Split settings panels logic and add support for custom panels

This commit is contained in:
Ivaylo Draganov
2020-12-20 17:42:25 +02:00
committed by abcdefg30
parent 62fd11d5c4
commit 641b05eb21
25 changed files with 3013 additions and 2785 deletions

View File

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#region Copyright & License Information
/*
* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you 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. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets.Logic
{
public class AudioSettingsLogic : ChromeLogic
{
static readonly string OriginalSoundDevice;
readonly WorldRenderer worldRenderer;
SoundDevice soundDevice;
static AudioSettingsLogic()
{
var original = Game.Settings;
OriginalSoundDevice = original.Sound.Device;
}
[ObjectCreator.UseCtor]
public AudioSettingsLogic(Action<string, string, Func<Widget, Func<bool>>, Func<Widget, Action>> registerPanel, string panelID, string label, WorldRenderer worldRenderer)
{
this.worldRenderer = worldRenderer;
registerPanel(panelID, label, InitPanel, ResetPanel);
}
Func<bool> InitPanel(Widget panel)
{
var musicPlaylist = worldRenderer.World.WorldActor.Trait<MusicPlaylist>();
var ss = Game.Settings.Sound;
SettingsUtils.BindCheckboxPref(panel, "CASH_TICKS", ss, "CashTicks");
SettingsUtils.BindCheckboxPref(panel, "MUTE_SOUND", ss, "Mute");
SettingsUtils.BindCheckboxPref(panel, "MUTE_BACKGROUND_MUSIC", ss, "MuteBackgroundMusic");
SettingsUtils.BindSliderPref(panel, "SOUND_VOLUME", ss, "SoundVolume");
SettingsUtils.BindSliderPref(panel, "MUSIC_VOLUME", ss, "MusicVolume");
SettingsUtils.BindSliderPref(panel, "VIDEO_VOLUME", ss, "VideoVolume");
var muteCheckbox = panel.Get<CheckboxWidget>("MUTE_SOUND");
var muteCheckboxOnClick = muteCheckbox.OnClick;
var muteCheckboxIsChecked = muteCheckbox.IsChecked;
muteCheckbox.IsChecked = () => muteCheckboxIsChecked() || Game.Sound.DummyEngine;
muteCheckbox.IsDisabled = () => Game.Sound.DummyEngine;
muteCheckbox.OnClick = () =>
{
muteCheckboxOnClick();
if (ss.Mute)
Game.Sound.MuteAudio();
else
Game.Sound.UnmuteAudio();
};
var muteBackgroundMusicCheckbox = panel.Get<CheckboxWidget>("MUTE_BACKGROUND_MUSIC");
var muteBackgroundMusicCheckboxOnClick = muteBackgroundMusicCheckbox.OnClick;
muteBackgroundMusicCheckbox.OnClick = () =>
{
muteBackgroundMusicCheckboxOnClick();
if (!musicPlaylist.AllowMuteBackgroundMusic)
return;
if (musicPlaylist.CurrentSongIsBackground)
musicPlaylist.Stop();
};
// Replace controls with a warning label if sound is disabled
var noDeviceLabel = panel.GetOrNull("NO_AUDIO_DEVICE");
if (noDeviceLabel != null)
noDeviceLabel.Visible = Game.Sound.DummyEngine;
var controlsContainer = panel.GetOrNull("AUDIO_CONTROLS");
if (controlsContainer != null)
controlsContainer.Visible = !Game.Sound.DummyEngine;
var soundVolumeSlider = panel.Get<SliderWidget>("SOUND_VOLUME");
soundVolumeSlider.OnChange += x => Game.Sound.SoundVolume = x;
var musicVolumeSlider = panel.Get<SliderWidget>("MUSIC_VOLUME");
musicVolumeSlider.OnChange += x => Game.Sound.MusicVolume = x;
var videoVolumeSlider = panel.Get<SliderWidget>("VIDEO_VOLUME");
videoVolumeSlider.OnChange += x => Game.Sound.VideoVolume = x;
var devices = Game.Sound.AvailableDevices();
soundDevice = devices.FirstOrDefault(d => d.Device == ss.Device) ?? devices.First();
var audioDeviceDropdown = panel.Get<DropDownButtonWidget>("AUDIO_DEVICE");
audioDeviceDropdown.OnMouseDown = _ => ShowAudioDeviceDropdown(audioDeviceDropdown, devices);
var deviceFont = Game.Renderer.Fonts[audioDeviceDropdown.Font];
var deviceLabel = new CachedTransform<SoundDevice, string>(
s => WidgetUtils.TruncateText(s.Label, audioDeviceDropdown.UsableWidth, deviceFont));
audioDeviceDropdown.GetText = () => deviceLabel.Update(soundDevice);
return () =>
{
ss.Device = soundDevice.Device;
return ss.Device != OriginalSoundDevice;
};
}
Action ResetPanel(Widget panel)
{
var ss = Game.Settings.Sound;
var dss = new SoundSettings();
return () =>
{
ss.SoundVolume = dss.SoundVolume;
ss.MusicVolume = dss.MusicVolume;
ss.VideoVolume = dss.VideoVolume;
ss.CashTicks = dss.CashTicks;
ss.Mute = dss.Mute;
ss.MuteBackgroundMusic = dss.MuteBackgroundMusic;
ss.Device = dss.Device;
panel.Get<SliderWidget>("SOUND_VOLUME").Value = ss.SoundVolume;
Game.Sound.SoundVolume = ss.SoundVolume;
panel.Get<SliderWidget>("MUSIC_VOLUME").Value = ss.MusicVolume;
Game.Sound.MusicVolume = ss.MusicVolume;
panel.Get<SliderWidget>("VIDEO_VOLUME").Value = ss.VideoVolume;
Game.Sound.VideoVolume = ss.VideoVolume;
Game.Sound.UnmuteAudio();
soundDevice = Game.Sound.AvailableDevices().First();
};
}
void ShowAudioDeviceDropdown(DropDownButtonWidget dropdown, SoundDevice[] devices)
{
var i = 0;
var options = devices.ToDictionary(d => (i++).ToString(), d => d);
Func<string, ScrollItemWidget, ScrollItemWidget> setupItem = (o, itemTemplate) =>
{
var item = ScrollItemWidget.Setup(itemTemplate,
() => soundDevice == options[o],
() => soundDevice = options[o]);
var deviceLabel = item.Get<LabelWidget>("LABEL");
var font = Game.Renderer.Fonts[deviceLabel.Font];
var label = WidgetUtils.TruncateText(options[o].Label, deviceLabel.Bounds.Width, font);
deviceLabel.GetText = () => label;
return item;
};
dropdown.ShowDropDown("LABEL_DROPDOWN_TEMPLATE", 500, options.Keys, setupItem);
}
}
}