Example #1
0
    //-----------------------------------------------------------------------
    void Root::saveConfig(void)
    {
        if (mConfigFileName.empty ())
            return;

		std::ofstream of(mConfigFileName.c_str());

        if (!of)
            OGRE_EXCEPT(Exception::ERR_CANNOT_WRITE_TO_FILE, "Cannot create settings file.",
            "Root::saveConfig");

        if (mActiveRenderer)
        {
            of << "Render System=" << mActiveRenderer->getName() << std::endl;
        }
        else
        {
            of << "Render System=" << std::endl;
        }

        for (RenderSystemList::const_iterator pRend = getAvailableRenderers()->begin(); pRend != getAvailableRenderers()->end(); ++pRend)
        {
            RenderSystem* rs = *pRend;
            of << std::endl;
            of << "[" << rs->getName() << "]" << std::endl;
            const ConfigOptionMap& opts = rs->getConfigOptions();
            for (ConfigOptionMap::const_iterator pOpt = opts.begin(); pOpt != opts.end(); ++pOpt)
            {
				of << pOpt->first << "=" << pOpt->second.currentValue << std::endl;
            }
        }

        of.close();

    }
Example #2
0
    //-----------------------------------------------------------------------
    RenderSystem* Root::getRenderSystemByName(const String& name)
    {
        if (name.empty())
        {
            // No render system
            return NULL;
        }

        RenderSystemList::const_iterator pRend;
        for (pRend = getAvailableRenderers()->begin(); pRend != getAvailableRenderers()->end(); ++pRend)
        {
            RenderSystem* rs = *pRend;
            if (rs->getName() == name)
                return rs;
        }

        // Unrecognised render system
        return NULL;
    }
void RoR::GUI::GameSettings::Draw()
{
    bool is_visible = true;
    const int flags = ImGuiWindowFlags_NoCollapse;
    ImGui::SetNextWindowSize(ImVec2(600.f, 400.f), ImGuiSetCond_FirstUseEver);
    ImGui::SetNextWindowPosCenter(ImGuiSetCond_Appearing);
    ImGui::Begin(_LC("GameSettings", "Game settings"), &is_visible, flags);
    if (! is_visible)
    {
        this->SetVisible(false);
        if (App::app_state.GetActive() == RoR::AppState::MAIN_MENU)
        {
            App::GetGuiManager()->SetVisible_GameMainMenu(true);
        }
        ImGui::End();
        return;
    }

    // 'Tabs' buttons
    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(4.f, 8.f));

    if (ImGui::Button(_LC("GameSettings", "Render System"))) { m_tab = SettingsTab::RENDER_SYSTEM; }
    ImGui::SameLine();
    if (ImGui::Button(_LC("GameSettings", "General")))       { m_tab = SettingsTab::GENERAL;       }
    ImGui::SameLine();
    if (ImGui::Button(_LC("GameSettings", "Graphics")))      { m_tab = SettingsTab::GRAPHICS;      }
    ImGui::SameLine();
#ifdef USE_OPENAL
    if (ImGui::Button(_LC("GameSettings", "Audio")))         { m_tab = SettingsTab::AUDIO;         }
    ImGui::SameLine();
#endif // USE_OPENAL
    if (ImGui::Button(_LC("GameSettings", "Controls")))      { m_tab = SettingsTab::CONTROL;       }
    ImGui::SameLine();
    if (ImGui::Button(_LC("GameSettings", "Diagnostic")))    { m_tab = SettingsTab::DIAG;          }
    ImGui::SameLine();
    if (ImGui::Button(_LC("GameSettings", "Update cache")))
    {
        App::app_force_cache_udpate.SetActive(true);
    }

    ImGui::PopStyleVar(1);

    ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 4.f);
    ImGui::Separator();

    if (m_tab == SettingsTab::RENDER_SYSTEM)
    {
        ImGui::TextDisabled(_LC("GameSettings", "Render system (changes require a restart)"));

        const auto ogre_root = App::GetOgreSubsystem()->GetOgreRoot();
        const auto render_systems = ogre_root->getAvailableRenderers();
        std::string render_system_names;
        for (auto rs : render_systems)
        {
            render_system_names += rs->getName() + '\0';
        }
        const auto ro = ogre_root->getRenderSystemByName(App::app_rendersys_override.GetActive());
        const auto rs = ro ? ro : ogre_root->getRenderSystem();
        const auto it = std::find(render_systems.begin(), render_systems.end(), rs);
        int render_id = it != render_systems.end() ? std::distance(render_systems.begin(), it) : 0;
        /* Combobox for selecting the Render System*/
        if (ImGui::Combo(_LC ("GameSettings", "Render System"), &render_id, render_system_names.c_str()))
        {
            App::app_rendersys_override.SetActive(render_systems[render_id]->getName().c_str());
        }

