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/* Preferences.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky 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 General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Preferences.h"
#include "audio/Audio.h"
#include "DataFile.h"
#include "DataNode.h"
#include "DataWriter.h"
#include "Files.h"
#include "GameData.h"
#include "GameWindow.h"
#include "Interface.h"
#include "Logger.h"
#include "Screen.h"
#ifdef _WIN32
#include "windows/WinVersion.h"
#endif
#include <algorithm>
#include <cstddef>
#include <map>
using namespace std;
namespace {
map<string, bool> settings;
int scrollSpeed = 60;
int tooltipActivation = 60;
// Strings for ammo expenditure:
const string EXPEND_AMMO = "Escorts expend ammo";
const string FRUGAL_ESCORTS = "Escorts use ammo frugally";
const vector<string> DATEFMT_OPTIONS = {"dd/mm/yyyy", "mm/dd/yyyy", "yyyy-mm-dd"};
int dateFormatIndex = 0;
const vector<string> NOTIF_OPTIONS = {"off", "message", "both"};
int notifOptionsIndex = 1;
size_t zoomIndex = 4;
constexpr double VOLUME_SCALE = .25;
// Default to fullscreen.
int screenModeIndex = 1;
const vector<string> SCREEN_MODE_SETTINGS = {"windowed", "fullscreen"};
// Enable standard VSync by default.
const vector<string> VSYNC_SETTINGS = {"off", "on", "adaptive"};
int vsyncIndex = 1;
const vector<string> CAMERA_ACCELERATION_SETTINGS = {"off", "on", "reversed"};
int cameraAccelerationIndex = 1;
const map<string, SoundCategory> VOLUME_SETTINGS = {
{"volume", SoundCategory::MASTER},
{"music volume", SoundCategory::MUSIC},
{"ui volume", SoundCategory::UI},
{"anti-missile volume", SoundCategory::ANTI_MISSILE},
{"weapon volume", SoundCategory::WEAPON},
{"engine volume", SoundCategory::ENGINE},
{"afterburner volume", SoundCategory::AFTERBURNER},
{"jump volume", SoundCategory::JUMP},
{"explosion volume", SoundCategory::EXPLOSION},
{"scan volume", SoundCategory::SCAN},
{"environment volume", SoundCategory::ENVIRONMENT},
{"alert volume", SoundCategory::ALERT}
};
class OverlaySetting {
public:
OverlaySetting() = default;
OverlaySetting(const Preferences::OverlayState &state) : state(state) {}
operator Preferences::OverlayState() const { return state; }
const bool IsActive() const { return state != Preferences::OverlayState::DISABLED; }
const std::string &ToString() const
{
return OVERLAY_SETTINGS[max<int>(0, min<int>(OVERLAY_SETTINGS.size() - 1, static_cast<int>(state)))];
}
const int ToInt() const { return static_cast<int>(state); }
void SetState(int value)
{
value = max<int>(value, 0);
value = min<int>(value, OVERLAY_SETTINGS.size() - 1);
state = static_cast<Preferences::OverlayState>(value);
}
void Increment()
{
switch(state)
{
case Preferences::OverlayState::OFF:
state = Preferences::OverlayState::ON;
break;
case Preferences::OverlayState::ON:
state = Preferences::OverlayState::DAMAGED;
break;
case Preferences::OverlayState::DAMAGED:
state = Preferences::OverlayState::ON_HIT;
break;
case Preferences::OverlayState::ON_HIT:
state = Preferences::OverlayState::OFF;
break;
case Preferences::OverlayState::DISABLED:
state = Preferences::OverlayState::OFF;
break;
}
}
private:
static const vector<string> OVERLAY_SETTINGS;
private:
Preferences::OverlayState state = Preferences::OverlayState::OFF;
};
const vector<string> OverlaySetting::OVERLAY_SETTINGS = {"off", "always on", "damaged", "--", "on hit"};
map<Preferences::OverlayType, OverlaySetting> statusOverlaySettings = {
{Preferences::OverlayType::ALL, Preferences::OverlayState::OFF},
{Preferences::OverlayType::FLAGSHIP, Preferences::OverlayState::ON},
{Preferences::OverlayType::ESCORT, Preferences::OverlayState::ON},
{Preferences::OverlayType::ENEMY, Preferences::OverlayState::ON},
{Preferences::OverlayType::NEUTRAL, Preferences::OverlayState::OFF},
};
const vector<string> TURRET_OVERLAYS_SETTINGS = {"off", "always on", "blindspots only"};
int turretOverlaysIndex = 2;
const vector<string> AUTO_AIM_SETTINGS = {"off", "always on", "when firing"};
int autoAimIndex = 2;
const vector<string> AUTO_FIRE_SETTINGS = {"off", "on", "guns only", "turrets only"};
int autoFireIndex = 0;
const vector<string> BOARDING_SETTINGS = {"proximity", "value", "mixed"};
int boardingIndex = 0;
const vector<string> FLOTSAM_SETTINGS = {"off", "on", "flagship only", "escorts only"};
int flotsamIndex = 1;
// Enable "fast" parallax by default. "fancy" is too GPU heavy, especially for low-end hardware.
