--------------------------------------------------------------------------------
--- Dropdown labels : Leaves
-local leaves_style_labels = {
- fgettext("Opaque Leaves"),
- fgettext("Simple Leaves"),
- fgettext("Fancy Leaves")
+local labels = {
+ leaves = {
+ fgettext("Opaque Leaves"),
+ fgettext("Simple Leaves"),
+ fgettext("Fancy Leaves")
+ },
+ node_highlighting = {
+ fgettext("Node Outlining"),
+ fgettext("Node Highlighting"),
+ fgettext("None")
+ },
+ filters = {
+ fgettext("No Filter"),
+ fgettext("Bilinear Filter"),
+ fgettext("Trilinear Filter")
+ },
+ mipmap = {
+ fgettext("No Mipmap"),
+ fgettext("Mipmap"),
+ fgettext("Mipmap + Aniso. Filter")
+ },
+ antialiasing = {
+ fgettext("None"),
+ fgettext("2x"),
+ fgettext("4x"),
+ fgettext("8x")
+ },
+ shadow_levels = {
+ fgettext("Disabled"),
+ fgettext("Very Low"),
+ fgettext("Low"),
+ fgettext("Medium"),
+ fgettext("High"),
+ fgettext("Very High")
+ }
}
-local leaves_style = {
- table.concat(leaves_style_labels, ","),
- {"opaque", "simple", "fancy"},
+local dd_options = {
+ leaves = {
+ table.concat(labels.leaves, ","),
+ {"opaque", "simple", "fancy"}
+ },
+ node_highlighting = {
+ table.concat(labels.node_highlighting, ","),
+ {"box", "halo", "none"}
+ },
+ filters = {
+ table.concat(labels.filters, ","),
+ {"", "bilinear_filter", "trilinear_filter"}
+ },
+ mipmap = {
+ table.concat(labels.mipmap, ","),
+ {"", "mip_map", "anisotropic_filter"}
+ },
+ antialiasing = {
+ table.concat(labels.antialiasing, ","),
+ {"0", "2", "4", "8"}
+ },
+ shadow_levels = {
+ table.concat(labels.shadow_levels, ","),
+ { "0", "1", "2", "3", "4", "5" }
+ }
}
--- Dropdown labels : Node highlighting
-local node_highlighting_style_labels = {
- fgettext("Node Outlining"),
- fgettext("Node Highlighting")
-}
-
-local node_highlighting_style = {
- table.concat(node_highlighting_style_labels, ","),
- {"box", "halo"},
-}
-
--- Dropdown labels : Textures filtering
-local dd_filter_labels = {
- fgettext("No Filter"),
- fgettext("Bilinear Filter"),
- fgettext("Trilinear Filter")
-}
-
-local filters = {
- table.concat(dd_filter_labels, ","),
- {"", "bilinear_filter", "trilinear_filter"},
-}
-
--- Dropdown labels : Mip-mapping
-local dd_mipmap_labels = {
- fgettext("No Mipmap"),
- fgettext("Mipmap"),
- fgettext("Mipmap + Aniso. Filter")
-}
-
-local mipmap = {
- table.concat(dd_mipmap_labels, ","),
- {"", "mip_map", "anisotropic_filter"},
-}
-
--- Dropdown labels : Anti-aliasing
-local dd_antialiasing_labels = {
- fgettext("None"),
- fgettext("2x"),
- fgettext("4x"),
- fgettext("8x"),
-}
-
-local antialiasing = {
- table.concat(dd_antialiasing_labels, ","),
- {"0", "2", "4", "8"}
-}
-
--- Dropdown index getter : Leaves
-local function getLeavesStyleSettingIndex()
- local style = core.setting_get("leaves_style")
- for idx, name in pairs(leaves_style[2]) do
- if style == name then return idx end
- end
- return 1
-end
-
--- Dropdown index getter : Node highlighting
-local function getNodeHighlightingSettingIndex()
- local style = core.setting_get("node_highlighting")
- for idx, name in pairs(node_highlighting_style[2]) do
- if style == name then return idx end
- end
- return 1
-end
-
--- Dropdown index getter : Textures filtering
-local function getFilterSettingIndex()
