예제 #1
0
void RunData::setValuationClass(QString valuationClass)
{
	if(this->valuationClass!=valuationClass){
		this->valuationClass=valuationClass;
		changeHandler();
	}
}
예제 #2
0
void RunData::setNotes(QString notes)
{
	if(this->notes!=notes){
		this->notes=notes;
		changeHandler();
	}
}
예제 #3
0
void RunData::setFireBrigade(QString fireBrigade)
{
	if(this->fireBrigade!=fireBrigade){
		this->fireBrigade=fireBrigade;
		changeHandler();
	}
}
예제 #4
0
void RunData::setErrors(QString errors)
{
	if(this->errors!=errors){
		this->errors=errors;
		changeHandler();
	}
}
예제 #5
0
void RunData::setLastName2(QString name)
{
	if(this->lastName2!=name){
		this->lastName2=name;
		changeHandler();
	}
}
예제 #6
0
void RunData::setDsq(bool flag)
{
	if(this->dsq!=flag){
		this->dsq=flag;
		changeHandler();
	}
}
예제 #7
0
void RunData::setFirstName1(QString name)
{
	if(this->firstName1!=name){
		this->firstName1=name;
		changeHandler();
	}
}
예제 #8
0
void RunData::setTitle2(QString title)
{
	if(this->title2!=title){
		this->title2=title;
		changeHandler();
	}
}
예제 #9
0
void RunData::setColor(QString color)
{
	if(this->color!=color){
		this->color=color;
		changeHandler();
	}
}
예제 #10
0
void RunData::setAgePoints(QString agePoints)
{
	if(this->agePoints!=agePoints){
		this->agePoints=agePoints;
		changeHandler();
	}
}
예제 #11
0
void AC_RotatingPot::poll() {
  int sensor = readSensor();
  if (ignoring != 0) {
    if ((ignoring == +1 && sensor < reference)
     || (ignoring == -1 && sensor > reference)) {
      ignoring = 0;
    }
    reference = sensor;
  }
  if (ignoring == 0) {
    int valueDelta = (sensor - reference) / sensitivity;
    if (inverted) {
      valueDelta = -valueDelta;
    }
    int valueNew = valueOffset + valueDelta;
    if (value != valueNew) {
      value = valueNew;
      if (changeHandler != NULL) {
        changeHandler();
      }
    }
    if (sensor == 0 || sensor == 1023) {
      valueOffset += valueDelta;
      // prevent long-term overflows by taking modulo if needed
      valueOffset = getModuloValue(valueOffset);
      ignoring = (sensor == 0) ? +1 : -1;
      reference = sensor;
    }
  }
}
예제 #12
0
void RunData::setID(int ID)
{
	if(this->ID!=ID)
	{
		this->ID=ID;
		changeHandler();
	}
}
예제 #13
0
void RunData::setBoatID(int boatID)
{
	if(this->boatID!=boatID)
	{
		this->boatID=boatID;
		changeHandler();
	}
}
예제 #14
0
void RunData::setRound(int round)
{
	if(this->round!=round)
	{
		this->round=round;
		changeHandler();
	}
}
예제 #15
0
void RunData::setPublished(bool flag, bool silent)
{
	if(this->published!=flag){
		this->published=flag;
		changeHandler();
		
		// don't this a signal when silent flag is set. (used for auto publish)
		if(flag && !silent)
		{
			emit manualPublished(this);
		}
	}
}
예제 #16
0
void RunData::setStartTimeID(int timeID)
{
	//qDebug() << "setStartTimeID";
	if(this->startTimeID!=timeID){
		if(startTimeID==0 && goalTimeID==0)	// if the previous starttime was invalid and there is no goaltime yet
		{
			emit runStarted(this);
		}
		this->startTimeID=timeID;
		changeHandler();
		emit timeStampAssigned(this);
	}
}
예제 #17
0
void RunData::setGoalTimeID(int timeID)
{
	//qDebug() << "setGoalTimeID";
	if(this->goalTimeID!=timeID){
		if(startTimeID!=0 && goalTimeID==0)	// if there is a starttime and the previous goaltime is invalid
		{
			emit runFinished(this);
		}
		this->goalTimeID=timeID;
		changeHandler();
		emit timeStampAssigned(this);
	}
}
예제 #18
0
        void SettingsMenu::init()
        {
            if (_initialized) return;
            State::init();

            setModal(true);
            setFullscreen(true);