const vector<string> PARALLAX_SETTINGS = {"off", "fancy", "fast"};
int parallaxIndex = 2;
const vector<string> EXTENDED_JUMP_EFFECT_SETTINGS = {"off", "medium", "heavy"};
int extendedJumpEffectIndex = 0;
const vector<string> ALERT_INDICATOR_SETTING = {"off", "audio", "visual", "both"};
int alertIndicatorIndex = 3;
const vector<string> MINIMAP_DISPLAY_SETTING = {"off", "when jumping", "always on"};
int minimapDisplayIndex = 1;
const vector<string> FLAGSHIP_SPACE_PRIORITY_SETTINGS = {"none", "passengers", "cargo", "both"};
int flagshipSpacePriorityIndex = 1;
int previousSaveCount = 3;
#ifdef _WIN32
const vector<string> TITLE_BAR_THEME_SETTINGS = {"system default", "light", "dark"};
int titleBarThemeIndex = 0;
const vector<string> WINDOW_ROUNDING_SETTINGS = {"system default", "off", "large", "small"};
int windowRoundingIndex = 0;
#endif
}
void Preferences::Load()
{
// These settings should be on by default. There is no need to specify
// values for settings that are off by default.
settings["Landing zoom"] = true;
settings["Render motion blur"] = true;
settings["Cloaked ship outlines"] = true;
settings[FRUGAL_ESCORTS] = true;
settings[EXPEND_AMMO] = true;
settings["Damaged fighters retreat"] = true;
settings["Show escort systems on map"] = true;
settings["Show stored outfits on map"] = true;
settings["Show planet labels"] = true;
settings["Show asteroid scanner overlay"] = true;
settings["Show hyperspace flash"] = true;
settings["Draw background haze"] = true;
settings["Draw starfield"] = true;
settings["Animate main menu background"] = true;
settings["Hide unexplored map regions"] = true;
settings["Turrets focus fire"] = true;
settings["Ship outlines in shops"] = true;
settings["Ship outlines in HUD"] = true;
settings["Extra fleet status messages"] = true;
settings["Target asteroid based on"] = true;
settings["Deadline blink by distance"] = true;
DataFile prefs(Files::Config() / "preferences.txt");
for(const DataNode &node : prefs)
{
const string &key = node.Token(0);
bool hasValue = node.Size() >= 2;
if(key == "window size" && node.Size() >= 3)
Screen::SetRaw(node.Value(1), node.Value(2));
else if(key == "zoom" && hasValue)
Screen::SetZoom(node.Value(1));
else if(VOLUME_SETTINGS.contains(key) && hasValue)
Audio::SetVolume(node.Value(1) * VOLUME_SCALE, VOLUME_SETTINGS.at(key));
else if(key == "scroll speed" && hasValue)
scrollSpeed = node.Value(1);
else if(key == "Tooltip activation time" && hasValue)
tooltipActivation = node.Value(1);
else if(key == "boarding target")
boardingIndex = max<int>(0, min<int>(node.Value(1), BOARDING_SETTINGS.size() - 1));
else if(key == "Flotsam collection")
flotsamIndex = max<int>(0, min<int>(node.Value(1), FLOTSAM_SETTINGS.size() - 1));
else if(key == "view zoom")
zoomIndex = max(0., node.Value(1));
else if(key == "vsync")
vsyncIndex = max<int>(0, min<int>(node.Value(1), VSYNC_SETTINGS.size() - 1));
else if(key == "camera acceleration")