- if core.setting_get(filters[2][3]) == "true" then
- return 3
- elseif core.setting_get(filters[2][3]) == "false" and
- core.setting_get(filters[2][2]) == "true" then
- return 2
- end
- return 1
-end
-
--- Dropdown index getter : Mip-mapping
-local function getMipmapSettingIndex()
- if core.setting_get(mipmap[2][3]) == "true" then
- return 3
- elseif core.setting_get(mipmap[2][3]) == "false" and
- core.setting_get(mipmap[2][2]) == "true" then
- return 2
- end
- return 1
-end
-
--- Dropdown index getter : Anti-aliasing
-local function getAntialiasingSettingIndex()
- local antialiasing_setting = core.setting_get("fsaa")
- for i = 1, #antialiasing[2] do
- if antialiasing_setting == antialiasing[2][i] then
- return i
+local getSettingIndex = {
+ Leaves = function()
+ local style = core.settings:get("leaves_style")
+ for idx, name in pairs(dd_options.leaves[2]) do
+ if style == name then return idx end
end
- end
- return 1
-end
-
-local function antialiasing_fname_to_name(fname)
- for i = 1, #dd_antialiasing_labels do
- if fname == dd_antialiasing_labels[i] then
- return antialiasing[2][i]
+ return 1
+ end,
+ NodeHighlighting = function()
+ local style = core.settings:get("node_highlighting")
+ for idx, name in pairs(dd_options.node_highlighting[2]) do
+ if style == name then return idx end
end
- end
- 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
+ return 1
+ end,
+ Filter = function()
+ if core.settings:get(dd_options.filters[2][3]) == "true" then
+ return 3
+ elseif core.settings:get(dd_options.filters[2][3]) == "false" and
+ core.settings:get(dd_options.filters[2][2]) == "true" then
+ return 2
end
-
- if found_singleplayerworld then
- core.delete_world(gamedata.worldindex)
+ return 1
+ end,
+ Mipmap = function()
+ if core.settings:get(dd_options.mipmap[2][3]) == "true" then
+ return 3
+ elseif core.settings:get(dd_options.mipmap[2][3]) == "false" and
+ core.settings:get(dd_options.mipmap[2][2]) == "true" then
+ return 2
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
+ return 1
+ end,
+ Antialiasing = function()
+ local antialiasing_setting = core.settings:get("fsaa")
+ for i = 1, #dd_options.antialiasing[2] do
+ if antialiasing_setting == dd_options.antialiasing[2][i] then
+ return i
+ end
+ end
+ return 1
+ end,
+ ShadowMapping = function()
+ local shadow_setting = core.settings:get("shadow_levels")
+ for i = 1, #dd_options.shadow_levels[2] do
+ if shadow_setting == dd_options.shadow_levels[2][i] then
+ return i
end
end
+ return 1
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()
+local function antialiasing_fname_to_name(fname)
+ for i = 1, #labels.antialiasing do
+ if fname == labels.antialiasing[i] then
+ return dd_options.antialiasing[2][i]
+ end
+ end
+ return 0
end
local function formspec(tabview, name, tabdata)
local tab_string =
- "box[0,0;3.5,4.5;#999999]" ..
+ "box[0,0;3.75,4.5;#999999]" ..
"checkbox[0.25,0;cb_smooth_lighting;" .. fgettext("Smooth Lighting") .. ";"
- .. dump(core.setting_getbool("smooth_lighting")) .. "]" ..
+ .. dump(core.settings:get_bool("smooth_lighting")) .. "]" ..
"checkbox[0.25,0.5;cb_particles;" .. fgettext("Particles") .. ";"
- .. dump(core.setting_getbool("enable_particles")) .. "]" ..
+ .. dump(core.settings:get_bool("enable_particles")) .. "]" ..