            // background
            auto background = new UI::Image("art/intrface/prefscrn.frm");
            Point backgroundPos = Point((Game::getInstance()->renderer()->size() - background->size()) / 2);
            int backgroundX = backgroundPos.x();
            int backgroundY = backgroundPos.y();
            background->setPosition(backgroundPos);
            addUI(background);

            auto settings = Game::getInstance()->settings();

            // Switches (big)
            auto combatDifficultySwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::BIG_SWITCH, backgroundX+76, backgroundY+149);
            combatDifficultySwitch->setMaxState(3);
            combatDifficultySwitch->setState(settings->combatDifficulty());
            addUI("combat_difficulty",combatDifficultySwitch);

            auto gameDifficultySwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::BIG_SWITCH, backgroundX+76, backgroundY+71);
            gameDifficultySwitch->setMaxState(3);
            gameDifficultySwitch->setState(settings->gameDifficulty());
            addUI("game_difficulty",gameDifficultySwitch);

            auto violenceLevelSwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::BIG_SWITCH, backgroundX+76, backgroundY+227);
            violenceLevelSwitch->setState(settings->violenceLevel());
            addUI("violence_level",violenceLevelSwitch);

            auto targetHighlightSwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::BIG_SWITCH, backgroundX+76, backgroundY+309);
            targetHighlightSwitch->setMaxState(3);
            targetHighlightSwitch->setState(settings->targetHighlight());
            addUI("target_highlight",targetHighlightSwitch);

            auto combatLooksSwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::BIG_SWITCH, backgroundX+76, backgroundY+387);
            combatLooksSwitch->setMaxState(2);
            combatLooksSwitch->setState(settings->combatLooks());
            addUI("combat_looks",combatLooksSwitch);

            // Switches (small)
            auto combatMessagesSwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::SMALL_SWITCH, backgroundX+299, backgroundY+74);
            combatMessagesSwitch->setState(settings->combatMessages());
            addUI("combat_messages",combatMessagesSwitch);

            auto combatTauntsSwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::SMALL_SWITCH, backgroundX+299, backgroundY+74+66);
            combatTauntsSwitch->setState(settings->combatTaunts());
            addUI("combat_taunts",combatTauntsSwitch);

            auto languageFilterSwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::SMALL_SWITCH, backgroundX+299, backgroundY+74+66*2);
            languageFilterSwitch->setState(settings->languageFilter());
            addUI("language_filter",languageFilterSwitch);

            auto runningSwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::SMALL_SWITCH, backgroundX+299, backgroundY+74+66*3);
            runningSwitch->setState(settings->running());
            addUI("running",runningSwitch);

            auto subtitlesSwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::SMALL_SWITCH, backgroundX+299, backgroundY+74+66*4);
            subtitlesSwitch->setState(settings->subtitles());
            addUI("subtitles",subtitlesSwitch);

            auto itemHightlightSwitch = new UI::MultistateImageButton(UI::MultistateImageButton::Type::SMALL_SWITCH, backgroundX+299, backgroundY+74+66*5);
            itemHightlightSwitch->setState(settings->itemHighlight());
            addUI("item_highlight",itemHightlightSwitch);

            // LABELS
            SDL_Color color = {0x90, 0x78, 0x24, 0xff};

            std::string font1_907824ff = "font1.aaf";
            std::string font3_907824ff = "font3.aaf";
            std::string font4_907824ff = "font4.aaf";

            // GAME PREFERENCES
            _addTextArea(_t(MSG_OPTIONS, 100), backgroundX+74, backgroundY+10)->setFont(font4_907824ff, color);

            // COMBAT DIFFICULTY
            auto difficulty = _addTextArea(_t(MSG_OPTIONS, 101), backgroundX+21, backgroundY+48);
            difficulty->setWidth(158);
            difficulty->setHorizontalAlign(UI::TextArea::HorizontalAlign::CENTER);
            difficulty->setFont(font3_907824ff, color);

            // GAME DIFFICULTY
            _addTextArea(difficulty, backgroundX+21, backgroundY+48+77)->setText(_t(MSG_OPTIONS, 102));

            // VIOLENCE LEVEL
            _addTextArea(difficulty, backgroundX+21, backgroundY+48+156)->setText(_t(MSG_OPTIONS, 103));

            // TARGET HIGHLIGHT
            _addTextArea(difficulty, backgroundX+21, backgroundY+128+158)->setText(_t(MSG_OPTIONS, 104));