cameraAccelerationIndex = max<int>(0, min<int>(node.Value(1), CAMERA_ACCELERATION_SETTINGS.size() - 1));
else if(key == "Show all status overlays")
statusOverlaySettings[OverlayType::ALL].SetState(node.Value(1));
else if(key == "Show flagship overlay")
statusOverlaySettings[OverlayType::FLAGSHIP].SetState(node.Value(1));
else if(key == "Show escort overlays")
statusOverlaySettings[OverlayType::ESCORT].SetState(node.Value(1));
else if(key == "Show enemy overlays")
statusOverlaySettings[OverlayType::ENEMY].SetState(node.Value(1));
else if(key == "Show neutral overlays")
statusOverlaySettings[OverlayType::NEUTRAL].SetState(node.Value(1));
else if(key == "Turret overlays")
turretOverlaysIndex = clamp<int>(node.Value(1), 0, TURRET_OVERLAYS_SETTINGS.size() - 1);
else if(key == "Automatic aiming")
autoAimIndex = max<int>(0, min<int>(node.Value(1), AUTO_AIM_SETTINGS.size() - 1));
else if(key == "Automatic firing")
autoFireIndex = max<int>(0, min<int>(node.Value(1), AUTO_FIRE_SETTINGS.size() - 1));
else if(key == "Parallax background")
parallaxIndex = max<int>(0, min<int>(node.Value(1), PARALLAX_SETTINGS.size() - 1));
else if(key == "Extended jump effects")
extendedJumpEffectIndex = max<int>(0, min<int>(node.Value(1), EXTENDED_JUMP_EFFECT_SETTINGS.size() - 1));
else if(key == "fullscreen")
screenModeIndex = max<int>(0, min<int>(node.Value(1), SCREEN_MODE_SETTINGS.size() - 1));
else if(key == "date format")
dateFormatIndex = max<int>(0, min<int>(node.Value(1), DATEFMT_OPTIONS.size() - 1));
else if(key == "alert indicator")
alertIndicatorIndex = max<int>(0, min<int>(node.Value(1), ALERT_INDICATOR_SETTING.size() - 1));
else if(key == "Show mini-map")
minimapDisplayIndex = max<int>(0, min<int>(node.Value(1), MINIMAP_DISPLAY_SETTING.size() - 1));
else if(key == "Prioritize flagship use")
flagshipSpacePriorityIndex = clamp<int>(node.Value(1), 0, FLAGSHIP_SPACE_PRIORITY_SETTINGS.size() - 1);
else if(key == "previous saves" && hasValue)
previousSaveCount = max<int>(3, node.Value(1));
else if(key == "alt-mouse turning")
settings["Control ship with mouse"] = (!hasValue || node.Value(1));
else if(key == "notification settings")
notifOptionsIndex = max<int>(0, min<int>(node.Value(1), NOTIF_OPTIONS.size() - 1));
#ifdef _WIN32
else if(key == "Title bar theme")
titleBarThemeIndex = clamp<int>(node.Value(1), 0, TITLE_BAR_THEME_SETTINGS.size() - 1);
else if(key == "Window rounding")
windowRoundingIndex = clamp<int>(node.Value(1), 0, WINDOW_ROUNDING_SETTINGS.size() - 1);
#endif
else
settings[key] = (node.Size() == 1 || node.Value(1));
}
// For people updating from a version before the visual red alert indicator,
// if they have already disabled the warning siren, don't turn the audible alert back on.
auto it = settings.find("Warning siren");
if(it != settings.end())
{
if(!it->second)
alertIndicatorIndex = 2;
settings.erase(it);
}
// For people updating from a version before the status overlay customization
// changes, don't turn all the overlays on if they were off before.