"checkbox[0.25,1;cb_3d_clouds;" .. fgettext("3D Clouds") .. ";"
- .. dump(core.setting_getbool("enable_3d_clouds")) .. "]" ..
+ .. dump(core.settings:get_bool("enable_3d_clouds")) .. "]" ..
"checkbox[0.25,1.5;cb_opaque_water;" .. fgettext("Opaque Water") .. ";"
- .. dump(core.setting_getbool("opaque_water")) .. "]" ..
+ .. dump(core.settings:get_bool("opaque_water")) .. "]" ..
"checkbox[0.25,2.0;cb_connected_glass;" .. fgettext("Connected Glass") .. ";"
- .. dump(core.setting_getbool("connected_glass")) .. "]" ..
- "dropdown[0.25,2.8;3.3;dd_node_highlighting;" .. node_highlighting_style[1] .. ";"
- .. getNodeHighlightingSettingIndex() .. "]" ..
- "dropdown[0.25,3.6;3.3;dd_leaves_style;" .. leaves_style[1] .. ";"
- .. getLeavesStyleSettingIndex() .. "]" ..
- "box[3.75,0;3.75,3.45;#999999]" ..
- "label[3.85,0.1;" .. fgettext("Texturing:") .. "]" ..
- "dropdown[3.85,0.55;3.85;dd_filters;" .. filters[1] .. ";"
- .. getFilterSettingIndex() .. "]" ..
- "dropdown[3.85,1.35;3.85;dd_mipmap;" .. mipmap[1] .. ";"
- .. getMipmapSettingIndex() .. "]" ..
- "label[3.85,2.15;" .. fgettext("Antialiasing:") .. "]" ..
- "dropdown[3.85,2.6;3.85;dd_antialiasing;" .. antialiasing[1] .. ";"
- .. getAntialiasingSettingIndex() .. "]" ..
- "box[7.75,0;4,4.4;#999999]" ..
- "checkbox[8,0;cb_shaders;" .. fgettext("Shaders") .. ";"
- .. dump(core.setting_getbool("enable_shaders")) .. "]"
+ .. dump(core.settings:get_bool("connected_glass")) .. "]" ..
+ "dropdown[0.25,2.8;3.5;dd_node_highlighting;" .. dd_options.node_highlighting[1] .. ";"
+ .. getSettingIndex.NodeHighlighting() .. "]" ..
+ "dropdown[0.25,3.6;3.5;dd_leaves_style;" .. dd_options.leaves[1] .. ";"
+ .. getSettingIndex.Leaves() .. "]" ..
+ "box[4,0;3.75,4.9;#999999]" ..
+ "label[4.25,0.1;" .. fgettext("Texturing:") .. "]" ..
+ "dropdown[4.25,0.55;3.5;dd_filters;" .. dd_options.filters[1] .. ";"
+ .. getSettingIndex.Filter() .. "]" ..
+ "dropdown[4.25,1.35;3.5;dd_mipmap;" .. dd_options.mipmap[1] .. ";"
+ .. getSettingIndex.Mipmap() .. "]" ..
+ "label[4.25,2.15;" .. fgettext("Antialiasing:") .. "]" ..
+ "dropdown[4.25,2.6;3.5;dd_antialiasing;" .. dd_options.antialiasing[1] .. ";"
+ .. getSettingIndex.Antialiasing() .. "]" ..
+ "box[8,0;3.75,4.5;#999999]"
+
+ 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 ..
+ "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 ..
+ "label[8.38,0.2;" .. core.colorize("#888888",
+ fgettext("Shaders (unavailable)")) .. "]"
+ end
tab_string = tab_string ..
- "button[8,4.75;3.75,0.5;btn_change_keys;" .. fgettext("Change keys") .. "]" ..
- "button[0,4.75;3.75,0.5;btn_advanced_settings;" .. fgettext("Advanced Settings") .. "]"
+ "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("All Settings") .. "]"
- if core.setting_get("touchscreen_threshold") ~= nil then
+ 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.setting_get("touchscreen_threshold")) / 10) + 1) .. "]"
+ "label[4.25,3.5;" .. fgettext("Touch threshold (px):") .. "]" ..
