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Options.lua
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Options.lua
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-- ===========================================================================
-- Options
-- ===========================================================================
include("Civ6Common");
include("InstanceManager");
include("PopupDialog");
include("PlayerSetupLogic");
-- Quick utility function to determine if Rise and Fall is installed.
function HasExpansion1()
local xp1ModId = "1B28771A-C749-434B-9053-D1380C553DE9";
return Modding.IsModInstalled(xp1ModId);
end
-- Quick utility function to determine if Rise and Fall is installed.
function HasExpansion2()
local xpModId = "4873eb62-8ccc-4574-b784-dda455e74e68";
return Modding.IsModInstalled(xpModId);
end
function IsInGame()
if(GameConfiguration ~= nil) then
return GameConfiguration.GetGameState() ~= GameStateTypes.GAMESTATE_PREGAME;
end
return false;
end
-- ===========================================================================
-- DEBUG
-- Toggle these for temporary debugging help.
-- ===========================================================================
local m_debugAlwaysAllowAllOptions :boolean= false; -- (false) When true no options are disabled, even when in game. :/
-- ===========================================================================
-- MEMBERS / VARIABLES
-- ===========================================================================
local _KeyBindingCategories = InstanceManager:new("KeyBindingCategory", "CategoryName", Controls.KeyBindingsStack);
local _KeyBindingActions = InstanceManager:new("KeyBindingAction", "Root", Controls.KeyBindingsStack);
local m_tabs;
local m_pendingGameConfigChanges;
local BORDERLESS_OPTION = 2;
local FULLSCREEN_OPTION = 1;
local WINDOWED_OPTION = 0;
local MIN_CHAT_TEXT_SIZE = 12;
local MAX_CHAT_TEXT_SIZE = 18;
local MIN_SCROLL_SPEED = 0;
local MAX_SCROLL_SPEED = 1.0;
local MIN_SCREEN_Y = 768;
local SCREEN_OFFSET_Y = 63;
local MIN_SCREEN_OFFSET_Y = -53;
_PromptRestartApp = false;
_PromptRestartGame = false;
_PromptResolutionAck = false;
-- Options for WebHook Frequency Pulldown
local webhookFreq_options =
{
{"LOC_WEBHOOK_FREQ_MY_TURN", TurnNotifyFrequencyModes.TurnNotify_MyTurn},
{"LOC_WEBHOOK_FREQ_EVERY_TURN", TurnNotifyFrequencyModes.TurnNotify_EveryTurn}
};
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function OnOptionChangeRequiresAppRestart()
_PromptRestartApp = true
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function OnOptionChangeRequiresGameRestart()
_PromptRestartGame = true;
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function OnOptionChangeRequiresResolutionAck()
_PromptResolutionAck = true;
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function OnPBCNotifyRemind_ShowOptions()
-- Go to first tab where play-by-cloud options exist
OnSelectTab(1);
UIManager:QueuePopup( ContextPtr, PopupPriority.Current );
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function OnCancel()
Options.RevertOptions();
UserConfiguration.RestoreCheckpoint();
RefreshKeyBinding();
_PromptRestartApp = false;
_PromptRestartGame = false;
_PromptResolutionAck = false;
local value = Options.GetAudioOption("Sound", "Master Volume");
Controls.MasterVolSlider:SetValue(value / 100.0);
Options.SetAudioOption("Sound", "Master Volume", value, 0);
value = Options.GetAudioOption("Sound", "Music Volume");
Controls.MusicVolSlider:SetValue(value / 100.0);
Options.SetAudioOption("Sound", "Music Volume", value, 0);
value = Options.GetAudioOption("Sound", "SFX Volume");
Controls.SFXVolSlider:SetValue(value / 100.0);
Options.SetAudioOption("Sound", "SFX Volume", value, 0);
value = Options.GetAudioOption("Sound", "Ambience Volume");
Controls.AmbVolSlider:SetValue(value / 100.0);
Options.SetAudioOption("Sound", "Ambience Volume", value, 0);
value = Options.GetAudioOption("Sound", "Speech Volume");
Controls.SpeechVolSlider:SetValue(value / 100.0);
Options.SetAudioOption("Sound", "Speech Volume", value, 0);
value = Options.GetGraphicsOption("General", "MinimapSize") or 0.0;
Controls.MinimapSizeSlider:SetValue(value);
UI.SetMinimapSize(value);
value = Options.GetUserOption("Interface", "ChatTextValue") or 12;
Controls.ChatTextSizeSlider:SetValue(value);
Options.SetUserOption("Interface", "ChatTextValue", value);
