]> git.lizzy.rs Git - minetest.git/blobdiff - builtin/mainmenu/tab_settings.lua
Fix spurious shadow enablement in mainmenu
[minetest.git] / builtin / mainmenu / tab_settings.lua
index adf6c58ce04a5badb31aeeadc6568ab3a90e96c9..f06e3587224746c39afc27a7976035047ea73a9d 100644 (file)
@@ -43,6 +43,14 @@ local labels = {
                fgettext("2x"),
                fgettext("4x"),
                fgettext("8x")
+       },
+       shadow_levels = {
+               fgettext("Disabled"),
+               fgettext("Very Low"),
+               fgettext("Low"),
+               fgettext("Medium"),
+               fgettext("High"),
+               fgettext("Ultra High")
        }
 }
 
@@ -66,6 +74,10 @@ local dd_options = {
        antialiasing = {
                table.concat(labels.antialiasing, ","),
                {"0", "2", "4", "8"}
+       },
+       shadow_levels = {
+               table.concat(labels.shadow_levels, ","),
+               { "0", "1", "2", "3", "4", "5" }
        }
 }
 
@@ -110,6 +122,15 @@ local getSettingIndex = {
                        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
 }
 
@@ -122,58 +143,6 @@ local function antialiasing_fname_to_name(fname)
        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]" ..
@@ -203,64 +172,68 @@ local function formspec(tabview, name, tabdata)
                "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") .. ";"
-                                       .. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
+                       "checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
+                                       .. dump(core.settings:get_bool("enable_waving_plants")) .. "]"..
+                       "label[8.25,3.0;" .. fgettext("Dynamic shadows: ") .. "]" ..
+                       "dropdown[8.25,3.5;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";"
+                                       .. getSettingIndex.ShadowMapping() .. "]"
        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")) .. "]" ..
+                                       fgettext("Waving Leaves")) .. "]" ..
                        "label[8.38,2.2;" .. core.colorize("#888888",
-                                       fgettext("Parallax Occlusion")) .. "]" ..
+                                       fgettext("Waving Plants")) .. "]"..
                        "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",
-                                       fgettext("Waving Plants")) .. "]"
+                                       fgettext("Dynamic shadows")) .. "]"
        end
 
        return tab_string
@@ -311,22 +284,10 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
                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
@@ -346,10 +307,6 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
                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
@@ -402,6 +359,34 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
                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] = { 80,  512,  "true", 0, "false" },
+                       [3] = { 120, 1024, "true", 1, "false" },
+                       [4] = { 350, 2048, "true", 1, "false" },
+                       [5] = { 350, 2048, "true", 2,  "true" },
+                       [6] = { 450, 4096, "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