        const auto config_options = ogre_root->getRenderSystem()->getConfigOptions();
        std::set<std::string> filter = {"Allow NVPerfHUD", "Colour Depth", "Fixed Pipeline Enabled",
            "Floating-point mode", "Resource Creation Policy", "VSync Interval", "sRGB Gamma Conversion"};
        for (auto opt : config_options)
        {
            auto co = opt.second;
            if (co.immutable)
                continue;
            if (co.possibleValues.empty())
                continue;
            if (filter.find(co.name) != filter.end())
                continue;
            std::sort(co.possibleValues.rbegin(), co.possibleValues.rend());
            std::string option_values;
            for (auto value : co.possibleValues)
            {
                option_values += value + '\0';
            }
            const auto it = std::find(co.possibleValues.begin(), co.possibleValues.end(), opt.second.currentValue);
            int option_id = it != co.possibleValues.end() ? std::distance(co.possibleValues.begin(), it) : 0;
            if (ImGui::Combo(co.name.c_str(), &option_id, option_values.c_str()))
            {
                rs->setConfigOption(co.name, co.possibleValues[option_id]);
                if (rs->validateConfigOptions().empty())
                {
                    ogre_root->saveConfig();
                }
            }
        }
    }
    else if (m_tab == SettingsTab::GENERAL)
    {
        ImGui::TextDisabled(_LC("GameSettings", "Application settings"));

#ifndef NOLANG
        std::vector<std::pair<std::string, std::string>> languages = LanguageEngine::getSingleton().getLanguages();
        std::string lang_values;
        for (auto value : languages)
        {
            lang_values += value.first + '\0';
        }
        const auto it = std::find_if(languages.begin(), languages.end(),
                [](const std::pair<std::string, std::string>& l) { return l.second == App::app_language.GetActive(); });
        int lang_selection = it != languages.end() ? std::distance(languages.begin(), it) : 0;
        if (ImGui::Combo(_LC("GameSettings", "Language"), &lang_selection, lang_values.c_str()))
        {
            App::app_language.SetActive(languages[lang_selection].second.c_str());
            LanguageEngine::getSingleton().setup();
        }
#endif

        // Country selection
        static Ogre::FileInfoListPtr fl = Ogre::ResourceGroupManager::getSingleton().findResourceFileInfo("FlagsRG", "*");
        if (!fl->empty())
        {
            static std::vector<std::string> countries;
            if (countries.empty())
            {
                for (auto& file : *fl)
                {
                    std::string country = Ogre::StringUtil::replaceAll(file.filename, ".png", "");
                    if (country.size() == 2) // RoR protocol limitation
                    {
                        countries.push_back(country);
                    }
                }
                std::sort(countries.begin(), countries.end());
            }
            std::string country_values;
            for (auto value : countries)
            {
                country_values += value + '\0';
            }
            const auto it = std::find(countries.begin(), countries.end(), std::string(App::app_country.GetActive()));
            int country_selection = it != countries.end() ? std::distance(countries.begin(), it) : 0;
            if (ImGui::Combo(_LC("GameSettings", "Country"), &country_selection, country_values.c_str()))
            {
                App::app_country.SetActive(countries[country_selection].c_str());
            }
        }

        int sshot_select = (std::strcmp(App::app_screenshot_format.GetActive(),"jpg") == 0) ? 1 : 0; // Hardcoded; TODO: list available formats.

        /* Screenshot format: Can be png or jpg*/
        if (ImGui::Combo(_LC("GameSettings", "Screenshot format"), &sshot_select, "png\0jpg\0\0"))
        {
            App::app_screenshot_format.SetActive((sshot_select == 1) ? "jpg" : "png");
        }

        DrawGTextEdit(App::app_extra_mod_path, _LC("GameSettings", "Extra mod path"),  m_buf_app_extra_mod_dir);

        DrawGCheckbox(App::app_skip_main_menu, _LC("GameSettings", "Skip main menu"));
        DrawGCheckbox(App::app_async_physics, _LC("GameSettings", "Async physics"));
        DrawGCheckbox(App::app_disable_online_api, _LC("GameSettings", "Disable online api"));