value = Options.GetAudioOption("Sound", "Mute Focus");
if (value == 0) then
Controls.MuteFocusCheckbox:SetSelected(false);
else
Controls.MuteFocusCheckbox:SetSelected(true);
end
Options.SetAudioOption("Sound", "Mute Focus", value, 0);
UIManager:DequeuePopup(ContextPtr);
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function OnReset()
function EnableControls()
Controls.ResetButton:SetDisabled(false);
Controls.WindowCloseButton:SetDisabled(false);
Controls.ConfirmButton:SetDisabled(true);
end
function ResetOptions()
Options.ResetOptions();
_PromptRestartApp = false;
_PromptRestartGame = false;
_PromptResolutionAck = false;
PopulateGraphicsOptions();
TemporaryHardCodedGoodness();
EnableControls();
end
function CancelReset()
EnableControls();
end
_kPopupDialog:AddText(Locale.Lookup("LOC_OPTIONS_RESET_OPTIONS_POPUP_TEXT"));
_kPopupDialog:AddButton(Locale.Lookup("LOC_OPTIONS_RESET_OPTIONS_POPUP_YES"), function() ResetOptions(); end, nil, nil,"PopupButtonInstanceRed");
_kPopupDialog:AddButton(Locale.Lookup("LOC_OPTIONS_RESET_OPTIONS_POPUP_NO"), function() CancelReset(); end);
_kPopupDialog:Open();
Controls.ResetButton:SetDisabled(true);
Controls.ConfirmButton:SetDisabled(true);
Controls.WindowCloseButton:SetDisabled(true);
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function OnConfirm()
function KeepGraphicsChanges()
-- Make sure the next game start uploads the changed settings telemetry
Options.SetAppOption("Misc", "TelemetryUploadNecessary", 1);
-- Save after applying the options to make sure they are valid
Options.SaveOptions();
PopulateGraphicsOptions();
_PromptRestartApp = false;
_PromptRestartGame = false;
_PromptResolutionAck = false;
-- Do not call DequeuePopup, because PopupDialog calls self.Close() before calling this function
--UIManager:DequeuePopup(ContextPtr);
end
function RevertGraphicsChanges()
-- Revert the graphics option changes
Options.RevertResolutionChanges();
-- Save after reverting the options to make sure they are valid
Options.SaveOptions();
PopulateGraphicsOptions();
_PromptRestartApp = false;
_PromptRestartGame = false;
_PromptResolutionAck = false;
end
function ConfirmChanges()
-- Confirm clicked: set audio system's .ini to slider values --
Options.SetAudioOption("Sound", "Master Volume", Controls.MasterVolSlider:GetValue() * 100.0, 1);
Options.SetAudioOption("Sound", "Music Volume", Controls.MusicVolSlider:GetValue() * 100.0, 1);
Options.SetAudioOption("Sound", "SFX Volume", Controls.SFXVolSlider:GetValue() * 100.0, 1);
Options.SetAudioOption("Sound", "Ambience Volume", Controls.AmbVolSlider:GetValue() * 100.0, 1);
Options.SetAudioOption("Sound", "Speech Volume", Controls.SpeechVolSlider:GetValue() * 100.0, 1);
if (Controls.MuteFocusCheckbox:IsSelected()) then
Options.SetAudioOption("Sound", "Mute Focus", 1, 1);
else
Options.SetAudioOption("Sound", "Mute Focus", 0, 1);
end
-- Now we apply the userconfig options
UserConfiguration.SetValue("QuickCombat", Options.GetUserOption("Gameplay", "QuickCombat"));
UserConfiguration.SetValue("QuickMovement", Options.GetUserOption("Gameplay", "QuickMovement"));
UserConfiguration.SetValue("AutoEndTurn", Options.GetUserOption("Gameplay", "AutoEndTurn"));
UserConfiguration.SetValue("CityRangeAttackTurnBlocking", Options.GetUserOption("Gameplay", "CityRangeAttackTurnBlocking"));
UserConfiguration.SetValue("TutorialLevel", Options.GetUserOption("Gameplay", "TutorialLevel"));
UserConfiguration.SetValue("EdgePan", Options.GetUserOption("Gameplay", "EdgePan"));
UserConfiguration.SetValue("AutoProdQueue", Options.GetUserOption("Gameplay", "AutoProdQueue"));
UserConfiguration.SetValue("AutoUnitCycle", Options.GetUserOption("Gameplay", "AutoUnitCycle"));
UserConfiguration.SetValue("RibbonStats", Options.GetUserOption("Interface", "RibbonStats"));
UserConfiguration.SetValue("PlotTooltipDelay", Options.GetUserOption("Interface", "PlotTooltipDelay"));
UserConfiguration.SetValue("ChatTextValue", Options.GetUserOption("Interface", "ChatTextValue"));
UserConfiguration.SetValue("ScrollSpeed", Options.GetUserOption("Interface", "ScrollSpeed"));
-- Apply the graphics options (modifies in-memory values and modifies the engine, but does not save to disk)
local bSuccess = Options.ApplyGraphicsOptions();
-- tell the colorblindness adapatation code to switch to the new base palette
-- Do not do this if the game has started as it will reset player colors.
