnCheckChange(C4GUI::Element *pCheckBox);
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public:
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BoolConfig(const C4Rect &rcBounds, const char *szName, bool *pbVal, int32_t *piVal, bool fInvert=false, int32_t *piRestartChangeCfgVal=NULL);
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};
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// editbox below descriptive label sharing one window for common tooltip
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class EditConfig : public C4GUI::LabeledEdit
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{
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public:
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EditConfig(const C4Rect &rcBounds, const char *szName, ValidatedStdCopyStrBufBase *psConfigVal, int32_t *piConfigVal, bool fMultiline);
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private:
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ValidatedStdCopyStrBufBase *psConfigVal;
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int32_t *piConfigVal;
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public:
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void Save2Config(); // control to config
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static bool GetControlSize(int *piWdt, int *piHgt, const char *szForText, bool fMultiline);
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int32_t GetIntVal() { return atoi(GetEdit()->GetText()); }
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void SetIntVal(int32_t iToVal) { GetEdit()->SetText(FormatString("%d", (int) iToVal).getData(), false); }
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} *pNetworkNickEdit;
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// message dialog with a timer; used to restore the resolution if the user didn't press anything for a while
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class ResChangeConfirmDlg : public C4GUI::Dialog, private C4ApplicationSec1Timer
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{
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private:
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C4GUI::Label *pOperationCancelLabel; int32_t iResChangeSwitchTime;
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public:
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ResChangeConfirmDlg();
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~ResChangeConfirmDlg();
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void OnSec1Timer(); // update timer label
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protected:
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virtual bool OnEnter() { return true; } // Pressing Enter does not confirm this dialog, so "blind" users are less likely to accept their change
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virtual const char *GetID() { return "ResChangeConfirmDialog"; }
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};
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void OnFullscreenChange(C4GUI::Element *pCheckBox);
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void OnGfxAllResolutionsChange(C4GUI::Element *pCheckBox);
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void OnGfxEngineCheck(C4GUI::Element *pCheckBox);
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void OnGfxTroubleCheck(C4GUI::Element *pCheckBox)
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{ SaveGfxTroubleshoot(); } // immediate save and test
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void OnGfxResComboFill(C4GUI::ComboBox_FillCB *pFiller);
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bool OnGfxResComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
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void OnGfxMSComboFill(C4GUI::ComboBox_FillCB *pFiller);
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bool OnGfxMSComboSelChange(C4GUI::ComboBox *pForCombo, int32_t idNewSelection);
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bool TryNewResolution(int32_t iResX, int32_t iResY);
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void OnGfxClrDepthCheck(C4GUI::Element *pCheckBox);
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StdStrBuf GetGfxResString(int32_t iResX, int32_t iResY); // convert resolution to string to be displayed in resolution choice combobox
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void OnEffectsSliderChange(int32_t iNewVal);
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C4GUI::CheckBox *pCheckGfxEngines[3], *pCheckGfxClrDepth[2];
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C4GUI::GroupBox *pGroupTrouble;
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C4GUI::CheckBox *pShaders;
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int32_t iGfxTexIndent;
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C4GUI::ScrollBar *pEffectLevelSlider;
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void LoadGfxTroubleshoot(); void SaveGfxTroubleshoot();
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// sound tab ----------------------------------------------------------
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private:
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C4KeyBinding *pKeyToggleMusic; // extra key binding for music: Must also update checkbox in real-time
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BoolConfig *pFESoundCheck;
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C4GUI::CheckBox *pFEMusicCheck;
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void OnFEMusicCheck(C4GUI::Element *pCheckBox); // toggling frontend music is reflected immediately
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void OnRXSoundCheck(C4GUI::Element *pCheckBox); // toggling sounds on off must init/deinit sound system
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void OnMusicVolumeSliderChange(int32_t iNewVal);
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void OnSoundVolumeSliderChange(int32_t iNewVal);
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protected:
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bool KeyMusicToggle();
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// keyboard and gamepad control tabs ----------------------------------
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private:
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// dialog shown to user so he can select a key
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class KeySelDialog : public C4GUI::MessageDialog
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{
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private:
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class C4KeyBinding *pKeyListener;
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C4KeyCodeEx key;
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const class C4PlayerControlAssignment *assignment;
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const class C4PlayerControlAssignmentSet *assignment_set;
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static StdStrBuf GetDlgMessage(const class C4PlayerControlAssignment *assignment, const class C4PlayerControlAssignmentSet *assignment_set);
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static C4GUI::Icons GetDlgIcon(const class C4PlayerControlAssignmentSet *assignment_set);
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protected:
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bool KeyDown(const C4KeyCodeEx &key);
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public:
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KeySelDialog(const class C4PlayerControlAssignment *assignment, const class C4PlayerControlAssignmentSet *assignment_set);
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virtual ~KeySelDialog();
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C4KeyCodeEx GetKeyCode() { return key; }
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};
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// list box of definable keys
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class ControlConfigListBox : public C4GUI::ListBox
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{
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private:
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// assignment key label - change key on click
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class ControlAssignmentLabel : public C4GUI::Label
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{
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private:
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class C4PlayerControlAssignment *assignment; // pointer into assignment set (not owned!)