        ImGui::Separator();
        ImGui::TextDisabled(_LC("GameSettings", "Simulation settings"));

        DrawGCombo(App::sim_gearbox_mode, _LC("GameSettings", "Gearbox mode"),
            "Automatic shift\0"
            "Manual shift - Auto clutch\0"
            "Fully Manual: sequential shift\0"
            "Fully manual: stick shift\0"
            "Fully Manual: stick shift with ranges\00");

        DrawGCheckbox(App::gfx_speedo_digital, _LC("GameSettings", "Digital speedometer"));
        DrawGCheckbox(App::gfx_speedo_imperial, _LC("GameSettings", "Imperial speedometer"));

        //DrawGCheckbox(App::gfx_flexbody_lods,      "Enable flexbody LODs");
        //DrawGCheckbox(App::gfx_flexbody_cache,     "Enable flexbody cache");

        DrawGCheckbox(App::sim_spawn_running, _LC("GameSettings", "Engines spawn running"));

        DrawGCheckbox(App::sim_replay_enabled, _LC("GameSettings", "Replay mode"));
        if (App::sim_replay_enabled.GetActive())
        {
            DrawGIntBox(App::sim_replay_length, _LC("GameSettings", "Replay length"));
            DrawGIntBox(App::sim_replay_stepping, _LC("GameSettings", "Replay stepping"));
        }

        DrawGCheckbox(App::sim_realistic_commands, _LC("GameSettings", "Realistic forward commands"));

        DrawGCheckbox(App::sim_races_enabled, _LC("GameSettings", "Enable races"));
        DrawGCheckbox(App::sim_direction_arrow, _LC("GameSettings", "Direction arrow"));

        DrawGCheckbox(App::sim_no_self_collisions, _LC("GameSettings", "No intra truck collisions"));
        DrawGCheckbox(App::sim_no_collisions, _LC("GameSettings", "No inter truck collisions"));
    }
#ifdef USE_OPENAL
    else if (m_tab == SettingsTab::AUDIO)
    {
        ImGui::TextDisabled(_LC("GameSettings", "Audio settings"));

        static const ALCchar *devices = alcGetString(NULL, ALC_ALL_DEVICES_SPECIFIER);
        const ALCchar *device = devices, *next = devices + 1;
        std::vector<std::string> audio_devices;

        while (device && *device != '\0' && next && *next != '\0')
        {
                audio_devices.push_back(device);
                size_t len = strlen(device);
                device += (len + 1);
                next += (len + 2);
        }

        const auto it = std::find(audio_devices.begin(), audio_devices.end(), App::audio_device_name.GetActive());
        int device_id = it != audio_devices.end() ? std::distance(audio_devices.begin(), it) : 0;
        if (ImGui::Combo(_LC("GameSettings", "Audio device"), &device_id, devices))
        {
            App::audio_device_name.SetActive(audio_devices[device_id].c_str());
        }

        DrawGCheckbox(App::audio_enable_creak,     _LC("GameSettings", "Creak sound"));
        DrawGCheckbox(App::audio_menu_music,       _LC("GameSettings", "Main menu music"));
        DrawGFloatSlider(App::audio_master_volume, _LC("GameSettings", "Master volume"), 0, 1);
    }
#endif // USE_OPENAL
    else if (m_tab == SettingsTab::GRAPHICS)
    {
        ImGui::TextDisabled(_LC("GameSettings", "Video settings"));

        DrawGCombo(App::gfx_flares_mode, _LC("GameSettings", "Lights"),
            "None (fastest)\0"
            "No light sources\0"
            "Only current vehicle, main lights\0"
            "All vehicles, main lights\0"
            "All vehicles, all lights\0\0");

        DrawGCombo(App::gfx_shadow_type, _LC("GameSettings", "Shadow type"),
            "Disabled\0"
            "Texture\0"
            "PSSM\0\0");

        if (App::gfx_shadow_type.GetActive() != GfxShadowType::NONE)
        {
            DrawGCheckbox(App::gfx_reduce_shadows, _LC("GameSettings", "Shadow optimizations"));
            if (App::gfx_shadow_type.GetActive() == GfxShadowType::PSSM)
            {
                DrawGIntSlider(App::gfx_shadow_quality, _LC("GameSettings", "Shadow quality"), 0, 3);
            }
        }

        DrawGCombo(App::gfx_sky_mode, "Sky gfx",
            "Sandstorm (fastest)\0"
            "Caelum (best looking, slower)\0"
            "SkyX (best looking, slower)\0\0");

