mirror of
https://github.com/ClassiCube/ClassiCube.git
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96 lines
3.6 KiB
C#
96 lines
3.6 KiB
C#
using System;
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using System.Drawing;
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using ClassicalSharp.Singleplayer;
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namespace ClassicalSharp {
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public class OptionsScreen : MenuInputScreen {
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public OptionsScreen( Game game ) : base( game ) {
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}
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public override void Init() {
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base.Init();
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INetworkProcessor network = game.Network;
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buttons = new ButtonWidget[] {
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// Column 1
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Make( -140, -100, "Speed multiplier", Anchor.Centre, OnWidgetClick,
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g => g.LocalPlayer.SpeedMultiplier.ToString(),
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(g, v) => { g.LocalPlayer.SpeedMultiplier = Int32.Parse( v );
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Options.Set( OptionsKey.Speed, v ); } ),
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Make( -140, -50, "Show FPS", Anchor.Centre, OnWidgetClick,
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g => g.ShowFPS ? "yes" : "no",
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(g, v) => g.ShowFPS = v == "yes" ),
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Make( -140, 0, "VSync active", Anchor.Centre, OnWidgetClick,
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g => g.VSync ? "yes" : "no",
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(g, v) => { g.Graphics.SetVSync( g, v == "yes" );
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Options.Set( OptionsKey.VSync, v == "yes" ); } ),
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Make( -140, 50, "View distance", Anchor.Centre, OnWidgetClick,
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g => g.ViewDistance.ToString(),
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(g, v) => g.SetViewDistance( Int32.Parse( v ) ) ),
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// Column 2
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Make( 140, -100, "Mouse sensitivity", Anchor.Centre, OnWidgetClick,
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g => g.MouseSensitivity.ToString(),
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(g, v) => { g.MouseSensitivity = Int32.Parse( v );
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Options.Set( OptionsKey.Sensitivity, v ); } ),
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Make( 140, -50, "Chat font size", Anchor.Centre, OnWidgetClick,
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g => g.Chat.FontSize.ToString(),
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(g, v) => { g.Chat.FontSize = Int32.Parse( v );
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Options.Set( OptionsKey.FontSize, v ); } ),
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Make( 140, 0, "Chat lines", Anchor.Centre, OnWidgetClick,
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g => g.ChatLines.ToString(),
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(g, v) => { g.ChatLines = Int32.Parse( v );
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Options.Set( OptionsKey.ChatLines, v ); } ),
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Make( 140, 50, "Arial chat font", Anchor.Centre, OnWidgetClick,
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g => g.Drawer2D.UseBitmappedChat ? "no" : "yes",
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(g, v) => {
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g.Drawer2D.UseBitmappedChat = v == "no";
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Options.Set( OptionsKey.ArialChatFont, v == "yes" );
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game.Events.RaiseChatFontChanged(); } ),
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// Extra stuff
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!network.IsSinglePlayer ? null :
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Make( -140, -150, "Singleplayer physics", Anchor.Centre, OnWidgetClick,
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g => ((SinglePlayerServer)network).physics.Enabled ? "yes" : "no",
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(g, v) => ((SinglePlayerServer)network).physics.Enabled = (v == "yes") ),
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Make( 140, -150, "Pushback block placing", Anchor.Centre, OnWidgetClick,
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g => g.PushbackBlockPlacing ? "yes" : "no",
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(g, v) => g.PushbackBlockPlacing = (v == "yes" ) ),
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Make( 0, 5, "Back to menu", Anchor.BottomOrRight,
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(g, w) => g.SetNewScreen( new PauseScreen( g ) ), null, null ),
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null,
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};
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validators = new MenuInputValidator[] {
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new IntegerValidator( 1, 50 ),
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new BooleanValidator(),
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new BooleanValidator(),
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new IntegerValidator( 16, 4096 ),
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new IntegerValidator( 1, 100 ),
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new IntegerValidator( 6, 30 ),
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new IntegerValidator( 1, 30 ),
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new BooleanValidator(),
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network.IsSinglePlayer ? new BooleanValidator() : null,
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new BooleanValidator()
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};
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okayIndex = buttons.Length - 1;
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}
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ButtonWidget Make( int x, int y, string text, Anchor vDocking, Action<Game, Widget> onClick,
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Func<Game, string> getter, Action<Game, string> setter ) {
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ButtonWidget widget = ButtonWidget.Create( game, x, y, 240, 35, text, Anchor.Centre, vDocking, titleFont, onClick );
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widget.GetValue = getter;
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widget.SetValue = setter;
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return widget;
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}
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}
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} |