it = settings.find("Show status overlays");
if(it != settings.end())
{
if(it->second)
statusOverlaySettings[OverlayType::ALL] = OverlayState::DISABLED;
settings.erase(it);
}
// For people updating from a version after 0.10.1 (where "Flagship flotsam collection" was added),
// but before 0.10.3 (when it was replaced with "Flotsam Collection").
it = settings.find("Flagship flotsam collection");
if(it != settings.end())
{
if(!it->second)
flotsamIndex = static_cast<int>(FlotsamCollection::ESCORT);
settings.erase(it);
}
}
void Preferences::Save()
{
DataWriter out(Files::Config() / "preferences.txt");
for(const auto &[name, category] : VOLUME_SETTINGS)
out.Write(name, Audio::Volume(category) / VOLUME_SCALE);
out.Write("window size", Screen::RawWidth(), Screen::RawHeight());
out.Write("zoom", Screen::UserZoom());
out.Write("scroll speed", scrollSpeed);
out.Write("Tooltip activation time", tooltipActivation);
out.Write("boarding target", boardingIndex);
out.Write("Flotsam collection", flotsamIndex);
out.Write("view zoom", zoomIndex);
out.Write("vsync", vsyncIndex);
out.Write("camera acceleration", cameraAccelerationIndex);
out.Write("date format", dateFormatIndex);
out.Write("notification settings", notifOptionsIndex);
out.Write("Show all status overlays", statusOverlaySettings[OverlayType::ALL].ToInt());
out.Write("Show flagship overlay", statusOverlaySettings[OverlayType::FLAGSHIP].ToInt());
out.Write("Show escort overlays", statusOverlaySettings[OverlayType::ESCORT].ToInt());
out.Write("Show enemy overlays", statusOverlaySettings[OverlayType::ENEMY].ToInt());
out.Write("Show neutral overlays", statusOverlaySettings[OverlayType::NEUTRAL].ToInt());
out.Write("Turret overlays", turretOverlaysIndex);
out.Write("Automatic aiming", autoAimIndex);
out.Write("Automatic firing", autoFireIndex);
out.Write("Parallax background", parallaxIndex);
out.Write("Extended jump effects", extendedJumpEffectIndex);
out.Write("alert indicator", alertIndicatorIndex);
out.Write("Show mini-map", minimapDisplayIndex);
out.Write("Prioritize flagship use", flagshipSpacePriorityIndex);
out.Write("previous saves", previousSaveCount);
#ifdef _WIN32
if(WinVersion::SupportsDarkTheme())
out.Write("Title bar theme", titleBarThemeIndex);
if(WinVersion::SupportsWindowRounding())
out.Write("Window rounding", windowRoundingIndex);
#endif
for(const auto &it : settings)
out.Write(it.first, it.second);
}
bool Preferences::Has(const string &name)
{
auto it = settings.find(name);
return (it != settings.end() && it->second);
}
void Preferences::Set(const string &name, bool on)
{
settings[name] = on;
}
void Preferences::ToggleAmmoUsage()
{
bool expend = Has(EXPEND_AMMO);
bool frugal = Has(FRUGAL_ESCORTS);
Preferences::Set(EXPEND_AMMO, !(expend && !frugal));
Preferences::Set(FRUGAL_ESCORTS, !expend);
}
string Preferences::AmmoUsage()
{
return Has(EXPEND_AMMO) ? Has(FRUGAL_ESCORTS) ? "frugally" : "always" : "never";
}
void Preferences::ToggleDateFormat()
{
if(dateFormatIndex == static_cast<int>(DATEFMT_OPTIONS.size() - 1))
dateFormatIndex = 0;
else
++dateFormatIndex;
}
Preferences::DateFormat Preferences::GetDateFormat()
{
return static_cast<DateFormat>(dateFormatIndex);
}
const string &Preferences::DateFormatSetting()
{
return DATEFMT_OPTIONS[dateFormatIndex];
}
void Preferences::ToggleNotificationSetting()
{
if(notifOptionsIndex == static_cast<int>(NOTIF_OPTIONS.size() - 1))
notifOptionsIndex = 0;
else
++notifOptionsIndex;
}
Preferences::NotificationSetting Preferences::GetNotificationSetting()
{
return static_cast<NotificationSetting>(notifOptionsIndex);
}
const string &Preferences::NotificationSettingString()
{
return NOTIF_OPTIONS[notifOptionsIndex];
}
// Scroll speed preference.