        DrawGIntSlider(App::gfx_sight_range, _LC("GameSettings", "Sight range (meters)"), 100, 5000);

        DrawGCombo(App::gfx_texture_filter , _LC("GameSettings", "Texture filtering"),
            "None\0"
            "Bilinear\0"
            "Trilinear\0"
            "Anisotropic\0\0");

        if (App::gfx_texture_filter.GetActive() == GfxTexFilter::ANISOTROPIC)
        {
            int anisotropy = Ogre::Math::Clamp(App::gfx_anisotropy.GetActive(), 1, 16);
            int  selection = std::log2(anisotropy);
            if (ImGui::Combo(_LC("GameSettings", "Anisotropy"), &selection, "1\0""2\0""4\0""8\0""16\0\0"))
            {
                App::gfx_anisotropy.SetActive(std::pow(2, selection));
            }
        }

        DrawGCombo(App::gfx_vegetation_mode, _LC("GameSettings", "Vegetation density"),
            "None\0"
            "20%\0"
            "50%\0"
            "Full\0\0");

        DrawGCombo(App::gfx_water_mode, _LC("GameSettings", "Water gfx"),
            "None\0"
            "Basic (fastest)\0"
            "Reflection\0"
            "Reflection + refraction (speed optimized)\0"
            "Reflection + refraction (quality optimized)\0"
            "HydraX\0\0");

        DrawGIntSlider(App::gfx_fps_limit,       _LC("GameSettings", "FPS limit"), 0, 240);

        DrawGIntCheck(App::gfx_particles_mode,   _LC("GameSettings", "Enable particle gfx"));
        DrawGIntCheck(App::gfx_skidmarks_mode,   _LC("GameSettings", "Enable skidmarks"));

        DrawGCheckbox(App::gfx_envmap_enabled,   _LC("GameSettings", "Realtime reflections"));
        if (App::gfx_envmap_enabled.GetActive())
        {
            ImGui::PushItemWidth(125.f); // Width includes [+/-] buttons
            DrawGIntSlider(App::gfx_envmap_rate, _LC("GameSettings", "Realtime refl. update rate"), 0, 6);
            ImGui::PopItemWidth();
        }

        DrawGCheckbox(App::gfx_enable_videocams, _LC("GameSettings", "Render video cameras"));
        DrawGCheckbox(App::gfx_surveymap_icons,  _LC("GameSettings", "Overview map icons"));
        if (App::gfx_surveymap_icons.GetActive())
        {
            DrawGCheckbox(App::gfx_declutter_map,  _LC("GameSettings", "Declutter overview map"));
        }
        DrawGCheckbox(App::gfx_water_waves,      _LC("GameSettings", "Waves on water"));

        DrawGCombo(App::gfx_extcam_mode, "Exterior camera mode",
            "None\0"
            "Static\0"
            "Pitching\0\0");

        DrawGIntSlider(App::gfx_camera_height, _LC("GameSettings", "Static camera height (meters)"), 1, 50);
        DrawGIntSlider(App::gfx_fov_external, _LC("GameSettings", "Exterior field of view"), 10, 120);
        DrawGIntSlider(App::gfx_fov_internal, _LC("GameSettings", "Interior field of view"), 10, 120);
    }
    else if (m_tab == SettingsTab::DIAG)
    {
        ImGui::TextDisabled(_LC("GameSettings", "Diagnostic options"));