if(not IsInGame()) then
UI.RefreshColorSet();
end
UI.TouchEnableChanged();
-- Re-populate the graphics options to update any settings that the engine had to modify from the user's selected values
PopulateGraphicsOptions();
-- Show the resolution acknowledgment pop-up
if bSuccess then
if _PromptResolutionAck then
_kPopupDialog:AddText(Locale.Lookup("LOC_OPTIONS_RESOLUTION_OK"));
_kPopupDialog:AddButton(Locale.Lookup("LOC_OPTIONS_RESET_OPTIONS_POPUP_YES"),
function()
KeepGraphicsChanges();
UserConfiguration.SaveCheckpoint();
end);
_kPopupDialog:AddButton(Locale.Lookup("LOC_OPTIONS_RESET_OPTIONS_POPUP_NO"), function() RevertGraphicsChanges(); end);
_kPopupDialog:AddCountDown(15, function() RevertGraphicsChanges(); end );
_kPopupDialog:Open();
else
KeepGraphicsChanges();
UserConfiguration.SaveCheckpoint();
end
end
-- Save game config options if they have been modified
if m_pendingGameConfigChanges and table.count(m_pendingGameConfigChanges) > 0 then
for group, values in pairs(m_pendingGameConfigChanges) do
for id, value in pairs(values) do
BASE_Config_Write(SetupParameters, group, id, value);
end
end
Network.BroadcastGameConfig();
end
Controls.ConfirmButton:SetDisabled(true);
_PromptResolutionAck = false;
end
if(_PromptRestartApp) then
_kPopupDialog:AddText(Locale.Lookup("LOC_OPTIONS_CHANGES_REQUIRE_APP_RESTART"));
_kPopupDialog:AddButton(Locale.Lookup("LOC_OPTIONS_RESET_OPTIONS_POPUP_OK"), function() ConfirmChanges(); end);
_kPopupDialog:Open();
Controls.ConfirmButton:SetDisabled(true);
elseif(_PromptRestartGame and IsInGame()) then
_kPopupDialog:AddText(Locale.Lookup("LOC_OPTIONS_CHANGES_REQUIRE_GAME_RESTART"));
_kPopupDialog:AddButton(Locale.Lookup("LOC_OPTIONS_RESET_OPTIONS_POPUP_OK"), function() ConfirmChanges(); end);
_kPopupDialog:Open();
else
ConfirmChanges();
end
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function PopulateComboBox(control, values, selected_value, selection_handler, is_locked)
if (is_locked == nil) then
is_locked = false;
end
control:ClearEntries();
for i, v in ipairs(values) do
local instance = {};
control:BuildEntry( "InstanceOne", instance );
instance.Button:SetVoid1(i);
instance.Button:LocalizeAndSetText(v[1]);
if(v[2] == selected_value) then
local button = control:GetButton();
button:LocalizeAndSetText(v[1]);
end
end
control:CalculateInternals();
control:SetDisabled(is_locked ~= false);
if(selection_handler) then
control:GetButton():RegisterCallback(Mouse.eMouseEnter, function()
UI.PlaySound("Main_Menu_Mouse_Over");
end);
control:RegisterSelectionCallback(
function(voidValue1, voidValue2, control)
local option = values[voidValue1];
local button = control:GetButton();
button:LocalizeAndSetText(option[1]);
selection_handler(option[2]);
end
);
end
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function PopulateCheckBox(control, current_value, check_handler, is_locked)
if (is_locked == nil) then
is_locked = false;
end
if(current_value == 0) then
control:SetSelected(false);
else
control:SetSelected(true);
end
control:SetDisabled(is_locked ~= false);
if(check_handler) then
control:RegisterCallback(Mouse.eLClick,
function()
local selected = not control:IsSelected();
control:SetSelected(selected);
check_handler(selected);
end
);
control:RegisterCallback(Mouse.eMouseEnter, function()
UI.PlaySound("Main_Menu_Mouse_Over");
end);
end
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function PopulateEditBox(control, current_value, commit_handler, is_locked)
if (is_locked == nil) then
is_locked = false;
end
control:SetText(current_value);
control:SetDisabled(is_locked ~= false);
control:RegisterMouseEnterCallback(function()
UI.PlaySound("Main_Menu_Mouse_Over");
end);
if(commit_handler) then