int Preferences::ScrollSpeed()
{
return scrollSpeed;
}
void Preferences::SetScrollSpeed(int speed)
{
scrollSpeed = speed;
}
int Preferences::TooltipActivation()
{
return tooltipActivation;
}
void Preferences::SetTooltipActivation(int steps)
{
tooltipActivation = steps;
}
// View zoom.
double Preferences::ViewZoom()
{
const auto &zooms = GameData::Interfaces().Get("main view")->GetList("zooms");
if(zoomIndex >= zooms.size())
return zooms.empty() ? 1. : zooms.back();
return zooms[zoomIndex];
}
bool Preferences::ZoomViewIn()
{
const auto &zooms = GameData::Interfaces().Get("main view")->GetList("zooms");
if(zooms.empty() || zoomIndex >= zooms.size() - 1)
return false;
++zoomIndex;
return true;
}
bool Preferences::ZoomViewOut()
{
const auto &zooms = GameData::Interfaces().Get("main view")->GetList("zooms");
if(!zoomIndex || zooms.size() <= 1)
return false;
// Make sure that we're actually zooming out. This can happen if the zoom index
// is out of range.
if(zoomIndex >= zooms.size())
zoomIndex = zooms.size() - 1;
--zoomIndex;
return true;
}
double Preferences::MinViewZoom()
{
const auto &zooms = GameData::Interfaces().Get("main view")->GetList("zooms");
return zooms.empty() ? 1. : zooms.front();
}
double Preferences::MaxViewZoom()
{
const auto &zooms = GameData::Interfaces().Get("main view")->GetList("zooms");
return zooms.empty() ? 1. : zooms.back();
}
const vector<double> &Preferences::Zooms()
{
static vector<double> DEFAULT_ZOOMS{1.};
const auto &zooms = GameData::Interfaces().Get("main view")->GetList("zooms");
return zooms.empty() ? DEFAULT_ZOOMS : zooms;
}
// Starfield parallax.
void Preferences::ToggleParallax()
{
int targetIndex = parallaxIndex + 1;
if(targetIndex == static_cast<int>(PARALLAX_SETTINGS.size()))
targetIndex = 0;
parallaxIndex = targetIndex;
}
Preferences::BackgroundParallax Preferences::GetBackgroundParallax()
{
return static_cast<BackgroundParallax>(parallaxIndex);
}
const string &Preferences::ParallaxSetting()
{
return PARALLAX_SETTINGS[parallaxIndex];
}
void Preferences::ToggleExtendedJumpEffects()
{
int targetIndex = extendedJumpEffectIndex + 1;
if(targetIndex == static_cast<int>(EXTENDED_JUMP_EFFECT_SETTINGS.size()))
targetIndex = 0;
extendedJumpEffectIndex = targetIndex;
}
Preferences::ExtendedJumpEffects Preferences::GetExtendedJumpEffects()
{
return static_cast<ExtendedJumpEffects>(extendedJumpEffectIndex);
}
const string &Preferences::ExtendedJumpEffectsSetting()
{
return EXTENDED_JUMP_EFFECT_SETTINGS[extendedJumpEffectIndex];
}
void Preferences::ToggleScreenMode()
{
GameWindow::ToggleFullscreen();
screenModeIndex = GameWindow::IsFullscreen();
}
const string &Preferences::ScreenModeSetting()
{
return SCREEN_MODE_SETTINGS[screenModeIndex];
}
bool Preferences::ToggleVSync()
{
int targetIndex = vsyncIndex + 1;
if(targetIndex == static_cast<int>(VSYNC_SETTINGS.size()))
targetIndex = 0;
if(!GameWindow::SetVSync(static_cast<VSync>(targetIndex)))
{
// Not all drivers support adaptive VSync. Increment desired VSync again.
