361 lines
15 KiB
C++
361 lines
15 KiB
C++
#include "aooptionsdialog.h"
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#include "aoapplication.h"
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#include "bass.h"
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AOOptionsDialog::AOOptionsDialog(QWidget *parent, AOApplication *p_ao_app) : QDialog(parent)
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{
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ao_app = p_ao_app;
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// Setting up the basics.
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// setAttribute(Qt::WA_DeleteOnClose);
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setWindowTitle("Settings");
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resize(398, 320);
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SettingsButtons = new QDialogButtonBox(this);
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QSizePolicy sizePolicy1(QSizePolicy::Expanding, QSizePolicy::Fixed);
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sizePolicy1.setHorizontalStretch(0);
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sizePolicy1.setVerticalStretch(0);
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sizePolicy1.setHeightForWidth(SettingsButtons->sizePolicy().hasHeightForWidth());
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SettingsButtons->setSizePolicy(sizePolicy1);
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SettingsButtons->setOrientation(Qt::Horizontal);
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SettingsButtons->setStandardButtons(QDialogButtonBox::Cancel|QDialogButtonBox::Save);
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QObject::connect(SettingsButtons, SIGNAL(accepted()), this, SLOT(save_pressed()));
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QObject::connect(SettingsButtons, SIGNAL(rejected()), this, SLOT(discard_pressed()));
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// We'll stop updates so that the window won't flicker while it's being made.
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setUpdatesEnabled(false);
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// First of all, we want a tabbed dialog, so let's add some layout.
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verticalLayout = new QVBoxLayout(this);
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SettingsTabs = new QTabWidget(this);
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verticalLayout->addWidget(SettingsTabs);
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verticalLayout->addWidget(SettingsButtons);
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// Let's add the tabs one by one.
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// First, we'll start with 'Gameplay'.
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GameplayTab = new QWidget();
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SettingsTabs->addTab(GameplayTab, "Gameplay");
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formLayoutWidget = new QWidget(GameplayTab);
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formLayoutWidget->setGeometry(QRect(10, 10, 361, 211));
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GameplayForm = new QFormLayout(formLayoutWidget);
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GameplayForm->setLabelAlignment(Qt::AlignLeading|Qt::AlignLeft|Qt::AlignVCenter);
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GameplayForm->setFormAlignment(Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop);
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GameplayForm->setContentsMargins(0, 0, 0, 0);
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ThemeLabel = new QLabel(formLayoutWidget);
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ThemeLabel->setText("Theme:");
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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.");
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GameplayForm->setWidget(0, QFormLayout::LabelRole, ThemeLabel);
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ThemeCombobox = new QComboBox(formLayoutWidget);
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// Fill the combobox with the names of the themes.
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QDirIterator it(p_ao_app->get_base_path() + "themes", QDir::Dirs, QDirIterator::NoIteratorFlags);
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while (it.hasNext())
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{
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QString actualname = QDir(it.next()).dirName();
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if (actualname != "." && actualname != "..")
