82 lines
3.1 KiB
C#

using System;
using System.Drawing;
using ClassicalSharp.Singleplayer;
namespace ClassicalSharp {
public class OptionsScreen : MenuInputScreen {
public OptionsScreen( Game game ) : base( game ) {
}
public override void Init() {
base.Init();
INetworkProcessor network = game.Network;
buttons = new ButtonWidget[] {
// Column 1
Make( -140, -100, "Show hover names", Anchor.Centre, OnWidgetClick,
g => g.Players.ShowHoveredNames ? "yes" : "no",
(g, v) => {
g.Players.ShowHoveredNames = v == "yes";
Options.Set( OptionsKey.ShowHoveredNames, v == "yes" );
}),
Make( -140, -50, "Speed multiplier", Anchor.Centre, OnWidgetClick,
g => g.LocalPlayer.SpeedMultiplier.ToString(),
(g, v) => { g.LocalPlayer.SpeedMultiplier = Single.Parse( v );
Options.Set( OptionsKey.Speed, v ); } ),
Make( -140, 0, "VSync active", Anchor.Centre, OnWidgetClick,
g => g.VSync ? "yes" : "no",
(g, v) => { g.Graphics.SetVSync( g, v == "yes" );
Options.Set( OptionsKey.VSync, v == "yes" ); } ),
Make( -140, 50, "View distance", Anchor.Centre, OnWidgetClick,
g => g.ViewDistance.ToString(),
(g, v) => g.SetViewDistance( Int32.Parse( v ) ) ),
// Column 2
!network.IsSinglePlayer ? null :
Make( 140, -50, "Singleplayer physics", Anchor.Centre, OnWidgetClick,
g => ((SinglePlayerServer)network).physics.Enabled ? "yes" : "no",
(g, v) => {
((SinglePlayerServer)network).physics.Enabled = v == "yes";
Options.Set( OptionsKey.SingleplayerPhysics, v == "yes" );
}),
Make( 140, 0, "Pushback block placing", Anchor.Centre, OnWidgetClick,
g => g.LocalPlayer.PushbackBlockPlacing
&& g.LocalPlayer.CanPushbackBlocks ? "yes" : "no",
(g, v) => {
if( g.LocalPlayer.CanPushbackBlocks)
g.LocalPlayer.PushbackBlockPlacing = v == "yes";
}),
Make( 140, 50, "Mouse sensitivity", Anchor.Centre, OnWidgetClick,
g => g.MouseSensitivity.ToString(),
(g, v) => { g.MouseSensitivity = Int32.Parse( v );
Options.Set( OptionsKey.Sensitivity, v ); } ),
Make( 0, 5, "Back to menu", Anchor.BottomOrRight,
(g, w) => g.SetNewScreen( new PauseScreen( g ) ), null, null ),
null,
};
validators = new MenuInputValidator[] {
new BooleanValidator(),
new RealValidator( 0.1f, 50 ),
new BooleanValidator(),
new IntegerValidator( 16, 4096 ),
network.IsSinglePlayer ? new BooleanValidator() : null,
new BooleanValidator(),
new IntegerValidator( 1, 100 ),
};
okayIndex = buttons.Length - 1;
}
ButtonWidget Make( int x, int y, string text, Anchor vDocking, Action<Game, Widget> onClick,
Func<Game, string> getter, Action<Game, string> setter ) {
ButtonWidget widget = ButtonWidget.Create( game, x, y, 240, 35, text, Anchor.Centre, vDocking, titleFont, onClick );
widget.GetValue = getter;
widget.SetValue = setter;
return widget;
}
}
}