++targetIndex;
if(targetIndex == static_cast<int>(VSYNC_SETTINGS.size()))
targetIndex = 0;
if(!GameWindow::SetVSync(static_cast<VSync>(targetIndex)))
{
// Restore original saved setting.
Logger::LogError("Unable to change VSync state");
GameWindow::SetVSync(static_cast<VSync>(vsyncIndex));
return false;
}
}
vsyncIndex = targetIndex;
return true;
}
// Return the current VSync setting
Preferences::VSync Preferences::VSyncState()
{
return static_cast<VSync>(vsyncIndex);
}
const string &Preferences::VSyncSetting()
{
return VSYNC_SETTINGS[vsyncIndex];
}
void Preferences::ToggleCameraAcceleration()
{
cameraAccelerationIndex = (cameraAccelerationIndex + 1) % CAMERA_ACCELERATION_SETTINGS.size();
}
Preferences::CameraAccel Preferences::CameraAcceleration()
{
return static_cast<CameraAccel>(cameraAccelerationIndex);
}
const string &Preferences::CameraAccelerationSetting()
{
return CAMERA_ACCELERATION_SETTINGS[cameraAccelerationIndex];
}
void Preferences::CycleStatusOverlays(Preferences::OverlayType type)
{
// Calling OverlaySetting::Increment when the state is ON_HIT will cycle to off.
// But, for the ALL overlay type, allow it to cycle to DISABLED.
if(type == OverlayType::ALL && statusOverlaySettings[OverlayType::ALL] == OverlayState::ON_HIT)
statusOverlaySettings[OverlayType::ALL] = OverlayState::DISABLED;
// If one of the child types was clicked, but the all overlay state is the one currently being used,
// set the all overlay state to DISABLED but do not increment any of the child settings.
else if(type != OverlayType::ALL && statusOverlaySettings[OverlayType::ALL].IsActive())
statusOverlaySettings[OverlayType::ALL] = OverlayState::DISABLED;
else
statusOverlaySettings[type].Increment();
}
Preferences::OverlayState Preferences::StatusOverlaysState(Preferences::OverlayType type)
{
if(statusOverlaySettings[OverlayType::ALL].IsActive())
return statusOverlaySettings[OverlayType::ALL];
return statusOverlaySettings[type];
}
const string &Preferences::StatusOverlaysSetting(Preferences::OverlayType type)
{
const auto &allOverlaysSetting = statusOverlaySettings[OverlayType::ALL];
if(allOverlaysSetting.IsActive())
{
static const OverlaySetting DISABLED = OverlayState::DISABLED;
if(type != OverlayType::ALL)
return DISABLED.ToString();
}
return statusOverlaySettings[type].ToString();
}
void Preferences::ToggleTurretOverlays()
{
turretOverlaysIndex = (turretOverlaysIndex + 1) % TURRET_OVERLAYS_SETTINGS.size();
}
Preferences::TurretOverlays Preferences::GetTurretOverlays()
{
return static_cast<TurretOverlays>(turretOverlaysIndex);
}
const string &Preferences::TurretOverlaysSetting()
{
return TURRET_OVERLAYS_SETTINGS[turretOverlaysIndex];
}
void Preferences::ToggleAutoAim()
{
autoAimIndex = (autoAimIndex + 1) % AUTO_AIM_SETTINGS.size();
}
Preferences::AutoAim Preferences::GetAutoAim()
{
return static_cast<AutoAim>(autoAimIndex);
}
const string &Preferences::AutoAimSetting()
{
return AUTO_AIM_SETTINGS[autoAimIndex];
}
void Preferences::ToggleAutoFire()
{
autoFireIndex = (autoFireIndex + 1) % AUTO_FIRE_SETTINGS.size();
}
Preferences::AutoFire Preferences::GetAutoFire()
{
return static_cast<AutoFire>(autoFireIndex);
}
const string &Preferences::AutoFireSetting()
{
return AUTO_FIRE_SETTINGS[autoFireIndex];
}
