ClassiCube/ClassicalSharp/2D/Screens/Menu/MiscOptionsScreen.cs

130 lines
4.9 KiB
C#

using System;
using System.Drawing;
using ClassicalSharp.Singleplayer;
namespace ClassicalSharp {
public class MiscOptionsScreen : MenuOptionsScreen {
public MiscOptionsScreen( Game game ) : base( game ) {
}
public override void Init() {
base.Init();
INetworkProcessor network = game.Network;
widgets = new Widget[] {
// Column 1
!network.IsSinglePlayer ? null :
Make( -140, -200, "Click distance", OnWidgetClick,
g => g.LocalPlayer.ReachDistance.ToString(),
(g, v) => g.LocalPlayer.ReachDistance = Single.Parse( v ) ),
Make( -140, -150, "Music", OnWidgetClick,
g => g.UseMusic ? "yes" : "no",
(g, v) => { g.UseMusic = v == "yes";
g.AudioPlayer.SetMusic( g.UseMusic );
Options.Set( OptionsKey.UseMusic, v == "yes" ); }),
Make( -140, -100, "Names mode", OnWidgetClick,
g => g.Players.NamesMode.ToString(),
(g, v) => { object raw = Enum.Parse( typeof(NameMode), v );
g.Players.NamesMode = (NameMode)raw;
Options.Set( OptionsKey.NamesMode, v ); } ),
Make( -140, -50, "FPS limit", OnWidgetClick,
g => g.FpsLimit.ToString(),
(g, v) => { object raw = Enum.Parse( typeof(FpsLimitMethod), v );
g.SetFpsLimitMethod( (FpsLimitMethod)raw );
Options.Set( OptionsKey.FpsLimit, v ); } ),
Make( -140, 0, "View distance", OnWidgetClick,
g => g.ViewDistance.ToString(),
(g, v) => g.SetViewDistance( Int32.Parse( v ), true ) ),
// Column 2
!network.IsSinglePlayer ? null :
Make( 140, -200, "Block physics", OnWidgetClick,
g => ((SinglePlayerServer)network).physics.Enabled ? "yes" : "no",
(g, v) => {
((SinglePlayerServer)network).physics.Enabled = v == "yes";
Options.Set( OptionsKey.SingleplayerPhysics, v == "yes" );
}),
Make( 140, -150, "Sound", OnWidgetClick,
g => g.UseSound ? "yes" : "no",
(g, v) => { g.UseSound = v == "yes";
g.AudioPlayer.SetSound( g.UseSound );
Options.Set( OptionsKey.UseSound, v == "yes" ); }),
Make( 140, -100, "View bobbing", OnWidgetClick,
g => g.ViewBobbing ? "yes" : "no",
(g, v) => { g.ViewBobbing = v == "yes";
Options.Set( OptionsKey.ViewBobbing, v == "yes" ); }),
Make( 140, -50, "Auto close launcher", OnWidgetClick,
g => Options.GetBool( OptionsKey.AutoCloseLauncher, false ) ? "yes" : "no",
(g, v) => Options.Set( OptionsKey.AutoCloseLauncher, v == "yes" ) ),
Make( 140, 0, "Invert mouse", OnWidgetClick,
g => g.InvertMouse ? "yes" : "no",
(g, v) => { g.InvertMouse = v == "yes";
Options.Set( OptionsKey.InvertMouse, v == "yes" ); }),
Make( 140, 50, "Mouse sensitivity", OnWidgetClick,
g => g.MouseSensitivity.ToString(),
(g, v) => { g.MouseSensitivity = Int32.Parse( v );
Options.Set( OptionsKey.Sensitivity, v ); } ),
MakeBack( false, titleFont,
(g, w) => g.SetNewScreen( new PauseScreen( g ) ) ),
null, null,
};
widgets[2].Metadata = typeof(NameMode);
widgets[3].Metadata = typeof(FpsLimitMethod);
MakeValidators();
MakeDescriptions();
}
void MakeValidators() {
INetworkProcessor network = game.Network;
validators = new MenuInputValidator[] {
network.IsSinglePlayer ? new RealValidator( 1, 1024 ) : null,
new BooleanValidator(),
new EnumValidator(),
new EnumValidator(),
new IntegerValidator( 16, 4096 ),
network.IsSinglePlayer ? new BooleanValidator() : null,
new BooleanValidator(),
new BooleanValidator(),
new BooleanValidator(),
new BooleanValidator(),
new IntegerValidator( 1, 100 ),
};
}
void MakeDescriptions() {
descriptions = new string[widgets.Length][];
descriptions[0] = new[] {
"&aControls how far away you can place/delete blocks",
"&eThe default click distance is 5 blocks.",
};
descriptions[2] = new[] {
"&aDetermines how the names of other players are drawn",
"&eNoNames: &fNo player names are drawn.",
"&eHoveredOnly: &fName of the targeted player is drawn see-through.",
"&eAllNames: &fAll player names are drawn normally.",
"&eAllNamesAndHovered: &fName of the targeted player is drawn see-through.",
"&f All other player names are drawn normally.",
};
descriptions[3] = new[] {
"&aDetermines the method used to limit the number of FPS",
"&eVSync: &fNumber of frames rendered is at most the monitor's refresh rate.",
"&e30/60/120 FPS: &f30/60/120 frames rendered at most each second.",
"&eNoLimit: &Renders as many frames as the GPU can handle each second.",
"&cUsing NoLimit mode is discouraged for general usage.",
};
}
}
}