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ThemeCombobox->addItem(actualname);
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if (actualname == p_ao_app->read_theme())
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ThemeCombobox->setCurrentIndex(ThemeCombobox->count()-1);
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}
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GameplayForm->setWidget(0, QFormLayout::FieldRole, ThemeCombobox);
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ThemeLogDivider = new QFrame(formLayoutWidget);
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ThemeLogDivider->setMidLineWidth(0);
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ThemeLogDivider->setFrameShape(QFrame::HLine);
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ThemeLogDivider->setFrameShadow(QFrame::Sunken);
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GameplayForm->setWidget(1, QFormLayout::FieldRole, ThemeLogDivider);
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DownwardsLabel = new QLabel(formLayoutWidget);
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DownwardsLabel->setText("Log goes downwards:");
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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.");
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GameplayForm->setWidget(2, QFormLayout::LabelRole, DownwardsLabel);
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DownwardCheckbox = new QCheckBox(formLayoutWidget);
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DownwardCheckbox->setChecked(p_ao_app->get_log_goes_downwards());
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GameplayForm->setWidget(2, QFormLayout::FieldRole, DownwardCheckbox);
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LengthLabel = new QLabel(formLayoutWidget);
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LengthLabel->setText("Log length:");
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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'.");
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GameplayForm->setWidget(3, QFormLayout::LabelRole, LengthLabel);
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LengthSpinbox = new QSpinBox(formLayoutWidget);
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LengthSpinbox->setMaximum(10000);
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LengthSpinbox->setValue(p_ao_app->get_max_log_size());
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GameplayForm->setWidget(3, QFormLayout::FieldRole, LengthSpinbox);
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LogNamesDivider = new QFrame(formLayoutWidget);
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LogNamesDivider->setFrameShape(QFrame::HLine);
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LogNamesDivider->setFrameShadow(QFrame::Sunken);
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GameplayForm->setWidget(4, QFormLayout::FieldRole, LogNamesDivider);
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UsernameLabel = new QLabel(formLayoutWidget);
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UsernameLabel->setText("Default username:");
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UsernameLabel->setToolTip("Your OOC name will be filled in with this string when you join a server.");
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GameplayForm->setWidget(5, QFormLayout::LabelRole, UsernameLabel);
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UsernameLineEdit = new QLineEdit(formLayoutWidget);
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UsernameLineEdit->setMaxLength(30);
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UsernameLineEdit->setText(p_ao_app->get_default_username());
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GameplayForm->setWidget(5, QFormLayout::FieldRole, UsernameLineEdit);
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ShownameLabel = new QLabel(formLayoutWidget);
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ShownameLabel->setText("Custom shownames:");
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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.");
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GameplayForm->setWidget(6, QFormLayout::LabelRole, ShownameLabel);
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ShownameCheckbox = new QCheckBox(formLayoutWidget);
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ShownameCheckbox->setChecked(p_ao_app->get_showname_enabled_by_default());
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GameplayForm->setWidget(6, QFormLayout::FieldRole, ShownameCheckbox);
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NetDivider = new QFrame(formLayoutWidget);
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NetDivider->setFrameShape(QFrame::HLine);
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NetDivider->setFrameShadow(QFrame::Sunken);
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GameplayForm->setWidget(7, QFormLayout::FieldRole, NetDivider);
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MasterServerLabel = new QLabel(formLayoutWidget);
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MasterServerLabel->setText("Backup MS:");
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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.");
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GameplayForm->setWidget(8, QFormLayout::LabelRole, MasterServerLabel);
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QSettings* configini = ao_app->configini;
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MasterServerLineEdit = new QLineEdit(formLayoutWidget);
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MasterServerLineEdit->setText(configini->value("master", "").value<QString>());
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GameplayForm->setWidget(8, QFormLayout::FieldRole, MasterServerLineEdit);
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DiscordLabel = new QLabel(formLayoutWidget);
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DiscordLabel->setText("Discord:");
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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.");
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GameplayForm->setWidget(9, QFormLayout::LabelRole, DiscordLabel);
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DiscordCheckBox = new QCheckBox(formLayoutWidget);
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DiscordCheckBox->setChecked(ao_app->is_discord_enabled());
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GameplayForm->setWidget(9, QFormLayout::FieldRole, DiscordCheckBox);
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// Here we start the callwords tab.
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CallwordsTab = new QWidget();
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SettingsTabs->addTab(CallwordsTab, "Callwords");
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verticalLayoutWidget = new QWidget(CallwordsTab);
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verticalLayoutWidget->setGeometry(QRect(10, 10, 361, 211));
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CallwordsLayout = new QVBoxLayout(verticalLayoutWidget);
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CallwordsLayout->setContentsMargins(0,0,0,0);
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CallwordsTextEdit = new QPlainTextEdit(verticalLayoutWidget);
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QSizePolicy sizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
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sizePolicy.setHorizontalStretch(0);
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sizePolicy.setVerticalStretch(0);
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sizePolicy.setHeightForWidth(CallwordsTextEdit->sizePolicy().hasHeightForWidth());
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CallwordsTextEdit->setSizePolicy(sizePolicy);
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// Let's fill the callwords text edit with the already present callwords.