            // COMBAT LOOKS
            _addTextArea(difficulty, backgroundX+21, backgroundY+128+235)->setText(_t(MSG_OPTIONS, 105));

            // COMBAT MESSAGES
            auto combatMessages = _addTextArea(_t(MSG_OPTIONS, 106), backgroundX+206, backgroundY+49);
            combatMessages->setFont(font3_907824ff, color);

            // COMBAT TAUNTS
            _addTextArea(combatMessages, backgroundX+206, backgroundY+49+66)->setText(_t(MSG_OPTIONS, 107));

            // LANGUAGE FILTER
            _addTextArea(combatMessages, backgroundX+206, backgroundY+49+66*2)->setText(_t(MSG_OPTIONS, 108));

            // RUNNING
            _addTextArea(combatMessages, backgroundX+206, backgroundY+49+66*3)->setText(_t(MSG_OPTIONS, 109));

            // SUBTITLES
            _addTextArea(combatMessages, backgroundX+206, backgroundY+49+66*4)->setText(_t(MSG_OPTIONS, 110));

            // ITEM HIGHLIGHT
            _addTextArea(combatMessages, backgroundX+206, backgroundY+49+66*5)->setText(_t(MSG_OPTIONS, 111));

            // COMBAT SPEED
            auto combatSpeed = _addTextArea(_t(MSG_OPTIONS, 112), backgroundX+384, backgroundY+19);
            combatSpeed->setFont(font3_907824ff, color);

            // TEXT DELAY
            _addTextArea(combatSpeed, backgroundX+384, backgroundY+95)->setText(_t(MSG_OPTIONS, 113));

            // MASTER AUDIO VOLUME
            _addTextArea(combatSpeed, backgroundX+384, backgroundY+165)->setText(_t(MSG_OPTIONS, 114));

            // MUSIC/MOVIE VOLUME
            _addTextArea(combatSpeed, backgroundX+384, backgroundY+165+51)->setText(_t(MSG_OPTIONS, 115));

            // SOUND EFFECTS VOLUME
            _addTextArea(combatSpeed, backgroundX+384, backgroundY+165+51*2)->setText(_t(MSG_OPTIONS, 116));

            // SPEECH VOLUME
            _addTextArea(combatSpeed, backgroundX+384, backgroundY+165+51*3)->setText(_t(MSG_OPTIONS, 117));

            // BRIGHTNESS LEVEL
            _addTextArea(combatSpeed, backgroundX+384, backgroundY+165+51*4)->setText(_t(MSG_OPTIONS, 118));

            // MOUSE SENSITIVITY
            _addTextArea(combatSpeed, backgroundX+384, backgroundY+165+51*5)->setText(_t(MSG_OPTIONS, 119));

            // DEFAULT BUTTON LABEL
            auto label = _addTextArea(combatSpeed, backgroundX+43, backgroundY+449);
            label->setText(_t(MSG_OPTIONS, 120));
            label->setFont(font3_907824ff, color);

            // DONE BUTTON LABEL
            label = _addTextArea(combatSpeed, backgroundX+169, backgroundY+449);
            label->setText(_t(MSG_OPTIONS, 300));
            label->setFont(font3_907824ff, color);

            // CANCEL BUTTON LABEL
            label = _addTextArea(combatSpeed, backgroundX+283, backgroundY+449);
            label->setText(_t(MSG_OPTIONS, 121));
            label->setFont(font3_907824ff, color);

            // COMBAT DIFFICULTY SWITCH LABELS
            _addTextArea(_t(MSG_OPTIONS, 203), backgroundX+50, backgroundY+81)->setFont(font1_907824ff, color);     // EASY
            _addTextArea(_t(MSG_OPTIONS, 204), backgroundX+81, backgroundY+67)->setFont(font1_907824ff, color);     // NORMAL
            _addTextArea(_t(MSG_OPTIONS, 205), backgroundX+122, backgroundY+81)->setFont(font1_907824ff, color);    // HARD

            // GAME DIFFICULTY SWITCH LABELS
            _addTextArea(_t(MSG_OPTIONS, 206), backgroundX+45, backgroundY+159)->setFont(font1_907824ff, color);    // WIMPY
            _addTextArea(_t(MSG_OPTIONS, 207), backgroundX+83, backgroundY+145)->setFont(font1_907824ff, color);    // NORMAL
            _addTextArea(_t(MSG_OPTIONS, 208), backgroundX+122, backgroundY+159)->setFont(font1_907824ff, color);   // ROUGH