control:RegisterCommitCallback(
function(editString)
commit_handler(editString);
end
);
end
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function InvertOptionInt(option)
if(option == 0) then
return 1;
else
return 0;
end
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function ImpactValueToSliderStep(slider, impact_value)
if(impact_value == -1) then
return slider:GetNumSteps();
else
return impact_value;
end
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function SliderStepToImpactValue(slider, slider_step)
if(slider_step == slider:GetNumSteps()) then
return -1;
else
return slider_step;
end
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
local TIME_SCALE = 23.0 + (59.0 / 60.0); -- 11:59 PM
function UpdateTimeLabel(value)
local iHours = math.floor(value);
local iMins = math.floor((value - iHours) * 60);
local meridiem = "";
if (UserConfiguration.GetClockFormat() == 0) then
meridiem = " am";
if ( iHours >= 12 ) then
meridiem = " pm";
if( iHours > 12 ) then iHours = iHours - 12; end
end
if( iHours < 1 ) then iHours = 12; end
end
local strTime = string.format("%.2d:%.2d%s", iHours, iMins, meridiem);
Controls.TODText:SetText(strTime);
end
-- Change the state of the resolution pulldown based on whether we have selected borderless mode or not
function AdjustResolutionPulldown(window_mode, is_in_game )
local named_modes = {};
local modes = Options.GetAvailableDisplayModes();
for i, v in ipairs(modes) do
local s = v.Width .. "x" .. v.Height;
if( window_mode == FULLSCREEN_OPTION) then
s = s .. " (" .. v.RefreshRate .. " Hz)";
end
named_modes[s] = v;
end
local indexed_modes = {};
for k, v in pairs(named_modes) do
table.insert(indexed_modes, {k, v});
end
table.sort(indexed_modes, function(a, b) return a[1] > b[1]; end);
--remove duplicate modes if in windowed (same res, different refresh rate)
local final_indexed_modes = {};
if( window_mode == WINDOWED_OPTION ) then
local last = "";
for i,v in ipairs(indexed_modes) do
if( v[1] ~= last ) then
table.insert(final_indexed_modes, v );
end
last = v[1];
end
else
final_indexed_modes = indexed_modes;
end
Controls.ResolutionPullDown:ClearEntries();
for i, v in ipairs(final_indexed_modes) do
local instance = {};
Controls.ResolutionPullDown:BuildEntry( "InstanceOne", instance );
instance.Button:SetVoid1(i);
instance.Button:SetText(v[1]);
end
Controls.ResolutionPullDown:CalculateInternals();
Controls.ResolutionPullDown:RegisterSelectionCallback(
function(voidValue1, voidValue2, control)
local option = final_indexed_modes[voidValue1];
local resolution_button = control:GetButton();
resolution_button:SetText(option[1]);
Options.SetAppOption("Video", "RenderWidth", option[2].Width);
Options.SetAppOption("Video", "RenderHeight", option[2].Height);
Options.SetGraphicsOption("Video", "RefreshRateInHz", option[2].RefreshRate);
local fullscreen_option = Options.GetAppOption("Video", "FullScreen");
_PromptResolutionAck = (fullscreen_option == FULLSCREEN_OPTION);
Controls.ConfirmButton:SetDisabled(false);
end
);
local current_width = Options.GetAppOption("Video", "RenderWidth");
local current_height = Options.GetAppOption("Video", "RenderHeight");
local refresh_rate = Options.GetGraphicsOption("Video", "RefreshRateInHz");
local resolution_button = Controls.ResolutionPullDown:GetButton();
if( window_mode ~= FULLSCREEN_OPTION ) then
resolution_button:SetText(current_width .. "x" .. current_height);
else
resolution_button:SetText(current_width .. "x" .. current_height .. " (" .. refresh_rate .. " Hz)");
end
local debug_enabled = Options.GetAppOption("Debug", "EnableDebugMenu"); -- When debugging allow game resolution change. TODO: Evaluate allowing change for everyone.
