#include "aooptionsdialog.h" #include "aoapplication.h" AOOptionsDialog::AOOptionsDialog(QWidget *parent, AOApplication *p_ao_app) : QDialog(parent) { ao_app = p_ao_app; // Setting up the basics. // setAttribute(Qt::WA_DeleteOnClose); setWindowTitle("Settings"); resize(398, 320); SettingsButtons = new QDialogButtonBox(this); QSizePolicy sizePolicy1(QSizePolicy::Expanding, QSizePolicy::Fixed); sizePolicy1.setHorizontalStretch(0); sizePolicy1.setVerticalStretch(0); sizePolicy1.setHeightForWidth(SettingsButtons->sizePolicy().hasHeightForWidth()); SettingsButtons->setSizePolicy(sizePolicy1); SettingsButtons->setOrientation(Qt::Horizontal); SettingsButtons->setStandardButtons(QDialogButtonBox::Cancel|QDialogButtonBox::Save); QObject::connect(SettingsButtons, SIGNAL(accepted()), this, SLOT(save_pressed())); QObject::connect(SettingsButtons, SIGNAL(rejected()), this, SLOT(discard_pressed())); // We'll stop updates so that the window won't flicker while it's being made. setUpdatesEnabled(false); // First of all, we want a tabbed dialog, so let's add some layout. verticalLayout = new QVBoxLayout(this); SettingsTabs = new QTabWidget(this); verticalLayout->addWidget(SettingsTabs); verticalLayout->addWidget(SettingsButtons); // Let's add the tabs one by one. // First, we'll start with 'Gameplay'. GameplayTab = new QWidget(); SettingsTabs->addTab(GameplayTab, "Gameplay"); formLayoutWidget = new QWidget(GameplayTab); formLayoutWidget->setGeometry(QRect(10, 10, 361, 211)); GameplayForm = new QFormLayout(formLayoutWidget); GameplayForm->setLabelAlignment(Qt::AlignLeading|Qt::AlignLeft|Qt::AlignVCenter); GameplayForm->setFormAlignment(Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop); GameplayForm->setContentsMargins(0, 0, 0, 0); ThemeLabel = new QLabel(formLayoutWidget); ThemeLabel->setText("Theme:"); ThemeLabel->setToolTip("Allows you to set the theme used ingame. If your theme changes the lobby's look, too, you'll obviously need to reload the lobby somehow for it take effect. Joining a server and leaving it should work."); GameplayForm->setWidget(0, QFormLayout::LabelRole, ThemeLabel); ThemeCombobox = new QComboBox(formLayoutWidget); // Fill the combobox with the names of the themes. QDirIterator it(p_ao_app->get_base_path() + "themes", QDir::Dirs, QDirIterator::NoIteratorFlags); while (it.hasNext()) { QString actualname = QDir(it.next()).dirName(); if (actualname != "." && actualname != "..") ThemeCombobox->addItem(actualname); if (actualname == p_ao_app->read_theme()) ThemeCombobox->setCurrentIndex(ThemeCombobox->count()-1); } GameplayForm->setWidget(0, QFormLayout::FieldRole, ThemeCombobox); ThemeLogDivider = new QFrame(formLayoutWidget); ThemeLogDivider->setMidLineWidth(0); ThemeLogDivider->setFrameShape(QFrame::HLine); ThemeLogDivider->setFrameShadow(QFrame::Sunken); GameplayForm->setWidget(1, QFormLayout::FieldRole, ThemeLogDivider); DownwardsLabel = new QLabel(formLayoutWidget); DownwardsLabel->setText("Log goes downwards:"); DownwardsLabel->setToolTip("If ticked, the IC chatlog will go downwards, in the sense that new messages will appear at the bottom (like the OOC chatlog). The Vanilla behaviour is equivalent to this being unticked."); GameplayForm->setWidget(2, QFormLayout::LabelRole, DownwardsLabel); DownwardCheckbox = new QCheckBox(formLayoutWidget); DownwardCheckbox->setChecked(p_ao_app->get_log_goes_downwards()); GameplayForm->setWidget(2, QFormLayout::FieldRole, DownwardCheckbox); LengthLabel = new QLabel(formLayoutWidget); LengthLabel->setText("Log length:"); LengthLabel->setToolTip("The amount of messages the IC chatlog will keep before getting rid of older messages. A value of 0 or below counts as 'infinite'."); GameplayForm->setWidget(3, QFormLayout::LabelRole, LengthLabel); LengthSpinbox = new QSpinBox(formLayoutWidget); LengthSpinbox->setMaximum(10000); LengthSpinbox->setValue(p_ao_app->get_max_log_size()); GameplayForm->setWidget(3, QFormLayout::FieldRole, LengthSpinbox); LogNamesDivider = new QFrame(formLayoutWidget); LogNamesDivider->setFrameShape(QFrame::HLine); LogNamesDivider->setFrameShadow(QFrame::Sunken); GameplayForm->setWidget(4, QFormLayout::FieldRole, LogNamesDivider); UsernameLabel = new QLabel(formLayoutWidget); UsernameLabel->setText("Default username:"); UsernameLabel->setToolTip("Your OOC name will be filled in with this string when you join a server."); GameplayForm->setWidget(5, QFormLayout::LabelRole, UsernameLabel); UsernameLineEdit = new QLineEdit(formLayoutWidget); UsernameLineEdit->setMaxLength(30); UsernameLineEdit->setText(p_ao_app->get_default_username()); GameplayForm->setWidget(5, QFormLayout::FieldRole, UsernameLineEdit); ShownameLabel = new QLabel(formLayoutWidget); ShownameLabel->setText("Custom shownames:"); ShownameLabel->setToolTip("Gives the default value for the ingame 'Custom shownames' tickbox, which in turn determines whether your client should display custom shownames or not."); GameplayForm->setWidget(6, QFormLayout::LabelRole, ShownameLabel); ShownameCheckbox = new QCheckBox(formLayoutWidget); ShownameCheckbox->setChecked(p_ao_app->get_showname_enabled_by_default()); GameplayForm->setWidget(6, QFormLayout::FieldRole, ShownameCheckbox); NetDivider = new QFrame(formLayoutWidget); NetDivider->setFrameShape(QFrame::HLine); NetDivider->setFrameShadow(QFrame::Sunken); GameplayForm->setWidget(7, QFormLayout::FieldRole, NetDivider); MasterServerLabel = new QLabel(formLayoutWidget); MasterServerLabel->setText("Backup MS:"); MasterServerLabel->setToolTip("After the built-in server lookups fail, the game will try the address given here and use it as a backup masterserver address."); GameplayForm->setWidget(8, QFormLayout::LabelRole, MasterServerLabel); QSettings* configini = ao_app->configini; MasterServerLineEdit = new QLineEdit(formLayoutWidget); MasterServerLineEdit->setText(configini->value("master", "").value()); GameplayForm->setWidget(8, QFormLayout::FieldRole, MasterServerLineEdit); DiscordLabel = new QLabel(formLayoutWidget); DiscordLabel->setText("Discord:"); DiscordLabel->setToolTip("If true, allows Discord's Rich Presence to read data about your game. These are: what server you are in, what character are you playing, and how long have you been playing for."); GameplayForm->setWidget(9, QFormLayout::LabelRole, DiscordLabel); DiscordCheckBox = new QCheckBox(formLayoutWidget); DiscordCheckBox->setChecked(ao_app->is_discord_enabled()); GameplayForm->setWidget(9, QFormLayout::FieldRole, DiscordCheckBox); // Here we start the callwords tab. CallwordsTab = new QWidget(); SettingsTabs->addTab(CallwordsTab, "Callwords"); verticalLayoutWidget = new QWidget(CallwordsTab); verticalLayoutWidget->setGeometry(QRect(10, 10, 361, 211)); CallwordsLayout = new QVBoxLayout(verticalLayoutWidget); CallwordsLayout->setContentsMargins(0,0,0,0); CallwordsTextEdit = new QPlainTextEdit(verticalLayoutWidget); QSizePolicy sizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding); sizePolicy.setHorizontalStretch(0); sizePolicy.setVerticalStretch(0); sizePolicy.setHeightForWidth(CallwordsTextEdit->sizePolicy().hasHeightForWidth()); CallwordsTextEdit->setSizePolicy(sizePolicy); // Let's fill the callwords text edit with the already present callwords. CallwordsTextEdit->document()->clear(); foreach (QString callword, p_ao_app->get_call_words()) { CallwordsTextEdit->appendPlainText(callword); } CallwordsLayout->addWidget(CallwordsTextEdit); CallwordsExplainLabel = new QLabel(verticalLayoutWidget); CallwordsExplainLabel->setWordWrap(true); CallwordsExplainLabel->setText("Enter as many callwords as you would like. These are case insensitive. Make sure to leave every callword in its own line!