+ "dropdown[4.25,3.95;3.5;dd_touchthreshold;0,10,20,30,40,50;" ..
+ ((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) ..
+ "]"
+ else
+ tab_string = tab_string ..
+ "label[4.25,3.65;" .. fgettext("Screen:") .. "]" ..
+ "checkbox[4.25,3.9;cb_autosave_screensize;" .. fgettext("Autosave Screen Size") .. ";"
+ .. dump(core.settings:get_bool("autosave_screensize")) .. "]"
end
- if core.setting_getbool("enable_shaders") then
+ if shaders_enabled then
tab_string = tab_string ..
- "checkbox[8,0.5;cb_bumpmapping;" .. fgettext("Bump Mapping") .. ";"
- .. dump(core.setting_getbool("enable_bumpmapping")) .. "]" ..
- "checkbox[8,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
- .. dump(core.setting_getbool("tone_mapping")) .. "]" ..
- "checkbox[8,1.5;cb_generate_normalmaps;" .. fgettext("Normal Mapping") .. ";"
- .. dump(core.setting_getbool("generate_normalmaps")) .. "]" ..
- "checkbox[8,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
- .. dump(core.setting_getbool("enable_parallax_occlusion")) .. "]" ..
- "checkbox[8,2.5;cb_waving_water;" .. fgettext("Waving Water") .. ";"
- .. dump(core.setting_getbool("enable_waving_water")) .. "]" ..
- "checkbox[8,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
- .. dump(core.setting_getbool("enable_waving_leaves")) .. "]" ..
- "checkbox[8,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
- .. dump(core.setting_getbool("enable_waving_plants")) .. "]"
+ "checkbox[8.25,0.5;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
+ .. dump(core.settings:get_bool("tone_mapping")) .. "]" ..
+ "checkbox[8.25,1;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
+ .. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
+ "checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
+ .. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
+ "checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
+ .. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
+
+ if video_driver == "opengl" then
+ tab_string = tab_string ..
+ "label[8.25,2.8;" .. fgettext("Dynamic shadows:") .. "]" ..
+ "label[8.25,3.2;" .. fgettext("(game support required)") .. "]" ..
+ "dropdown[8.25,3.7;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";"
+ .. getSettingIndex.ShadowMapping() .. "]"
+ else
+ tab_string = tab_string ..
+ "label[8.38,2.7;" .. core.colorize("#888888",
+ fgettext("Dynamic shadows")) .. "]"
+ end
else
tab_string = tab_string ..
- "tablecolumns[color;text]" ..
- "tableoptions[background=#00000000;highlight=#00000000;border=false]" ..
- "table[8.33,0.7;3.5,4;shaders;" ..
- "#888888," .. fgettext("Bump Mapping") .. "," ..
- "#888888," .. fgettext("Tone Mapping") .. "," ..
- "#888888," .. fgettext("Normal Mapping") .. "," ..
- "#888888," .. fgettext("Parallax Occlusion") .. "," ..
- "#888888," .. fgettext("Waving Water") .. "," ..
- "#888888," .. fgettext("Waving Leaves") .. "," ..
- "#888888," .. fgettext("Waving Plants") .. "," ..
- ";1]"
+ "label[8.38,0.7;" .. 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("Waving Leaves")) .. "]" ..
+ "label[8.38,2.2;" .. core.colorize("#888888",
+ fgettext("Waving Plants")) .. "]"..