if is_in_game and debug_enabled==0 then
Controls.ResolutionPullDown:SetDisabled(true);
else
if(window_mode == BORDERLESS_OPTION) then
Controls.ResolutionPullDown:SetDisabled(true);
local resolution_button = Controls.ResolutionPullDown:GetButton();
local display_width = Options.GetDisplayWidth();
local display_height = Options.GetDisplayHeight();
resolution_button:SetText(display_width .. "x" .. display_height );
else
Controls.ResolutionPullDown:SetDisabled(false);
local current_width = Options.GetAppOption("Video", "RenderWidth");
local current_height = Options.GetAppOption("Video", "RenderHeight");
local refresh_rate = Options.GetGraphicsOption("Video", "RefreshRateInHz");
local resolution_button = Controls.ResolutionPullDown:GetButton();
local resolution_text = current_width .. "x" .. current_height;
if( window_mode == FULLSCREEN_OPTION ) then
resolution_text = resolution_text .. " (" .. refresh_rate .. " Hz)";
end
resolution_button:SetText(resolution_text);
end
end
end
-------------------------------------------------------------------------------
--
-------------------------------------------------------------------------------
function PopulateGraphicsOptions()
local tickInterval_options =
{
{"LOC_OPTIONS_DISABLED", 0},
{"LOC_OPTIONS_TICK_INTERVAL_20_FPS", 49},
{"LOC_OPTIONS_TICK_INTERVAL_30_FPS", 32},
{"LOC_OPTIONS_TICK_INTERVAL_60_FPS", 16},
};
local windowed_options =
{
{"LOC_OPTIONS_WINDOW_MODE_WINDOWED", WINDOWED_OPTION},
{"LOC_OPTIONS_WINDOW_MODE_FULLSCREEN", FULLSCREEN_OPTION},
{"LOC_OPTIONS_WINDOW_MODE_BORDERLESS", BORDERLESS_OPTION}
};
local uiscale_options =
{
{"LOC_OPTIONS_100_PERCENT", 0.0},
{"LOC_OPTIONS_150_PERCENT", 0.5},
{"LOC_OPTIONS_200_PERCENT", 1.0}
};
local performanceImpact_options =
{
[0]="LOC_OPTIONS_MINIMUM",
"LOC_OPTIONS_LOW",
"LOC_OPTIONS_MEDIUM",
"LOC_OPTIONS_HIGH",
"LOC_OPTIONS_ULTRA",
"LOC_OPTIONS_CUSTOM"
};
local memoryImpact_options =
{
[0]="LOC_OPTIONS_MINIMUM",
"LOC_OPTIONS_LOW",
"LOC_OPTIONS_MEDIUM",
"LOC_OPTIONS_HIGH",
"LOC_OPTIONS_ULTRA",
"LOC_OPTIONS_CUSTOM"
};
local msaa_options =
{
{"LOC_OPTIONS_DISABLED", {1, 0}},
{"LOC_OPTIONS_MSAA_2X", {2, 0}},
{"LOC_OPTIONS_MSAA_4X", {4, 0}},
{"LOC_OPTIONS_MSAA_8X", {8, 0}},
{"LOC_OPTIONS_MSAA_16X", {16, 0}},
{"LOC_OPTIONS_MSAA_32X", {32, 0}},
};
local csaa_options =
{
{"LOC_OPTIONS_CSAA_2X", {2, 4}},
{"LOC_OPTIONS_CSAA_4X", {4, 8}},
{"LOC_OPTIONS_CSAA_8X", {8, 16}},
{"LOC_OPTIONS_CSAA_16X", {16, 32}},
};
local eqaa_options =
{
{"LOC_OPTIONS_EQAA_2X", {2, 4}},
{"LOC_OPTIONS_EQAA_4X", {4, 8}},
{"LOC_OPTIONS_EQAA_8X", {8, 16}},
{"LOC_OPTIONS_EQAA_16X", {16, 32}},
};
local vfx_options =
{
{"LOC_OPTIONS_LOW", 0},
{"LOC_OPTIONS_HIGH", 1}
};
local aoResolution_options =
{
{"1024x1024", 1024},
{"2048x2048", 2048},
};
local shadowResolution_options =
{
{"2048x2048", 2048},
{"4096x4096", 4096},
};
local fowMaskResolution_options =
{
{"512x512", 512},
{"1024x1024", 1024},
};
local terrainQuality_options =
{
{"LOC_OPTIONS_LOW_MEMORY_OPTIMIZED", 0},
{"LOC_OPTIONS_LOW_PERFORMANCE_OPTIMIZED", 1},
{"LOC_OPTIONS_MEDIUM_MEMORY_OPTIMIZED", 2},
{"LOC_OPTIONS_MEDIUM_PERFORMANCE_OPTIMIZED", 3},
{"LOC_OPTIONS_HIGH", 4},
};
local reflectionPasses_options =
{
{"LOC_OPTIONS_DISABLED", 0},
{"LOC_OPTIONS_REFLECTION_1PASS", 1},
{"LOC_OPTIONS_REFLECTION_2PASSES", 2},
{"LOC_OPTIONS_REFLECTION_3PASSES", 3},
{"LOC_OPTIONS_REFLECTION_4PASSES", 4},
};
local leaderQuality_options =
{
{"LOC_OPTIONS_LEADERS_STATIC", 0},
{"LOC_OPTIONS_LOW", 1},
{"LOC_OPTIONS_MEDIUM", 2},
{"LOC_OPTIONS_HIGH", 3},
}
-------------------------------------------------------------------------------
-- Main Options
-------------------------------------------------------------------------------
local is_in_game = Options.IsAppInMainMenuState() == 0;