        int physics_fps = std::round(1.0f / App::diag_physics_dt.GetActive());
        if (ImGui::SliderInt(_LC("GameSettings", "Physics frames per second"), &physics_fps, 2000, 10000))
        {
            App::diag_physics_dt.SetActive(Ogre::Math::Clamp(1.0f / physics_fps, 0.0001f, 0.0005f));
        }
        DrawGTextEdit(App::diag_preset_terrain,      _LC("GameSettings", "Preselected terrain"),         m_buf_diag_preset_terrain, false);
        DrawGTextEdit(App::diag_preset_vehicle,      _LC("GameSettings", "Preselected vehicle"),         m_buf_diag_preset_vehicle, true);
        DrawGTextEdit(App::diag_preset_veh_config,   _LC("GameSettings", "Presel. veh. config"),         m_buf_diag_preset_veh_config);
        DrawGCheckbox(App::diag_preset_veh_enter,    _LC("GameSettings", "Enter preselected vehicle"));
        DrawGCheckbox(App::diag_auto_spawner_report, _LC("GameSettings", "Auto actor spawner report"));
        DrawGCheckbox(App::diag_rig_log_node_import, _LC("GameSettings", "Log node import (spawn)"));
        DrawGCheckbox(App::diag_rig_log_node_stats,  _LC("GameSettings", "Log node stats (spawn)"));
        DrawGCheckbox(App::diag_rig_log_messages,    _LC("GameSettings", "Log messages (spawn)"));
        DrawGCheckbox(App::diag_camera,              _LC("GameSettings", "Debug camera (rails)"));
        DrawGCheckbox(App::diag_collisions,          _LC("GameSettings", "Debug collisions"));
        DrawGCheckbox(App::diag_truck_mass,          _LC("GameSettings", "Debug actor mass"));
        DrawGCheckbox(App::diag_envmap,              _LC("GameSettings", "Debug realtime reflections"));
        DrawGCheckbox(App::diag_videocameras,        _LC("GameSettings", "Debug videocameras"));
        DrawGCheckbox(App::diag_warning_texture,     _LC("GameSettings", "Debug textures"));
        DrawGCheckbox(App::diag_hide_broken_beams,   _LC("GameSettings", "Hide broken beams"));
        DrawGCheckbox(App::diag_hide_wheel_info,     _LC("GameSettings", "Hide wheel info"));
        DrawGCheckbox(App::diag_hide_wheels,         _LC("GameSettings", "Hide wheels"));
        DrawGCheckbox(App::diag_hide_nodes,          _LC("GameSettings", "Hide nodes"));
        DrawGCheckbox(App::diag_log_console_echo,    _LC("GameSettings", "Echo log to console"));
        DrawGCheckbox(App::diag_log_beam_break,      _LC("GameSettings", "Log beam breaking"));
        DrawGCheckbox(App::diag_log_beam_deform,     _LC("GameSettings", "Log beam deforming"));
        DrawGCheckbox(App::diag_log_beam_trigger,    _LC("GameSettings", "Log beam triggers"));
        if (ImGui::Button(_LC("GameSettings", "Rebuild cache")))
        {
            App::app_force_cache_purge.SetActive(true);
        }
    }
    else if (m_tab == SettingsTab::CONTROL)
    {
        ImGui::TextDisabled(_LC("GameSettings", "Controller options"));

        DrawGCombo(App::io_input_grab_mode, _LC("GameSettings", "Input grab mode"),
            "None\0"
            "All\0"
            "Dynamic\0\0");

        DrawGFloatSlider(App::io_analog_smoothing,   _LC("GameSettings", "Analog Input Smoothing"),   0.5f, 2.0f);
        DrawGFloatSlider(App::io_analog_sensitivity, _LC("GameSettings", "Analog Input Sensitivity"), 0.5f, 2.0f);

        DrawGCheckbox(App::io_arcade_controls, _LC("GameSettings", "Use arcade controls"));

        DrawGCheckbox(App::io_ffb_enabled, _LC("GameSettings", "Enable ForceFeedback"));
        if (App::io_ffb_enabled.GetActive())
        {
            ImGui::PushItemWidth(125.f);
            DrawGFloatBox(App::io_ffb_camera_gain, _LC("GameSettings", "FFB camera gain"));
            DrawGFloatBox(App::io_ffb_center_gain, _LC("GameSettings", "FFB center gain"));
            DrawGFloatBox(App::io_ffb_master_gain, _LC("GameSettings", "FFB master gain"));
            DrawGFloatBox(App::io_ffb_stress_gain, _LC("GameSettings", "FFB stress gain"));
            ImGui::PopItemWidth();
        }

        DrawGIntCheck(App::io_outgauge_mode, _LC("GameSettings", "Enable OutGauge protocol"));
        if (App::io_outgauge_mode.GetActive())
        {
            DrawGTextEdit(App::io_outgauge_ip, _LC("GameSettings", "OutGauge IP"), m_buf_io_outgauge_ip);
            ImGui::PushItemWidth(125.f);
            DrawGIntBox(App::io_outgauge_port,    _LC("GameSettings", "OutGauge port"));
            DrawGIntBox(App::io_outgauge_id,      _LC("GameSettings", "OutGauge ID"));
            DrawGFloatBox(App::io_outgauge_delay, _LC("GameSettings", "OutGauge delay"));
            ImGui::PopItemWidth();
        }
    }

    ImGui::End();
}