return 0
end
-local function dlg_confirm_reset_formspec(data)
- return "size[8,3]" ..
- "label[1,1;" .. fgettext("Are you sure to reset your singleplayer world?") .. "]" ..
- "button[1,2;2.6,0.5;dlg_reset_singleplayer_confirm;" .. fgettext("Yes") .. "]" ..
- "button[4,2;2.8,0.5;dlg_reset_singleplayer_cancel;" .. fgettext("No") .. "]"
-end
-
-local function dlg_confirm_reset_btnhandler(this, fields, dialogdata)
-
- if fields["dlg_reset_singleplayer_confirm"] ~= nil then
- local worldlist = core.get_worlds()
- local found_singleplayerworld = false
-
- for i = 1, #worldlist do
- if worldlist[i].name == "singleplayerworld" then
- found_singleplayerworld = true
- gamedata.worldindex = i
- end
- end
-
- if found_singleplayerworld then
- core.delete_world(gamedata.worldindex)
- end
-
- core.create_world("singleplayerworld", 1)
- worldlist = core.get_worlds()
- found_singleplayerworld = false
-
- for i = 1, #worldlist do
- if worldlist[i].name == "singleplayerworld" then
- found_singleplayerworld = true
- gamedata.worldindex = i
- end
- end
- end
-
- this.parent:show()
- this:hide()
- this:delete()
- return true
-end
-
-local function showconfirm_reset(tabview)
- local new_dlg = dialog_create("reset_spworld",
- dlg_confirm_reset_formspec,
- dlg_confirm_reset_btnhandler,
- nil)
- new_dlg:set_parent(tabview)
- tabview:hide()
- new_dlg:show()
-end
-
local function formspec(tabview, name, tabdata)
local tab_string =
"box[0,0;3.75,4.5;#999999]" ..
"label[4.25,3.45;" .. fgettext("Screen:") .. "]" ..
"checkbox[4.25,3.6;cb_autosave_screensize;" .. fgettext("Autosave Screen Size") .. ";"
.. dump(core.settings:get_bool("autosave_screensize")) .. "]" ..
- "box[8,0;3.75,4.5;#999999]" ..
- "checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders") .. ";"
- .. dump(core.settings:get_bool("enable_shaders")) .. "]"
+ "box[8,0;3.75,4.5;#999999]"
- if PLATFORM == "Android" then
+ local video_driver = core.settings:get("video_driver")
+ local shaders_enabled = core.settings:get_bool("enable_shaders")
+ if video_driver == "opengl" then
+ tab_string = tab_string ..
+ "checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders") .. ";"
+ .. tostring(shaders_enabled) .. "]"
+ elseif video_driver == "ogles2" then
tab_string = tab_string ..
- "button[8,4.75;3.95,1;btn_reset_singleplayer;"
- .. fgettext("Reset singleplayer world") .. "]"
+ "checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders (experimental)") .. ";"
+ .. tostring(shaders_enabled) .. "]"
else
+ core.settings:set_bool("enable_shaders", false)
+ shaders_enabled = false
tab_string = tab_string ..
- "button[8,4.75;3.95,1;btn_change_keys;"
- .. fgettext("Change Keys") .. "]"
+ "label[8.38,0.2;" .. core.colorize("#888888",
+ fgettext("Shaders (unavailable)")) .. "]"
end
+ tab_string = tab_string ..
+ "button[8,4.75;3.95,1;btn_change_keys;"
+ .. fgettext("Change Keys") .. "]"
+
tab_string = tab_string ..
"button[0,4.75;3.95,1;btn_advanced_settings;"
- .. fgettext("Advanced Settings") .. "]"
+ .. fgettext("All Settings") .. "]"
if core.settings:get("touchscreen_threshold") ~= nil then
tab_string = tab_string ..
- "label[4.3,4.1;" .. fgettext("Touchthreshold (px)") .. "]" ..
- "dropdown[3.85,4.55;3.85;dd_touchthreshold;0,10,20,30,40,50;" ..
- ((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) .. "]"
+ "label[4.3,4.2;" .. fgettext("Touchthreshold: (px)") .. "]" ..
+ "dropdown[4.25,4.65;3.5;dd_touchthreshold;0,10,20,30,40,50;" ..
+ ((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) ..
+ "]box[4.0,4.5;3.75,1.0;#999999]"
end
- if core.settings:get_bool("enable_shaders") then
+ if shaders_enabled then
tab_string = tab_string ..
- "checkbox[8.25,0.5;cb_bumpmapping;" .. fgettext("Bump Mapping") .. ";"
- .. dump(core.settings:get_bool("enable_bumpmapping")) .. "]" ..
- "checkbox[8.25,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
+ "checkbox[8.25,0.5;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
.. dump(core.settings:get_bool("tone_mapping")) .. "]" ..
- "checkbox[8.25,1.5;cb_generate_normalmaps;" .. fgettext("Generate Normal Maps") .. ";"
- .. dump(core.settings:get_bool("generate_normalmaps")) .. "]" ..
- "checkbox[8.25,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
- .. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" ..
- "checkbox[8.25,2.5;cb_waving_water;" .. fgettext("Waving Water") .. ";"
+ "checkbox[8.25,1;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
.. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
- "checkbox[8.25,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
+ "checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
- "checkbox[8.25,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
+ "checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
else
tab_string = tab_string ..
"label[8.38,0.7;" .. core.colorize("#888888",
- fgettext("Bump Mapping")) .. "]" ..
- "label[8.38,1.2;" .. core.colorize("#888888",
fgettext("Tone Mapping")) .. "]" ..
+ "label[8.38,1.2;" .. core.colorize("#888888",
+ fgettext("Waving Liquids")) .. "]" ..
"label[8.38,1.7;" .. core.colorize("#888888",
- fgettext("Generate Normal Maps")) .. "]" ..
- "label[8.38,2.2;" .. core.colorize("#888888",
- fgettext("Parallax Occlusion")) .. "]" ..
- "label[8.38,2.7;" .. core.colorize("#888888",
- fgettext("Waving Water")) .. "]" ..
- "label[8.38,3.2;" .. core.colorize("#888888",
fgettext("Waving Leaves")) .. "]" ..
- "label[8.38,3.7;" .. core.colorize("#888888",
+ "label[8.38,2.2;" .. core.colorize("#888888",
fgettext("Waving Plants")) .. "]"
end
end
return true
end
- if fields["cb_bumpmapping"] then
- core.settings:set("enable_bumpmapping", fields["cb_bumpmapping"])
- return true
- end
if fields["cb_tonemapping"] then
core.settings:set("tone_mapping", fields["cb_tonemapping"])
return true
end
- if fields["cb_generate_normalmaps"] then
- core.settings:set("generate_normalmaps", fields["cb_generate_normalmaps"])
- return true
- end
- if fields["cb_parallax"] then
- core.settings:set("enable_parallax_occlusion", fields["cb_parallax"])
- return true
- end
if fields["cb_waving_water"] then
core.settings:set("enable_waving_water", fields["cb_waving_water"])
return true
core.settings:set("touchtarget", fields["cb_touchscreen_target"])
return true
end
- if fields["btn_reset_singleplayer"] then
- showconfirm_reset(this)
- return true
- end
--Note dropdowns have to be handled LAST!
local ddhandled = false