if m_debugAlwaysAllowAllOptions then
is_in_game = false
end
-- Adapter
local adapters = Options.GetAvailableDisplayAdapters();
Controls.AdapterPullDown:ClearEntries();
for i, v in pairs(adapters) do
local instance = {};
Controls.AdapterPullDown:BuildEntry( "InstanceOne", instance );
instance.Button:SetVoid1(i);
instance.Button:SetText(v);
end
Controls.AdapterPullDown:CalculateInternals();
local adapter_index = Options.GetAppOption("Video", "DeviceID");
local adapter_button = Controls.AdapterPullDown:GetButton();
adapter_button:SetText(adapters[adapter_index]);
Controls.AdapterPullDown:RegisterSelectionCallback(
function(voidValue1, voidValue2, control)
local adapter_button = control:GetButton();
adapter_button:SetText(adapters[voidValue1]);
Options.SetAppOption("Video", "DeviceID", voidValue1);
Controls.ConfirmButton:SetDisabled(false);
_PromptRestartApp = true;
end
);
-- Multi-GPU
local bMGPUValue = 0;
if Options.GetGraphicsOption("DX12", "EnableSplitScreenMultiGPU") == 1 then
bMGPUValue = 1;
end
PopulateCheckBox(Controls.MultiGPUCheckbox, bMGPUValue,
function(option)
Options.SetGraphicsOption("DX12", "EnableSplitScreenMultiGPU", option);
Controls.ConfirmButton:SetDisabled(false);
_PromptRestartApp = true;
end
);
Controls.MultiGPUCheckbox:SetDisabled( Options.IsMultiNodeGPU() == 0 );
-- UI Upscaling
local available_scales = {};
for k, v in pairs(uiscale_options) do
if (Options.IsUIUpscaleAllowed(v[2] + 1.0)) then
table.insert(available_scales, v);
end
end
Controls.UIScalePulldown:ClearEntries();
PopulateComboBox(Controls.UIScalePulldown, available_scales, Options.GetAppOption("Video", "UIUpscale"),
function(option)
Options.SetAppOption("Video", "UIUpscale", option);
Controls.ConfirmButton:SetDisabled(false);
end
);
Controls.UIScalePulldown:SetDisabled( not Options.IsUIUpscaleAllowed() );
-- Performance Impact
local performance_customStep = Controls.PerformanceSlider:GetNumSteps();
local memory_customStep = Controls.MemorySlider:GetNumSteps();
local performance_sliderStep = ImpactValueToSliderStep(Controls.PerformanceSlider, Options.GetGraphicsOption("Video", "PerformanceImpact"));
Controls.PerformanceSlider:SetStep(performance_sliderStep);
Controls.PerformanceValue:LocalizeAndSetText(performanceImpact_options[performance_sliderStep]);
local performance_sliderValue = Controls.PerformanceSlider:GetValue();
Controls.PerformanceSlider:RegisterSliderCallback(
function(option)
-- Guard against multiple calls with the same value
if(performance_sliderValue ~= option) then
-- This has to happen before SetStepAndCall(), otherwise we get into an endless loop
performance_sliderValue = option;
-- We can't rely on option, because it is a float value [0.0 .. 1.0] and we need the step integer number
performance_sliderStep = Controls.PerformanceSlider:GetStep();
-- Update the option set with the new preset, which updates all other options (see OptionSet::ProcessExternally())
Options.SetGraphicsOption("Video", "PerformanceImpact", SliderStepToImpactValue(Controls.PerformanceSlider, performance_sliderStep));
Controls.ConfirmButton:SetDisabled(false);
-- Update the text description
Controls.PerformanceValue:LocalizeAndSetText(performanceImpact_options[performance_sliderStep]);
if(performance_sliderStep ~= performance_customStep) then
if(Controls.MemorySlider:GetStep() == memory_customStep) then
-- The memory slider is set to "custom", so reset it to its default value
Controls.MemorySlider:SetStepAndCall(ImpactValueToSliderStep(Controls.MemorySlider, Options.GetGraphicsDefault("Video", "MemoryImpact")));
end
-- Update all settings in the UI if the performance impact changed to something other than "custom"
PopulateGraphicsOptions();
else
-- The performance slider is set to "custom", so set the memory slider to "custom" as well