Do not leave a line with a space at the end -- you will be alerted everytime someone uses a space in their messages."); CallwordsLayout->addWidget(CallwordsExplainLabel); // And finally, the Audio tab. AudioTab = new QWidget(); SettingsTabs->addTab(AudioTab, "Audio"); formLayoutWidget_2 = new QWidget(AudioTab); formLayoutWidget_2->setGeometry(QRect(10, 10, 361, 211)); AudioForm = new QFormLayout(formLayoutWidget_2); AudioForm->setObjectName(QStringLiteral("AudioForm")); AudioForm->setLabelAlignment(Qt::AlignLeading|Qt::AlignLeft|Qt::AlignVCenter); AudioForm->setFormAlignment(Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop); AudioForm->setContentsMargins(0, 0, 0, 0); MusicVolumeLabel = new QLabel(formLayoutWidget_2); MusicVolumeLabel->setText("Music:"); MusicVolumeLabel->setToolTip("Sets the music's default volume."); AudioForm->setWidget(1, QFormLayout::LabelRole, MusicVolumeLabel); MusicVolumeSpinbox = new QSpinBox(formLayoutWidget_2); MusicVolumeSpinbox->setValue(p_ao_app->get_default_music()); MusicVolumeSpinbox->setMaximum(100); MusicVolumeSpinbox->setSuffix("%"); AudioForm->setWidget(1, QFormLayout::FieldRole, MusicVolumeSpinbox); SFXVolumeLabel = new QLabel(formLayoutWidget_2); SFXVolumeLabel->setText("SFX:"); SFXVolumeLabel->setToolTip("Sets the SFX's default volume. Interjections and actual sound effects count as 'SFX'."); AudioForm->setWidget(2, QFormLayout::LabelRole, SFXVolumeLabel); SFXVolumeSpinbox = new QSpinBox(formLayoutWidget_2); SFXVolumeSpinbox->setValue(p_ao_app->get_default_sfx()); SFXVolumeSpinbox->setMaximum(100); SFXVolumeSpinbox->setSuffix("%"); AudioForm->setWidget(2, QFormLayout::FieldRole, SFXVolumeSpinbox); BlipsVolumeLabel = new QLabel(formLayoutWidget_2); BlipsVolumeLabel->setText("Blips:"); BlipsVolumeLabel->setToolTip("Sets the volume of the blips, the talking sound effects."); AudioForm->setWidget(3, QFormLayout::LabelRole, BlipsVolumeLabel); BlipsVolumeSpinbox = new QSpinBox(formLayoutWidget_2); BlipsVolumeSpinbox->setValue(p_ao_app->get_default_blip()); BlipsVolumeSpinbox->setMaximum(100); BlipsVolumeSpinbox->setSuffix("%"); AudioForm->setWidget(3, QFormLayout::FieldRole, BlipsVolumeSpinbox); VolumeBlipDivider = new QFrame(formLayoutWidget_2); VolumeBlipDivider->setFrameShape(QFrame::HLine); VolumeBlipDivider->setFrameShadow(QFrame::Sunken); AudioForm->setWidget(4, QFormLayout::FieldRole, VolumeBlipDivider); BlipRateLabel = new QLabel(formLayoutWidget_2); BlipRateLabel->setText("Blip rate:"); BlipRateLabel->setToolTip("Sets the delay between playing the blip sounds."); AudioForm->setWidget(5, QFormLayout::LabelRole, BlipRateLabel); BlipRateSpinbox = new QSpinBox(formLayoutWidget_2); BlipRateSpinbox->setValue(p_ao_app->read_blip_rate()); BlipRateSpinbox->setMinimum(1); AudioForm->setWidget(5, QFormLayout::FieldRole, BlipRateSpinbox); BlankBlipsLabel = new QLabel(formLayoutWidget_2); BlankBlipsLabel->setText("Blank blips:"); BlankBlipsLabel->setToolTip("If true, the game will play a blip sound even when a space is 'being said'."); AudioForm->setWidget(6, QFormLayout::LabelRole, BlankBlipsLabel); BlankBlipsCheckbox = new QCheckBox(formLayoutWidget_2); BlankBlipsCheckbox->setChecked(p_ao_app->get_blank_blip()); AudioForm->setWidget(6, QFormLayout::FieldRole, BlankBlipsCheckbox); // When we're done, we should continue the updates! setUpdatesEnabled(true); } void AOOptionsDialog::save_pressed() { // Save everything into the config.ini. QSettings* configini = ao_app->configini; configini->setValue("theme", ThemeCombobox->currentText()); configini->setValue("log_goes_downwards", DownwardCheckbox->isChecked()); configini->setValue("log_maximum", LengthSpinbox->value()); configini->setValue("default_username", UsernameLineEdit->text()); configini->setValue("show_custom_shownames", ShownameCheckbox->isChecked()); configini->setValue("master", MasterServerLineEdit->text()); configini->setValue("discord", DiscordCheckBox->isChecked()); QFile* callwordsini = new QFile(ao_app->get_base_path() + "callwords.ini"); if (!callwordsini->open(QIODevice::WriteOnly | QIODevice::Truncate | QIODevice::Text)) { // Nevermind! } else { QTextStream out(callwordsini); out << CallwordsTextEdit->toPlainText(); callwordsini->close(); } configini->setValue("default_music", MusicVolumeSpinbox->value()); configini->setValue("default_sfx", SFXVolumeSpinbox->value()); configini->setValue("default_blip", BlipsVolumeSpinbox->value()); configini->setValue("blip_rate", BlipRateSpinbox->value()); configini->setValue("blank_blip", BlankBlipsCheckbox->isChecked()); callwordsini->close(); done(0); } void AOOptionsDialog::discard_pressed() { done(0); }