            // VIOLENCE LEVEL SWITCH LABELS
            _addTextArea(_t(MSG_OPTIONS, 214), backgroundX+48, backgroundY+236)->setFont(font1_907824ff, color);    // NONE
            _addTextArea(_t(MSG_OPTIONS, 215), backgroundX+83, backgroundY+222)->setFont(font1_907824ff, color);    // MINIMUM
            _addTextArea(_t(MSG_OPTIONS, 207), backgroundX+122, backgroundY+236)->setFont(font1_907824ff, color);   // NORMAL
            label = _addTextArea(_t(MSG_OPTIONS, 216).insert(8, " "), backgroundX+122, backgroundY+257);
            label->setFont(font1_907824ff, color);
            label->setWidth(50);
            label->setWordWrap(true); // MAXIMUM BLOOD

            // TARGET HIGHLIGHT SWITCH LABELS
            _addTextArea(_t(MSG_OPTIONS, 202), backgroundX+59, backgroundY+319)->setFont(font1_907824ff, color);    // OFF
            _addTextArea(_t(MSG_OPTIONS, 201), backgroundX+95, backgroundY+305)->setFont(font1_907824ff, color);    // ON
            label = _addTextArea(_t(MSG_OPTIONS, 213).insert(10, " "), backgroundX+122, backgroundY+319);
            label->setFont(font1_907824ff, color);
            label->setWidth(60);
            label->setWordWrap(true); // TARGETING ONLY

            // COMBAT LOOKS SWITCH LABELS
            _addTextArea(_t(MSG_OPTIONS, 202), backgroundX+59, backgroundY+397)->setFont(font1_907824ff, color);    // OFF
            _addTextArea(_t(MSG_OPTIONS, 201), backgroundX+95, backgroundY+383)->setFont(font1_907824ff, color);    // ON

            // COMBAT MESSAGES SWITCH LABELS
            auto verboseLabel = _addTextArea(_t(MSG_OPTIONS, 211), backgroundX+203, backgroundY+69);         // VERBOSE
            verboseLabel->setFont(font1_907824ff, color);
            verboseLabel->setHorizontalAlign(UI::TextArea::HorizontalAlign::RIGHT);
            verboseLabel->setWidth(100);
            _addTextArea(_t(MSG_OPTIONS, 212), backgroundX+320, backgroundY+69)->setFont(font1_907824ff, color);    // BRIEF

            // COMBAT TAUNTS SWITCH LABELS
            _addTextArea(verboseLabel, backgroundX+203, backgroundY+69+67)->setText(_t(MSG_OPTIONS, 202)); // OFF
            _addTextArea(_t(MSG_OPTIONS, 201), backgroundX+320, backgroundY+69+67)->setFont(font1_907824ff, color); // ON

            // LANGUAGE FILTER SWITCH LABELS
            _addTextArea(verboseLabel, backgroundX+203, backgroundY+69+67+66)->setText(_t(MSG_OPTIONS, 202)); // OFF
            _addTextArea(_t(MSG_OPTIONS, 201), backgroundX+320, backgroundY+69+67+66)->setFont(font1_907824ff, color); // ON

            // RUNNING SWITCH LABELS
            _addTextArea(verboseLabel, backgroundX+203, backgroundY+69+67+66+64)->setText(_t(MSG_OPTIONS, 209)); // NORMAL
            _addTextArea(_t(MSG_OPTIONS, 219), backgroundX+320, backgroundY+69+67+66+64)->setFont(font1_907824ff, color); // ALWAYS

            // SUBTITLES SWITCH LABELS
            _addTextArea(verboseLabel, backgroundX+203, backgroundY+69+67+66+66+65)->setText(_t(MSG_OPTIONS, 202)); // OFF
            _addTextArea(_t(MSG_OPTIONS, 201), backgroundX+320, backgroundY+69+66+67+66+65)->setFont(font1_907824ff, color); // OFF

            // ITEM HIGHLIGHT SWITCH LABELS
            _addTextArea(verboseLabel, backgroundX+203, backgroundY+69+67+66+64+65+68)->setText(_t(MSG_OPTIONS, 202)); // OFF
            _addTextArea(_t(MSG_OPTIONS, 201), backgroundX+320, backgroundY+69+64+67+66+65+68)->setFont(font1_907824ff, color); // ON