Controls.MemorySlider:SetStepAndCall(memory_customStep);
end
end
end
);
-- Memory Impact
local memory_sliderStep = ImpactValueToSliderStep(Controls.MemorySlider, Options.GetGraphicsOption("Video", "MemoryImpact"));
Controls.MemorySlider:SetStep(memory_sliderStep);
Controls.MemoryValue:LocalizeAndSetText(memoryImpact_options[memory_sliderStep]);
local memory_sliderValue = Controls.MemorySlider:GetValue();
Controls.MemorySlider:RegisterSliderCallback(
function(option)
-- Guard against multiple calls with the same value
if(memory_sliderValue ~= option) then
-- This has to happen before SetStepAndCall(), otherwise we get into an endless loop
memory_sliderValue = option;
-- We can't rely on option, because it is a float value [0.0 .. 1.0] and we need the step integer number
memory_sliderStep = Controls.MemorySlider:GetStep();
-- Update the option set with the new preset, which updates all other options (see OptionSet::ProcessExternally())
Options.SetGraphicsOption("Video", "MemoryImpact", SliderStepToImpactValue(Controls.MemorySlider, memory_sliderStep));
Controls.ConfirmButton:SetDisabled(false);
-- Update the text description
Controls.MemoryValue:LocalizeAndSetText(memoryImpact_options[memory_sliderStep]);
if(memory_sliderStep ~= memory_customStep) then
if(Controls.PerformanceSlider:GetStep() == performance_customStep) then
-- The performance slider is set to "custom", so reset it to its default
Controls.PerformanceSlider:SetStepAndCall(ImpactValueToSliderStep(Controls.PerformanceSlider, Options.GetGraphicsDefault("Video", "PerformanceImpact")));
end
-- Update all settings in the UI if the memory impact changed to something other than "custom"
PopulateGraphicsOptions();
else
-- The memory slider is set to "custom", so set the performance slider to "custom" as well
Controls.PerformanceSlider:SetStepAndCall(performance_customStep);
end
end
end
);
-------------------------------------------------------------------------------
-- Advanced Settings
-------------------------------------------------------------------------------
-- VSync
PopulateCheckBox(Controls.VSyncEnabledCheckbox, Options.GetGraphicsOption("Video", "VSync"),
function(option)
Options.SetGraphicsOption("Video", "VSync", option);
Controls.ConfirmButton:SetDisabled(false);
end
);
-- Tick Interval
PopulateComboBox(Controls.TickIntervalPullDown, tickInterval_options, Options.GetAppOption("Performance", "TickIntervalInMS"),
function(option)
Options.SetAppOption("Performance", "TickIntervalInMS", option);
Controls.ConfirmButton:SetDisabled(false);
end
);
-- Fullscreen
PopulateComboBox(Controls.FullScreenPullDown, windowed_options, Options.GetAppOption("Video", "FullScreen"),
function(option)
Options.SetAppOption("Video", "FullScreen", option);
-- In borderless mode, snap width/height to desktop size
if option == BORDERLESS_OPTION then
Options.SetAppOption("Video", "RenderWidth", Options.GetDisplayWidth());
Options.SetAppOption("Video", "RenderHeight", Options.GetDisplayHeight());
end
AdjustResolutionPulldown(option, is_in_game )
_PromptResolutionAck = (option == FULLSCREEN_OPTION);
Controls.ConfirmButton:SetDisabled(false);
end
);
-- MSAA
local nMaxMSAACount = UI.GetMaxMSAACount();
local availableMSAAOptions = {};
for i, v in ipairs(msaa_options) do
local bValid = UI.CanHaveMSAAQuality(v[2][1], v[2][2])
if(bValid) then
table.insert(availableMSAAOptions, {v[1], v[2]});
end
end
local ihvMSAAModes = nil;
if UI.IsVendorAMD() then
ihvMSAAModes = eqaa_options;
elseif UI.IsVendorNVIDIA() then
ihvMSAAModes = csaa_options;
end
if ihvMSAAModes ~= nil then
for i, v in ipairs(ihvMSAAModes) do
local bValid = UI.CanHaveMSAAQuality(v[2][1], v[2][2])
if(bValid) then
table.insert(availableMSAAOptions, {v[1], v[2]});
end
end
end
