atrooney-online-2/aooptionsdialog.cpp
2018-09-15 01:42:44 +02:00

361 lines
15 KiB
C++

#include "aooptionsdialog.h"
#include "aoapplication.h"
#include "bass.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<QString>());
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("<html><head/><body>Enter as many callwords as you would like. These are case insensitive. Make sure to leave every callword in its own line!<br>Do not leave a line with a space at the end -- you will be alerted everytime someone uses a space in their messages.</body></html>");
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);
AudioDevideLabel = new QLabel(formLayoutWidget_2);
AudioDevideLabel->setText("Audio device:");
AudioDevideLabel->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.");
AudioForm->setWidget(0, QFormLayout::LabelRole, AudioDevideLabel);
AudioDeviceCombobox = new QComboBox(formLayoutWidget_2);
// Let's fill out the combobox with the available audio devices.
int a = 0;
BASS_DEVICEINFO info;
if (needs_default_audiodev())
{
AudioDeviceCombobox->addItem("Default");
}
for (a = 0; BASS_GetDeviceInfo(a, &info); a++)
{
AudioDeviceCombobox->addItem(info.name);
if (p_ao_app->get_audio_output_device() == info.name)
AudioDeviceCombobox->setCurrentIndex(AudioDeviceCombobox->count()-1);
}
AudioForm->setWidget(0, QFormLayout::FieldRole, AudioDeviceCombobox);
DeviceVolumeDivider = new QFrame(formLayoutWidget_2);
DeviceVolumeDivider->setFrameShape(QFrame::HLine);
DeviceVolumeDivider->setFrameShadow(QFrame::Sunken);
AudioForm->setWidget(1, QFormLayout::FieldRole, DeviceVolumeDivider);
MusicVolumeLabel = new QLabel(formLayoutWidget_2);
MusicVolumeLabel->setText("Music:");
MusicVolumeLabel->setToolTip("Sets the music's default volume.");
AudioForm->setWidget(2, QFormLayout::LabelRole, MusicVolumeLabel);
MusicVolumeSpinbox = new QSpinBox(formLayoutWidget_2);
MusicVolumeSpinbox->setValue(p_ao_app->get_default_music());
MusicVolumeSpinbox->setMaximum(100);
MusicVolumeSpinbox->setSuffix("%");
AudioForm->setWidget(2, 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(3, QFormLayout::LabelRole, SFXVolumeLabel);
SFXVolumeSpinbox = new QSpinBox(formLayoutWidget_2);
SFXVolumeSpinbox->setValue(p_ao_app->get_default_sfx());
SFXVolumeSpinbox->setMaximum(100);
SFXVolumeSpinbox->setSuffix("%");
AudioForm->setWidget(3, 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(4, QFormLayout::LabelRole, BlipsVolumeLabel);
BlipsVolumeSpinbox = new QSpinBox(formLayoutWidget_2);
BlipsVolumeSpinbox->setValue(p_ao_app->get_default_blip());
BlipsVolumeSpinbox->setMaximum(100);
BlipsVolumeSpinbox->setSuffix("%");
AudioForm->setWidget(4, QFormLayout::FieldRole, BlipsVolumeSpinbox);
VolumeBlipDivider = new QFrame(formLayoutWidget_2);
VolumeBlipDivider->setFrameShape(QFrame::HLine);
VolumeBlipDivider->setFrameShadow(QFrame::Sunken);
AudioForm->setWidget(5, QFormLayout::FieldRole, VolumeBlipDivider);
BlipRateLabel = new QLabel(formLayoutWidget_2);
BlipRateLabel->setText("Blip rate:");
BlipRateLabel->setToolTip("Sets the delay between playing the blip sounds.");
AudioForm->setWidget(6, QFormLayout::LabelRole, BlipRateLabel);
BlipRateSpinbox = new QSpinBox(formLayoutWidget_2);
BlipRateSpinbox->setValue(p_ao_app->read_blip_rate());
BlipRateSpinbox->setMinimum(1);
AudioForm->setWidget(6, 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(7, QFormLayout::LabelRole, BlankBlipsLabel);
BlankBlipsCheckbox = new QCheckBox(formLayoutWidget_2);
BlankBlipsCheckbox->setChecked(p_ao_app->get_blank_blip());
AudioForm->setWidget(7, 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_audio_device", AudioDeviceCombobox->currentText());
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);
}
#if (defined (_WIN32) || defined (_WIN64))
bool AOOptionsDialog::needs_default_audiodev()
{
return true;
}
#elif (defined (LINUX) || defined (__linux__))
bool AOOptionsDialog::needs_default_audiodev()
{
return false;
}
#else
#error This operating system is not supported.
#endif