            // AFFECT PLAYER SPEECH
            _addTextArea(_t(MSG_OPTIONS, 122), backgroundX+405, backgroundY+72)->setFont(font1_907824ff, color);

            // COMBAT SPEED SLIDER LABELS
            _addTextArea(_t(MSG_OPTIONS, 209), backgroundX+384, backgroundY+38)->setFont(font1_907824ff, color);      // NORMAL
            auto fastestLabel = _addTextArea(_t(MSG_OPTIONS, 210), backgroundX+524, backgroundY+38);           // FASTEST
            fastestLabel->setFont(font1_907824ff, color);
            fastestLabel->setHorizontalAlign(UI::TextArea::HorizontalAlign::RIGHT);
            fastestLabel->setWidth(100);

            // TEXT DELAY SLIDER LABELS
            _addTextArea(_t(MSG_OPTIONS, 217), backgroundX+384, backgroundY+113)->setFont(font1_907824ff, color);     // SLOW
            _addTextArea(_t(MSG_OPTIONS, 209), backgroundX+484, backgroundY+113)->setFont(font1_907824ff, color);     // NORMAL
            _addTextArea(fastestLabel, backgroundX+524, backgroundY+113)->setText(_t(MSG_OPTIONS, 218));       // FASTER

            // MASTER AUDIO VOLUME SLIDER LABELS
            _addTextArea(_t(MSG_OPTIONS, 202), backgroundX+384, backgroundY+184)->setFont(font1_907824ff, color);     // OFF
            _addTextArea(_t(MSG_OPTIONS, 221), backgroundX+452, backgroundY+184)->setFont(font1_907824ff, color);     // QUIET
            _addTextArea(_t(MSG_OPTIONS, 209), backgroundX+521, backgroundY+184)->setFont(font1_907824ff, color);     // NORMAL
            _addTextArea(fastestLabel, backgroundX+524, backgroundY+184)->setText(_t(MSG_OPTIONS, 222));       // LOUD

            // MUSIC/MOVIE VOLUME SLIDER LABELS
            _addTextArea(_t(MSG_OPTIONS, 202), backgroundX+384, backgroundY+184+51)->setFont(font1_907824ff, color);  // OFF
            _addTextArea(_t(MSG_OPTIONS, 221), backgroundX+452, backgroundY+184+51)->setFont(font1_907824ff, color);  // QUIET
            _addTextArea(_t(MSG_OPTIONS, 209), backgroundX+521, backgroundY+184+51)->setFont(font1_907824ff, color);  // NORMAL
            _addTextArea(fastestLabel, backgroundX+524, backgroundY+184+51)->setText(_t(MSG_OPTIONS, 222));    // LOUD

            // SOUND EFFECTS SLIDER LABELS
            _addTextArea(_t(MSG_OPTIONS, 202), backgroundX+384, backgroundY+184+51*2)->setFont(font1_907824ff, color);// OFF
            _addTextArea(_t(MSG_OPTIONS, 221), backgroundX+452, backgroundY+184+51*2)->setFont(font1_907824ff, color);// QUIET
            _addTextArea(_t(MSG_OPTIONS, 209), backgroundX+521, backgroundY+184+51*2)->setFont(font1_907824ff, color);// NORMAL
            _addTextArea(fastestLabel, backgroundX+524, backgroundY+184+51*2)->setText(_t(MSG_OPTIONS, 222));  // LOUD

            // SPEECH VOLUME SLIDER LABELS
            _addTextArea(_t(MSG_OPTIONS, 202), backgroundX+384, backgroundY+184+51*3)->setFont(font1_907824ff, color);// OFF
            _addTextArea(_t(MSG_OPTIONS, 221), backgroundX+452, backgroundY+184+51*3)->setFont(font1_907824ff, color);// QUIET
            _addTextArea(_t(MSG_OPTIONS, 209), backgroundX+521, backgroundY+184+51*3)->setFont(font1_907824ff, color);// NORMAL
            _addTextArea(fastestLabel, backgroundX+524, backgroundY+184+51*3)->setText(_t(MSG_OPTIONS, 222));  // LOUD

            // BRIGHTNESS LEVEL SLIDER LABELS
            _addTextArea(_t(MSG_OPTIONS, 209), backgroundX+384, backgroundY+184+51*4)->setFont(font1_907824ff, color);// NORMAL
            _addTextArea(fastestLabel, backgroundX+524, backgroundY+184+51*4)->setText(_t(MSG_OPTIONS, 223));  // BRIGHTER