+ "label[8.38,2.7;" .. core.colorize("#888888",
+ fgettext("Dynamic shadows")) .. "]"
end
return tab_string
adv_settings_dlg:set_parent(this)
this:hide()
adv_settings_dlg:show()
- --mm_texture.update("singleplayer", current_game())
+ --mm_game_theme.update("singleplayer", current_game())
return true
end
if fields["cb_smooth_lighting"] then
- core.setting_set("smooth_lighting", fields["cb_smooth_lighting"])
+ core.settings:set("smooth_lighting", fields["cb_smooth_lighting"])
return true
end
if fields["cb_particles"] then
- core.setting_set("enable_particles", fields["cb_particles"])
+ core.settings:set("enable_particles", fields["cb_particles"])
return true
end
if fields["cb_3d_clouds"] then
- core.setting_set("enable_3d_clouds", fields["cb_3d_clouds"])
+ core.settings:set("enable_3d_clouds", fields["cb_3d_clouds"])
return true
end
if fields["cb_opaque_water"] then
- core.setting_set("opaque_water", fields["cb_opaque_water"])
+ core.settings:set("opaque_water", fields["cb_opaque_water"])
return true
end
if fields["cb_connected_glass"] then
- core.setting_set("connected_glass", fields["cb_connected_glass"])
+ core.settings:set("connected_glass", fields["cb_connected_glass"])
return true
end
- if fields["cb_shaders"] then
- if (core.setting_get("video_driver") == "direct3d8" or
- core.setting_get("video_driver") == "direct3d9") then
- core.setting_set("enable_shaders", "false")
- gamedata.errormessage = fgettext("To enable shaders the OpenGL driver needs to be used.")
- else
- core.setting_set("enable_shaders", fields["cb_shaders"])
- end
+ if fields["cb_autosave_screensize"] then
+ core.settings:set("autosave_screensize", fields["cb_autosave_screensize"])
return true
end
- if fields["cb_bumpmapping"] then
- core.setting_set("enable_bumpmapping", fields["cb_bumpmapping"])
+ if fields["cb_shaders"] then
+ core.settings:set("enable_shaders", fields["cb_shaders"])
return true
end
if fields["cb_tonemapping"] then
- core.setting_set("tone_mapping", fields["cb_tonemapping"])
- return true
- end
- if fields["cb_generate_normalmaps"] then
- core.setting_set("generate_normalmaps", fields["cb_generate_normalmaps"])
- return true
- end
- if fields["cb_parallax"] then
- core.setting_set("enable_parallax_occlusion", fields["cb_parallax"])
+ core.settings:set("tone_mapping", fields["cb_tonemapping"])
return true
end
if fields["cb_waving_water"] then
- core.setting_set("enable_waving_water", fields["cb_waving_water"])
+ core.settings:set("enable_waving_water", fields["cb_waving_water"])
return true
end
if fields["cb_waving_leaves"] then
- core.setting_set("enable_waving_leaves", fields["cb_waving_leaves"])
+ core.settings:set("enable_waving_leaves", fields["cb_waving_leaves"])
end
if fields["cb_waving_plants"] then
- core.setting_set("enable_waving_plants", fields["cb_waving_plants"])
+ core.settings:set("enable_waving_plants", fields["cb_waving_plants"])
return true
end
if fields["btn_change_keys"] then
core.show_keys_menu()
return true
end
- if fields["cb_touchscreen_target"] then
- core.setting_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
- for i = 1, #leaves_style_labels do
- if fields["dd_leaves_style"] == leaves_style_labels[i] then
- core.setting_set("leaves_style", leaves_style[2][i])
+ for i = 1, #labels.leaves do
+ if fields["dd_leaves_style"] == labels.leaves[i] then
+ core.settings:set("leaves_style", dd_options.leaves[2][i])
ddhandled = true
end
end
- for i = 1, #node_highlighting_style_labels do
- if fields["dd_node_highlighting"] == node_highlighting_style_labels[i] then
- core.setting_set("node_highlighting", node_highlighting_style[2][i])