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CallwordsTextEdit->document()->clear();
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foreach (QString callword, p_ao_app->get_call_words()) {
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CallwordsTextEdit->appendPlainText(callword);
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}
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CallwordsLayout->addWidget(CallwordsTextEdit);
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CallwordsExplainLabel = new QLabel(verticalLayoutWidget);
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CallwordsExplainLabel->setWordWrap(true);
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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>");
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CallwordsLayout->addWidget(CallwordsExplainLabel);
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// And finally, the Audio tab.
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AudioTab = new QWidget();
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SettingsTabs->addTab(AudioTab, "Audio");
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formLayoutWidget_2 = new QWidget(AudioTab);
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formLayoutWidget_2->setGeometry(QRect(10, 10, 361, 211));
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AudioForm = new QFormLayout(formLayoutWidget_2);
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AudioForm->setObjectName(QStringLiteral("AudioForm"));
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AudioForm->setLabelAlignment(Qt::AlignLeading|Qt::AlignLeft|Qt::AlignVCenter);
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AudioForm->setFormAlignment(Qt::AlignLeading|Qt::AlignLeft|Qt::AlignTop);
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AudioForm->setContentsMargins(0, 0, 0, 0);
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AudioDevideLabel = new QLabel(formLayoutWidget_2);
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AudioDevideLabel->setText("Audio device:");
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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.");
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AudioForm->setWidget(0, QFormLayout::LabelRole, AudioDevideLabel);
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AudioDeviceCombobox = new QComboBox(formLayoutWidget_2);
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// Let's fill out the combobox with the available audio devices.
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int a = 0;
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BASS_DEVICEINFO info;
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if (needs_default_audiodev())
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{
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AudioDeviceCombobox->addItem("Default");
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}
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for (a = 0; BASS_GetDeviceInfo(a, &info); a++)
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{
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AudioDeviceCombobox->addItem(info.name);
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if (p_ao_app->get_audio_output_device() == info.name)
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AudioDeviceCombobox->setCurrentIndex(AudioDeviceCombobox->count()-1);
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}
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AudioForm->setWidget(0, QFormLayout::FieldRole, AudioDeviceCombobox);
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DeviceVolumeDivider = new QFrame(formLayoutWidget_2);
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DeviceVolumeDivider->setFrameShape(QFrame::HLine);
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DeviceVolumeDivider->setFrameShadow(QFrame::Sunken);
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AudioForm->setWidget(1, QFormLayout::FieldRole, DeviceVolumeDivider);
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MusicVolumeLabel = new QLabel(formLayoutWidget_2);
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MusicVolumeLabel->setText("Music:");
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MusicVolumeLabel->setToolTip("Sets the music's default volume.");
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AudioForm->setWidget(2, QFormLayout::LabelRole, MusicVolumeLabel);
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MusicVolumeSpinbox = new QSpinBox(formLayoutWidget_2);
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MusicVolumeSpinbox->setValue(p_ao_app->get_default_music());
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MusicVolumeSpinbox->setMaximum(100);
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MusicVolumeSpinbox->setSuffix("%");
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AudioForm->setWidget(2, QFormLayout::FieldRole, MusicVolumeSpinbox);
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SFXVolumeLabel = new QLabel(formLayoutWidget_2);
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SFXVolumeLabel->setText("SFX:");
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SFXVolumeLabel->setToolTip("Sets the SFX's default volume. Interjections and actual sound effects count as 'SFX'.");
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AudioForm->setWidget(3, QFormLayout::LabelRole, SFXVolumeLabel);
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SFXVolumeSpinbox = new QSpinBox(formLayoutWidget_2);
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SFXVolumeSpinbox->setValue(p_ao_app->get_default_sfx());
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SFXVolumeSpinbox->setMaximum(100);
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SFXVolumeSpinbox->setSuffix("%");
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AudioForm->setWidget(3, QFormLayout::FieldRole, SFXVolumeSpinbox);
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BlipsVolumeLabel = new QLabel(formLayoutWidget_2);
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BlipsVolumeLabel->setText("Blips:");
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BlipsVolumeLabel->setToolTip("Sets the volume of the blips, the talking sound effects.");
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AudioForm->setWidget(4, QFormLayout::LabelRole, BlipsVolumeLabel);
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BlipsVolumeSpinbox = new QSpinBox(formLayoutWidget_2);
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BlipsVolumeSpinbox->setValue(p_ao_app->get_default_blip());
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BlipsVolumeSpinbox->setMaximum(100);