            // MOUSE SENSITIVITY SLIDER LABELS
            _addTextArea(_t(MSG_OPTIONS, 209), backgroundX+384, backgroundY+184+51*5)->setFont(font1_907824ff, color);// NORMAL
            _addTextArea(fastestLabel, backgroundX+524, backgroundY+184+51*5)->setText(_t(MSG_OPTIONS, 218));  // FASTER

            // BUTTONS

            // button: Default
            auto defaultButton = new UI::ImageButton(UI::ImageButton::Type::SMALL_RED_CIRCLE, backgroundX+23, backgroundY+450);
            defaultButton->mouseClickHandler().add(std::bind(&SettingsMenu::onDefaultButtonClick, this, std::placeholders::_1));
            addUI(defaultButton);

            // button: Done
            auto doneButton = new UI::ImageButton(UI::ImageButton::Type::SMALL_RED_CIRCLE, backgroundX+148, backgroundY+450);
            doneButton->mouseClickHandler().add([this](Event::Event* event){ this->doSave(); });
            addUI(doneButton);

            // button: Cancel
            auto cancelButton = new UI::ImageButton(UI::ImageButton::Type::SMALL_RED_CIRCLE, backgroundX+263, backgroundY+450);
            cancelButton->mouseClickHandler().add([this](Event::Event* event){ this->doCancel(); });
            addUI(cancelButton);

            // button: Affect player speed
            auto affectPlayerSpeedCheckBox = new UI::ImageButton(UI::ImageButton::Type::CHECKBOX, backgroundX+383, backgroundY+68);
            affectPlayerSpeedCheckBox->setChecked(settings->playerSpeedup());
            addUI("player_speedup", affectPlayerSpeedCheckBox);

            // SLIDERS
            // COMBAT SPEED SLIDER
            auto combatSpeedSlider = new UI::Slider(backgroundX+384, backgroundY+50);
            combatSpeedSlider->setMinValue(0.0);
            combatSpeedSlider->setMaxValue(50.0);
            combatSpeedSlider->setValue(settings->combatSpeed());
            addUI("combat_speed",combatSpeedSlider);

            // TEXT DELAY SLIDER
            auto textDelaySlider = new UI::Slider(backgroundX+384, backgroundY+125);
            textDelaySlider->setValue(settings->textDelay());
            addUI("text_delay",textDelaySlider);

            // MASTER AUDIO VOLUME SLIDER
            auto masterAudioVolumeSlider = new UI::Slider(backgroundX+384, backgroundY+196);
            masterAudioVolumeSlider->setValue(settings->masterVolume());
            addUI("master_volume", masterAudioVolumeSlider);

            // MUSIC VOLUME SLIDER
            auto musicVolumeSlider = new UI::Slider(backgroundX+384, backgroundY+196+51);
            musicVolumeSlider->setValue(settings->musicVolume());
            addUI("music_volume", musicVolumeSlider);
            musicVolumeSlider->changeHandler().add([=](Event::Event* evt)
            {
                Game::getInstance()->mixer()->setMusicVolume(musicVolumeSlider->value());
            });

            // SOUND EFFECTS VOLUME SLIDER
            auto soundEffectsVolumeSlider = new UI::Slider(backgroundX+384, backgroundY+196+51*2);
            soundEffectsVolumeSlider->setValue(settings->sfxVolume());
            addUI("sfx_volume", soundEffectsVolumeSlider);

            // SPEECH VOLUME SLIDER
            auto speechVolumeSlider = new UI::Slider(backgroundX+384, backgroundY+196+51*3);
            speechVolumeSlider->setValue(settings->voiceVolume());
            addUI("voice_volume", speechVolumeSlider);

            // BRIGHTNESS LEVEL SLIDER
            auto brightnessLevelSlider = new UI::Slider(backgroundX+384, backgroundY+196+51*4);
            brightnessLevelSlider->setValue(settings->brightness());
            addUI("brightness", brightnessLevelSlider);

            // MOUSE SENSITIVITY SLIDER
            auto mouseSensitivitySlider = new UI::Slider(backgroundX+384, backgroundY+196+51*5);
            mouseSensitivitySlider->setValue(settings->mouseSensitivity());
            addUI("mouse_sensitivity",mouseSensitivitySlider);
        }