- make the panel larger - place settings widgets in a scroll panel - arrange settings widgets in two columns - make tabs in TD vertical
180 lines
6.3 KiB
C#
180 lines
6.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Widgets.Logic
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{
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public class AudioSettingsLogic : ChromeLogic
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{
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static readonly string OriginalSoundDevice;
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readonly WorldRenderer worldRenderer;
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SoundDevice soundDevice;
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static AudioSettingsLogic()
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{
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var original = Game.Settings;
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OriginalSoundDevice = original.Sound.Device;
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}
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[ObjectCreator.UseCtor]
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public AudioSettingsLogic(Action<string, string, Func<Widget, Func<bool>>, Func<Widget, Action>> registerPanel, string panelID, string label, WorldRenderer worldRenderer)
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{
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this.worldRenderer = worldRenderer;
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registerPanel(panelID, label, InitPanel, ResetPanel);
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}
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Func<bool> InitPanel(Widget panel)
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{
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var musicPlaylist = worldRenderer.World.WorldActor.Trait<MusicPlaylist>();
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var ss = Game.Settings.Sound;
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var scrollPanel = panel.Get<ScrollPanelWidget>("SETTINGS_SCROLLPANEL");
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SettingsUtils.BindCheckboxPref(panel, "CASH_TICKS", ss, "CashTicks");
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SettingsUtils.BindCheckboxPref(panel, "MUTE_SOUND", ss, "Mute");
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SettingsUtils.BindCheckboxPref(panel, "MUTE_BACKGROUND_MUSIC", ss, "MuteBackgroundMusic");
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SettingsUtils.BindSliderPref(panel, "SOUND_VOLUME", ss, "SoundVolume");
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SettingsUtils.BindSliderPref(panel, "MUSIC_VOLUME", ss, "MusicVolume");
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SettingsUtils.BindSliderPref(panel, "VIDEO_VOLUME", ss, "VideoVolume");
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var muteCheckbox = panel.Get<CheckboxWidget>("MUTE_SOUND");
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var muteCheckboxOnClick = muteCheckbox.OnClick;
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var muteCheckboxIsChecked = muteCheckbox.IsChecked;
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muteCheckbox.IsChecked = () => muteCheckboxIsChecked() || Game.Sound.DummyEngine;
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muteCheckbox.IsDisabled = () => Game.Sound.DummyEngine;
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muteCheckbox.OnClick = () =>
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{
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muteCheckboxOnClick();
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if (ss.Mute)
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Game.Sound.MuteAudio();
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else
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Game.Sound.UnmuteAudio();
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};
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var muteBackgroundMusicCheckbox = panel.Get<CheckboxWidget>("MUTE_BACKGROUND_MUSIC");
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var muteBackgroundMusicCheckboxOnClick = muteBackgroundMusicCheckbox.OnClick;
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muteBackgroundMusicCheckbox.OnClick = () =>
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{
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muteBackgroundMusicCheckboxOnClick();
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if (!musicPlaylist.AllowMuteBackgroundMusic)
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return;
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if (musicPlaylist.CurrentSongIsBackground)
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musicPlaylist.Stop();
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};
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// Replace controls with a warning label if sound is disabled
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var noDeviceLabel = panel.GetOrNull("NO_AUDIO_DEVICE_CONTAINER");
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if (noDeviceLabel != null)
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noDeviceLabel.Visible = Game.Sound.DummyEngine;
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panel.Get("CASH_TICKS_CONTAINER").Visible = !Game.Sound.DummyEngine;
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panel.Get("MUTE_SOUND_CONTAINER").Visible = !Game.Sound.DummyEngine;
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panel.Get("MUTE_BACKGROUND_MUSIC_CONTAINER").Visible = !Game.Sound.DummyEngine;
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panel.Get("SOUND_VOLUME_CONTAINER").Visible = !Game.Sound.DummyEngine;
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panel.Get("MUSIC_VOLUME_CONTAINER").Visible = !Game.Sound.DummyEngine;
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panel.Get("VIDEO_VOLUME_CONTAINER").Visible = !Game.Sound.DummyEngine;
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var soundVolumeSlider = panel.Get<SliderWidget>("SOUND_VOLUME");
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soundVolumeSlider.OnChange += x => Game.Sound.SoundVolume = x;