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BlipsVolumeSpinbox->setSuffix("%");
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AudioForm->setWidget(4, QFormLayout::FieldRole, BlipsVolumeSpinbox);
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VolumeBlipDivider = new QFrame(formLayoutWidget_2);
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VolumeBlipDivider->setFrameShape(QFrame::HLine);
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VolumeBlipDivider->setFrameShadow(QFrame::Sunken);
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AudioForm->setWidget(5, QFormLayout::FieldRole, VolumeBlipDivider);
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BlipRateLabel = new QLabel(formLayoutWidget_2);
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BlipRateLabel->setText("Blip rate:");
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BlipRateLabel->setToolTip("Sets the delay between playing the blip sounds.");
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AudioForm->setWidget(6, QFormLayout::LabelRole, BlipRateLabel);
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BlipRateSpinbox = new QSpinBox(formLayoutWidget_2);
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BlipRateSpinbox->setValue(p_ao_app->read_blip_rate());
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BlipRateSpinbox->setMinimum(1);
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AudioForm->setWidget(6, QFormLayout::FieldRole, BlipRateSpinbox);
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BlankBlipsLabel = new QLabel(formLayoutWidget_2);
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BlankBlipsLabel->setText("Blank blips:");
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BlankBlipsLabel->setToolTip("If true, the game will play a blip sound even when a space is 'being said'.");
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AudioForm->setWidget(7, QFormLayout::LabelRole, BlankBlipsLabel);
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BlankBlipsCheckbox = new QCheckBox(formLayoutWidget_2);
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BlankBlipsCheckbox->setChecked(p_ao_app->get_blank_blip());
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AudioForm->setWidget(7, QFormLayout::FieldRole, BlankBlipsCheckbox);
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// When we're done, we should continue the updates!
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setUpdatesEnabled(true);
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}
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void AOOptionsDialog::save_pressed()
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{
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// Save everything into the config.ini.
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QSettings* configini = ao_app->configini;
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configini->setValue("theme", ThemeCombobox->currentText());
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configini->setValue("log_goes_downwards", DownwardCheckbox->isChecked());
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configini->setValue("log_maximum", LengthSpinbox->value());
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configini->setValue("default_username", UsernameLineEdit->text());
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configini->setValue("show_custom_shownames", ShownameCheckbox->isChecked());
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configini->setValue("master", MasterServerLineEdit->text());
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configini->setValue("discord", DiscordCheckBox->isChecked());
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QFile* callwordsini = new QFile(ao_app->get_base_path() + "callwords.ini");
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if (!callwordsini->open(QIODevice::WriteOnly | QIODevice::Truncate | QIODevice::Text))
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{
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// Nevermind!
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}
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else
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{
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QTextStream out(callwordsini);
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out << CallwordsTextEdit->toPlainText();
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callwordsini->close();
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}
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configini->setValue("default_audio_device", AudioDeviceCombobox->currentText());
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configini->setValue("default_music", MusicVolumeSpinbox->value());
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configini->setValue("default_sfx", SFXVolumeSpinbox->value());
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configini->setValue("default_blip", BlipsVolumeSpinbox->value());
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configini->setValue("blip_rate", BlipRateSpinbox->value());
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configini->setValue("blank_blip", BlankBlipsCheckbox->isChecked());
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callwordsini->close();
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done(0);
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}
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void AOOptionsDialog::discard_pressed()
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{
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done(0);
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}
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#if (defined (_WIN32) || defined (_WIN64))
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bool AOOptionsDialog::needs_default_audiodev()
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{
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return true;
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}
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#elif (defined (LINUX) || defined (__linux__))
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bool AOOptionsDialog::needs_default_audiodev()
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{
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return false;
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}
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#else
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#error This operating system is not supported.
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#endif
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