--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") }, 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"} }, 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.setting_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.setting_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.setting_get(dd_options.filters[2][3]) == "true" then return 3 elseif core.setting_get(dd_options.filters[2][3]) == "false" and core.setting_get(dd_options.filters[2][2]) == "true" then return 2 end return 1 end, Mipmap = function() if core.setting_get(dd_options.mipmap[2][3]) == "true" then return 3 elseif core.setting_get(dd_options.mipmap[2][3]) == "false" and core.setting_get(dd_options.mipmap[2][2]) == "true" then return 2 end return 1 end, Antialiasing = function() local antialiasing_setting = core.setting_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.setting_getbool("smooth_lighting")) .. "]" .. "checkbox[0.25,0.5;cb_particles;" .. fgettext("Particles") .. ";" .. dump(core.setting_getbool("enable_particles")) .. "]" .. "checkbox[0.25,1;cb_3d_clouds;" .. fgettext("3D Clouds") .. ";" .. dump(core.setting_getbool("enable_3d_clouds")) .. "]" .. "checkbox[0.25,1.5;cb_opaque_water;" .. fgettext("Opaque Water") .. ";" .. dump(core.setting_getbool("opaque_water")) .. "]" .. "checkbox[0.25,2.0;cb_connected_glass;" .. fgettext("Connected Glass") .. ";" .. dump(core.setting_getbool("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;3.75,3.45;#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() .. "]" .. "box[7.75,0;4,4.4;#999999]" .. "checkbox[8,0;cb_shaders;" .. fgettext("Shaders") .. ";" .. dump(core.setting_getbool("enable_shaders")) .. "]" tab_string = tab_string .. "button[8,4.75;3.75,0.5;btn_change_keys;" .. fgettext("Change keys") .. "]" .. "button[0,4.75;3.75,0.5;btn_advanced_settings;" .. fgettext("Advanced Settings") .. "]" if core.setting_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.setting_get("touchscreen_threshold")) / 10) + 1) .. "]" end if core.setting_getbool("enable_shaders") then tab_string = tab_string .. "checkbox[8,0.5;cb_bumpmapping;" .. fgettext("Bump Mapping") .. ";" .. dump(core.setting_getbool("enable_bumpmapping")) .. "]" .. "checkbox[8,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";" .. dump(core.setting_getbool("tone_mapping")) .. "]" .. "checkbox[8,1.5;cb_generate_normalmaps;" .. fgettext("Normal Mapping") .. ";" .. dump(core.setting_getbool("generate_normalmaps")) .. "]" .. "checkbox[8,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";" .. dump(core.setting_getbool("enable_parallax_occlusion")) .. "]" .. "checkbox[8,2.5;cb_waving_water;" .. fgettext("Waving Water") .. ";" .. dump(core.setting_getbool("enable_waving_water")) .. "]" .. "checkbox[8,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";" .. dump(core.setting_getbool("enable_waving_leaves")) .. "]" .. "checkbox[8,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";" .. dump(core.setting_getbool("enable_waving_plants")) .. "]" else tab_string = tab_string .. "tablecolumns[color;text]" .. "tableoptions[background=#00000000;highlight=#00000000;border=false]" .. "table[8.33,0.7;3.5,4;shaders;" .. "#888888," .. fgettext("Bump Mapping") .. "," .. "#888888," .. fgettext("Tone Mapping") .. "," .. "#888888," .. fgettext("Normal Mapping") .. "," .. "#888888," .. fgettext("Parallax Occlusion") .. "," .. "#888888," .. fgettext("Waving Water") .. "," .. "#888888," .. fgettext("Waving Leaves") .. "," .. "#888888," .. fgettext("Waving Plants") .. "," .. ";1]" 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.setting_set("smooth_lighting", fields["cb_smooth_lighting"]) return true end if fields["cb_particles"] then core.setting_set("enable_particles", fields["cb_particles"]) return true end if fields["cb_3d_clouds"] then core.setting_set("enable_3d_clouds", fields["cb_3d_clouds"]) return true end if fields["cb_opaque_water"] then core.setting_set("opaque_water", fields["cb_opaque_water"]) return true end if fields["cb_connected_glass"] then core.setting_set("connected_glass", fields["cb_connected_glass"]) return true end if fields["cb_shaders"] then if (core.setting_get("video_driver") == "direct3d8" or core.setting_get("video_driver") == "direct3d9") then core.setting_set("enable_shaders", "false") gamedata.errormessage = fgettext("To enable shaders the OpenGL driver needs to be used.") else core.setting_set("enable_shaders", fields["cb_shaders"]) end return true end if fields["cb_bumpmapping"] then core.setting_set("enable_bumpmapping", fields["cb_bumpmapping"]) return true end if fields["cb_tonemapping"] then core.setting_set("tone_mapping", fields["cb_tonemapping"]) return true end if fields["cb_generate_normalmaps"] then core.setting_set("generate_normalmaps", fields["cb_generate_normalmaps"]) return true end if fields["cb_parallax"] then core.setting_set("enable_parallax_occlusion", fields["cb_parallax"]) return true end if fields["cb_waving_water"] then core.setting_set("enable_waving_water", fields["cb_waving_water"]) return true end if fields["cb_waving_leaves"] then core.setting_set("enable_waving_leaves", fields["cb_waving_leaves"]) end if fields["cb_waving_plants"] then core.setting_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.setting_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.setting_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.setting_set("node_highlighting", dd_options.node_highlighting[2][i]) ddhandled = true end end if fields["dd_filters"] == labels.filters[1] then core.setting_set("bilinear_filter", "false") core.setting_set("trilinear_filter", "false") ddhandled = true elseif fields["dd_filters"] == labels.filters[2] then core.setting_set("bilinear_filter", "true") core.setting_set("trilinear_filter", "false") ddhandled = true elseif fields["dd_filters"] == labels.filters[3] then core.setting_set("bilinear_filter", "false") core.setting_set("trilinear_filter", "true") ddhandled = true end if fields["dd_mipmap"] == labels.mipmap[1] then core.setting_set("mip_map", "false") core.setting_set("anisotropic_filter", "false") ddhandled = true elseif fields["dd_mipmap"] == labels.mipmap[2] then core.setting_set("mip_map", "true") core.setting_set("anisotropic_filter", "false") ddhandled = true elseif fields["dd_mipmap"] == labels.mipmap[3] then core.setting_set("mip_map", "true") core.setting_set("anisotropic_filter", "true") ddhandled = true end if fields["dd_antialiasing"] then core.setting_set("fsaa", antialiasing_fname_to_name(fields["dd_antialiasing"])) ddhandled = true end if fields["dd_touchthreshold"] then core.setting_set("touchscreen_threshold", fields["dd_touchthreshold"]) ddhandled = true end return ddhandled end tab_settings = { name = "settings", caption = fgettext("Settings"), cbf_formspec = formspec, cbf_button_handler = handle_settings_buttons }