void Preferences::ToggleBoarding()
{
int targetIndex = boardingIndex + 1;
if(targetIndex == static_cast<int>(BOARDING_SETTINGS.size()))
targetIndex = 0;
boardingIndex = targetIndex;
}
Preferences::BoardingPriority Preferences::GetBoardingPriority()
{
return static_cast<BoardingPriority>(boardingIndex);
}
const string &Preferences::BoardingSetting()
{
return BOARDING_SETTINGS[boardingIndex];
}
void Preferences::ToggleFlotsam()
{
flotsamIndex = (flotsamIndex + 1) % FLOTSAM_SETTINGS.size();
}
Preferences::FlotsamCollection Preferences::GetFlotsamCollection()
{
return static_cast<FlotsamCollection>(flotsamIndex);
}
const string &Preferences::FlotsamSetting()
{
return FLOTSAM_SETTINGS[flotsamIndex];
}
void Preferences::ToggleAlert()
{
if(++alertIndicatorIndex >= static_cast<int>(ALERT_INDICATOR_SETTING.size()))
alertIndicatorIndex = 0;
}
Preferences::AlertIndicator Preferences::GetAlertIndicator()
{
return static_cast<AlertIndicator>(alertIndicatorIndex);
}
const std::string &Preferences::AlertSetting()
{
return ALERT_INDICATOR_SETTING[alertIndicatorIndex];
}
bool Preferences::PlayAudioAlert()
{
return DoAlertHelper(AlertIndicator::AUDIO);
}
bool Preferences::DisplayVisualAlert()
{
return DoAlertHelper(AlertIndicator::VISUAL);
}
bool Preferences::DoAlertHelper(Preferences::AlertIndicator toDo)
{
auto value = GetAlertIndicator();
if(value == AlertIndicator::BOTH)
return true;
else if(value == toDo)
return true;
return false;
}
int Preferences::GetPreviousSaveCount()
{
return previousSaveCount;
}
void Preferences::ToggleMinimapDisplay()
{
if(++minimapDisplayIndex >= static_cast<int>(MINIMAP_DISPLAY_SETTING.size()))
minimapDisplayIndex = 0;
}
Preferences::MinimapDisplay Preferences::GetMinimapDisplay()
{
return static_cast<MinimapDisplay>(minimapDisplayIndex);
}
const std::string &Preferences::MinimapSetting()
{
return MINIMAP_DISPLAY_SETTING[minimapDisplayIndex];
}
void Preferences::ToggleFlagshipSpacePriority()
{
if(++flagshipSpacePriorityIndex >= static_cast<int>(FLAGSHIP_SPACE_PRIORITY_SETTINGS.size()))
flagshipSpacePriorityIndex = 0;
}
Preferences::FlagshipSpacePriority Preferences::GetFlagshipSpacePriority()
{
return static_cast<FlagshipSpacePriority>(flagshipSpacePriorityIndex);
}
const string &Preferences::FlagshipSpacePrioritySetting()
{
return FLAGSHIP_SPACE_PRIORITY_SETTINGS[flagshipSpacePriorityIndex];
}
#ifdef _WIN32
void Preferences::ToggleTitleBarTheme()
{
if(++titleBarThemeIndex >= static_cast<int>(TITLE_BAR_THEME_SETTINGS.size()))
titleBarThemeIndex = 0;
GameWindow::UpdateTitleBarTheme();
}
Preferences::TitleBarTheme Preferences::GetTitleBarTheme()
{
return static_cast<TitleBarTheme>(titleBarThemeIndex);
}
const string &Preferences::TitleBarThemeSetting()
{
return TITLE_BAR_THEME_SETTINGS[titleBarThemeIndex];
}
void Preferences::ToggleWindowRounding()
{
if(++windowRoundingIndex >= static_cast<int>(WINDOW_ROUNDING_SETTINGS.size()))
windowRoundingIndex = 0;
GameWindow::UpdateWindowRounding();
}
Preferences::WindowRounding Preferences::GetWindowRounding()
{
return static_cast<WindowRounding>(windowRoundingIndex);
}
const string &Preferences::WindowRoundingSetting()
{
return WINDOW_ROUNDING_SETTINGS[windowRoundingIndex];
}
#endif
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