local nMSAACount = Options.GetGraphicsOption("Video", "MSAA");
if nMSAACount == -1 then
nMSAACount = nMaxMSAACount;
end
local nMSAAQuality = Options.GetGraphicsOption("Video", "MSAAQuality");
-- PopulateComboBox() does a "pointer" compare with non POD, so we have to find the current sample / quality in the MSAA tables
-- so that we can pass it into PopulateComboBox()
local msaaValue = msaa_options[1][2];
if nMSAAQuality == 0 then
for i, v in ipairs(msaa_options) do
if v[2][1] == nMSAACount and v[2][2] == nMSAAQuality then
msaaValue = v[2];
break;
end
end
elseif ihvMSAAModes ~= nil then
for i, v in ipairs(ihvMSAAModes) do
if v[2][1] == nMSAACount and v[2][2] == nMSAAQuality then
msaaValue = v[2];
break;
end
end
end
PopulateComboBox(Controls.MSAAPullDown, availableMSAAOptions, msaaValue,
function(option)
Options.SetGraphicsOption("Video", "MSAA", option[1]); -- First set the sliders to "custom", then set the new value, otherwise ProcessExternally() will overwrite the new value with a preset
Options.SetGraphicsOption("Video", "MSAAQuality", option[2]);
Controls.ConfirmButton:SetDisabled(false);
end
);
-- High-Resolution Asset Textures
PopulateCheckBox(Controls.AssetTextureResolutionCheckbox, InvertOptionInt(Options.GetGraphicsOption("Video", "ReducedAssetTextures")),
function(option)
Controls.MemorySlider:SetStepAndCall(memory_customStep); -- It's enough to set just one of the Impact sliders to "custom", the logic sets the other one
Options.SetGraphicsOption("Video", "ReducedAssetTextures", not option); -- First set the sliders to "custom", then set the new value, otherwise ProcessExternally() will overwrite the new value with a preset
Controls.ConfirmButton:SetDisabled(false);
_PromptRestartGame = true;
end
);
-- High-Quality Visual Effects
PopulateComboBox(Controls.VFXDetailLevelPullDown, vfx_options, Options.GetGraphicsOption("General", "VFXDetailLevel"),
function(option)
Controls.PerformanceSlider:SetStepAndCall(performance_customStep); -- It's enough to set just one of the Impact sliders to "custom", the logic sets the other one
Options.SetGraphicsOption("General", "VFXDetailLevel", option); -- First set the sliders to "custom", then set the new value, otherwise ProcessExternally() will overwrite the new value with a preset
Controls.ConfirmButton:SetDisabled(false);
end
);
-------------------------------------------------------------------------------
-- Advanced Settings - Lighting
-------------------------------------------------------------------------------
-- Bloom Enabled
PopulateCheckBox(Controls.LightingBloomEnabledCheckbox, Options.GetGraphicsOption("Bloom", "EnableBloom"),
function(option)
Controls.PerformanceSlider:SetStepAndCall(performance_customStep); -- It's enough to set just one of the Impact sliders to "custom", the logic sets the other one
Options.SetGraphicsOption("Bloom", "EnableBloom", option); -- First set the sliders to "custom", then set the new value, otherwise ProcessExternally() will overwrite the new value with a preset
Controls.ConfirmButton:SetDisabled(false);
end
);
-- Dynamic Lighting Enabled
PopulateCheckBox(Controls.LightingDynamicLightingEnabledCheckbox, Options.GetGraphicsOption("DynamicLighting", "EnableDynamicLighting"),
function(option)
Controls.PerformanceSlider:SetStepAndCall(performance_customStep); -- It's enough to set just one of the Impact sliders to "custom", the logic sets the other one
Options.SetGraphicsOption("DynamicLighting", "EnableDynamicLighting", option); -- First set the sliders to "custom", then set the new value, otherwise ProcessExternally() will overwrite the new value with a preset
Controls.ConfirmButton:SetDisabled(false);
end
);
-------------------------------------------------------------------------------
-- Advanced Settings - Shadows