+ for i = 1, #labels.node_highlighting do
+ if fields["dd_node_highlighting"] == labels.node_highlighting[i] then
+ core.settings:set("node_highlighting", dd_options.node_highlighting[2][i])
ddhandled = true
end
end
- if fields["dd_filters"] == dd_filter_labels[1] then
- core.setting_set("bilinear_filter", "false")
- core.setting_set("trilinear_filter", "false")
+ if fields["dd_filters"] == labels.filters[1] then
+ core.settings:set("bilinear_filter", "false")
+ core.settings:set("trilinear_filter", "false")
ddhandled = true
- elseif fields["dd_filters"] == dd_filter_labels[2] then
- core.setting_set("bilinear_filter", "true")
- core.setting_set("trilinear_filter", "false")
+ elseif fields["dd_filters"] == labels.filters[2] then
+ core.settings:set("bilinear_filter", "true")
+ core.settings:set("trilinear_filter", "false")
ddhandled = true
- elseif fields["dd_filters"] == dd_filter_labels[3] then
- core.setting_set("bilinear_filter", "false")
- core.setting_set("trilinear_filter", "true")
+ elseif fields["dd_filters"] == labels.filters[3] then
+ core.settings:set("bilinear_filter", "false")
+ core.settings:set("trilinear_filter", "true")
ddhandled = true
end
- if fields["dd_mipmap"] == dd_mipmap_labels[1] then
- core.setting_set("mip_map", "false")
- core.setting_set("anisotropic_filter", "false")
+ if fields["dd_mipmap"] == labels.mipmap[1] then
+ core.settings:set("mip_map", "false")
+ core.settings:set("anisotropic_filter", "false")
ddhandled = true
- elseif fields["dd_mipmap"] == dd_mipmap_labels[2] then
- core.setting_set("mip_map", "true")
- core.setting_set("anisotropic_filter", "false")
+ elseif fields["dd_mipmap"] == labels.mipmap[2] then
+ core.settings:set("mip_map", "true")
+ core.settings:set("anisotropic_filter", "false")
ddhandled = true
- elseif fields["dd_mipmap"] == dd_mipmap_labels[3] then
- core.setting_set("mip_map", "true")
- core.setting_set("anisotropic_filter", "true")
+ elseif fields["dd_mipmap"] == labels.mipmap[3] then
+ core.settings:set("mip_map", "true")
+ core.settings:set("anisotropic_filter", "true")
ddhandled = true
end
if fields["dd_antialiasing"] then
- core.setting_set("fsaa",
+ core.settings:set("fsaa",
antialiasing_fname_to_name(fields["dd_antialiasing"]))
ddhandled = true
end
if fields["dd_touchthreshold"] then
- core.setting_set("touchscreen_threshold", fields["dd_touchthreshold"])
+ core.settings:set("touchscreen_threshold", fields["dd_touchthreshold"])
ddhandled = true
end
+ for i = 1, #labels.shadow_levels do
+ if fields["dd_shadows"] == labels.shadow_levels[i] then
+ core.settings:set("shadow_levels", dd_options.shadow_levels[2][i])
+ ddhandled = true
+ end
+ end
+
+ if fields["dd_shadows"] == labels.shadow_levels[1] then
+ core.settings:set("enable_dynamic_shadows", "false")
+ else
+ local shadow_presets = {
+ [2] = { 62, 512, "true", 0, "false" },
+ [3] = { 93, 1024, "true", 0, "false" },
+ [4] = { 140, 2048, "true", 1, "false" },
+ [5] = { 210, 4096, "true", 2, "true" },
+ [6] = { 300, 8192, "true", 2, "true" },
+ }
+ local s = shadow_presets[table.indexof(labels.shadow_levels, fields["dd_shadows"])]
+ if s then
+ core.settings:set("enable_dynamic_shadows", "true")
+ core.settings:set("shadow_map_max_distance", s[1])
+ core.settings:set("shadow_map_texture_size", s[2])
+ core.settings:set("shadow_map_texture_32bit", s[3])
+ core.settings:set("shadow_filters", s[4])
+ core.settings:set("shadow_map_color", s[5])
+ end
+ end
+
return ddhandled
end
-tab_settings = {
+return {
name = "settings",
caption = fgettext("Settings"),
cbf_formspec = formspec,