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var musicVolumeSlider = panel.Get<SliderWidget>("MUSIC_VOLUME");
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musicVolumeSlider.OnChange += x => Game.Sound.MusicVolume = x;
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var videoVolumeSlider = panel.Get<SliderWidget>("VIDEO_VOLUME");
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videoVolumeSlider.OnChange += x => Game.Sound.VideoVolume = x;
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var devices = Game.Sound.AvailableDevices();
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soundDevice = devices.FirstOrDefault(d => d.Device == ss.Device) ?? devices.First();
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var audioDeviceDropdown = panel.Get<DropDownButtonWidget>("AUDIO_DEVICE");
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audioDeviceDropdown.OnMouseDown = _ => ShowAudioDeviceDropdown(audioDeviceDropdown, devices, scrollPanel);
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var deviceFont = Game.Renderer.Fonts[audioDeviceDropdown.Font];
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var deviceLabel = new CachedTransform<SoundDevice, string>(
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s => WidgetUtils.TruncateText(s.Label, audioDeviceDropdown.UsableWidth, deviceFont));
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audioDeviceDropdown.GetText = () => deviceLabel.Update(soundDevice);
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var restartDesc = panel.Get("RESTART_REQUIRED_DESC");
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restartDesc.IsVisible = () => soundDevice.Device != OriginalSoundDevice;
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SettingsUtils.AdjustSettingsScrollPanelLayout(scrollPanel);
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return () =>
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{
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ss.Device = soundDevice.Device;
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return ss.Device != OriginalSoundDevice;
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};
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}
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Action ResetPanel(Widget panel)
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{
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var ss = Game.Settings.Sound;
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var dss = new SoundSettings();
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return () =>
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{
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ss.SoundVolume = dss.SoundVolume;
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ss.MusicVolume = dss.MusicVolume;
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ss.VideoVolume = dss.VideoVolume;
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ss.CashTicks = dss.CashTicks;
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ss.Mute = dss.Mute;
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ss.MuteBackgroundMusic = dss.MuteBackgroundMusic;
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ss.Device = dss.Device;
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panel.Get<SliderWidget>("SOUND_VOLUME").Value = ss.SoundVolume;
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Game.Sound.SoundVolume = ss.SoundVolume;
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panel.Get<SliderWidget>("MUSIC_VOLUME").Value = ss.MusicVolume;
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Game.Sound.MusicVolume = ss.MusicVolume;
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panel.Get<SliderWidget>("VIDEO_VOLUME").Value = ss.VideoVolume;
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Game.Sound.VideoVolume = ss.VideoVolume;
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Game.Sound.UnmuteAudio();
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soundDevice = Game.Sound.AvailableDevices().First();
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};
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}
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void ShowAudioDeviceDropdown(DropDownButtonWidget dropdown, SoundDevice[] devices, ScrollPanelWidget scrollPanel)
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{
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var i = 0;
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var options = devices.ToDictionary(d => (i++).ToString(), d => d);
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Func<string, ScrollItemWidget, ScrollItemWidget> setupItem = (o, itemTemplate) =>
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{
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var item = ScrollItemWidget.Setup(itemTemplate,
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() => soundDevice == options[o],
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() =>
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{
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soundDevice = options[o];
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SettingsUtils.AdjustSettingsScrollPanelLayout(scrollPanel);
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});
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var deviceLabel = item.Get<LabelWidget>("LABEL");
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var font = Game.Renderer.Fonts[deviceLabel.Font];
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var label = WidgetUtils.TruncateText(options[o].Label, deviceLabel.Bounds.Width, font);
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deviceLabel.GetText = () => label;
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return item;
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};
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dropdown.ShowDropDown("LABEL_DROPDOWN_TEMPLATE", 500, options.Keys, setupItem);
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}
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}
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}
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