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class C4PlayerControlAssignmentSet *assignment_set; // pointer to assignment set (not owned!)
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void UpdateAssignmentString();
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protected:
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virtual void MouseInput(class C4GUI::CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam);
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public:
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ControlAssignmentLabel(class C4PlayerControlAssignment *assignment, class C4PlayerControlAssignmentSet *assignment_set, const C4Rect &bounds);
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};
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// item in list box
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class ListItem : public C4GUI::Window
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{
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private:
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ControlConfigListBox *parent_list;
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ControlAssignmentLabel *assignment_label;
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bool has_extra_spacing; // if true, add a bit of spacing on top of this item to group elements
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virtual int32_t GetListItemTopSpacing() { return C4GUI::Window::GetListItemTopSpacing() + (has_extra_spacing*GetBounds().Hgt/2); }
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public:
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ListItem(ControlConfigListBox *parent_list, class C4PlayerControlAssignment *assignment, class C4PlayerControlAssignmentSet *assignment_set);
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};
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private:
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class C4PlayerControlAssignmentSet *set; // assignment set being configured by this box
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public:
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ControlConfigListBox(const C4Rect &rcBounds, class C4PlayerControlAssignmentSet *set);
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void SetAssignmentSet(class C4PlayerControlAssignmentSet *new_set);
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static void SetUserKey(class C4PlayerControlAssignmentSet *assignment_set, class C4PlayerControlAssignment *assignment, C4KeyCodeEx &key);
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};
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// config area to define a keyboard set
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class ControlConfigArea : public C4GUI::Window
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{
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private:
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bool fGamepad; // if set, gamepad control sets are being configured
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int32_t iMaxControlSets; // number of control sets configured in this area - must be smaller or equal to C4MaxControlSet
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int32_t iSelectedCtrlSet; // keyboard or gamepad set that is currently being configured
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class C4GUI::IconButton ** ppKeyControlSetBtns; // buttons to select configured control set - array in length of iMaxControlSets
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class KeySelButton * KeyControlBtns[C4MaxKey]; // buttons to configure individual kbd set buttons
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C4GamePadOpener *pGamepadOpener; // opened gamepad for configuration
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C4StartupOptionsDlg *pOptionsDlg;
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ControlConfigListBox *control_list;
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class C4GUI::CheckBox *pGUICtrl;
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public:
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ControlConfigArea(const C4Rect &rcArea, int32_t iHMargin, int32_t iVMargin, bool fGamepad, C4StartupOptionsDlg *pOptionsDlg);
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virtual ~ControlConfigArea();
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protected:
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void UpdateCtrlSet();
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void OnCtrlSetBtn(C4GUI::Control *btn);
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void OnResetKeysBtn(C4GUI::Control *btn);
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void OnGUIGamepadCheckChange(C4GUI::Element *pCheckBox);
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};
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class C4GamePadControl *GamePadCon;
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// network tab --------------------------------------------------------
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private:
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// checkbox to enable protocol and editbox to input port number
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class NetworkPortConfig : public C4GUI::Window
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{
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public:
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NetworkPortConfig(const C4Rect &rcBounds, const char *szName, int32_t *pConfigValue, int32_t iDefault); // ctor
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private:
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int32_t *pConfigValue; // pointer into config set
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C4GUI::CheckBox *pEnableCheck; // check box for whether port is enabled
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C4GUI::Edit *pPortEdit; // edit field for port number
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public:
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void OnEnabledCheckChange(C4GUI::Element *pCheckBox); // callback when checkbox is ticked
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void SavePort(); // controls to config
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int32_t GetPort(); // get port as currently configured by control (or -1 for deactivated)
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static bool GetControlSize(int *piWdt, int *piHgt);
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} *pPortCfgTCP, *pPortCfgUDP, *pPortCfgRef, *pPortCfgDsc;
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class NetworkServerAddressConfig : public C4GUI::Window
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{
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public:
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NetworkServerAddressConfig(const C4Rect &rcBounds, const char *szName, int32_t *piConfigEnableValue, char *szConfigAddressValue, int iTabWidth); // ctor
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private:
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int32_t *piConfigEnableValue; char *szConfigAddressValue;
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C4GUI::CheckBox *pEnableCheck;
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C4GUI::Edit *pAddressEdit;
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public:
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void OnEnabledCheckChange(C4GUI::Element *pCheckBox); // callback when checkbox is ticked
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void Save2Config(); // controls to config
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static bool GetControlSize(int *piWdt, int *piHgt, int *piTabPos, const char *szForText);
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} *pLeagueServerCfg;
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};
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#endif // INC_C4StartupOptionsDlg
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