diff --git a/TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp b/TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp index 31a447e5..a95271ba 100644 --- a/TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp +++ b/TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp @@ -1237,83 +1237,33 @@ namespace TFE_FrontEndUI ImGui::LabelText("##ConfigLabel", "UI Settings"); ImGui::PopFont(); - bool showKeyColors = gameSettings->df_showKeyColors; - if (ImGui::Checkbox("Show the key color of the door on the map", &showKeyColors)) + if (ImGui::TreeNodeEx("Expand UI Settings", ImGuiTreeNodeFlags_None)) { - gameSettings->df_showKeyColors = showKeyColors; + ImGui::Checkbox("Show the key color of the door on the map", &gameSettings->df_showKeyColors); + ImGui::Checkbox("Center the hud LADATA overlay", &gameSettings->df_centerHudPosition); + ImGui::Checkbox("Show Secret Found Message", &gameSettings->df_showSecretFoundMsg); + ImGui::Checkbox("Show the Total Number of Secrets Found", &gameSettings->df_showSecretCount); + ImGui::Checkbox("Show Key Used messages", &gameSettings->df_showKeyUsed); + ImGui::Checkbox("Show Secrets on the AutoMap", &gameSettings->df_showMapSecrets); + ImGui::Checkbox("Show Objects on the AutoMap", &gameSettings->df_showMapObjects); + ImGui::TreePop(); } - bool centerDataPos = gameSettings->df_centerHudPosition; - if (ImGui::Checkbox("Center the hud LADATA overlay", ¢erDataPos)) - { - gameSettings->df_centerHudPosition = centerDataPos; - } - - bool showSecretMsg = gameSettings->df_showSecretFoundMsg; - if (ImGui::Checkbox("Show Secret Found Message", &showSecretMsg)) - { - gameSettings->df_showSecretFoundMsg = showSecretMsg; - } - - bool showSecretCount = gameSettings->df_showSecretCount; - if (ImGui::Checkbox("Show the Total Number of Secrets Found", &showSecretCount)) - { - gameSettings->df_showSecretCount = showSecretCount; - } - - bool showKeysUsed = gameSettings->df_showKeyUsed; - if (ImGui::Checkbox("Show Key Used messages", &showKeysUsed)) - { - gameSettings->df_showKeyUsed = showKeysUsed; - } - - bool showMapSecrets = gameSettings->df_showMapSecrets; - if (ImGui::Checkbox("Show Secrets on the AutoMap", &showMapSecrets)) - { - gameSettings->df_showMapSecrets = showMapSecrets; - } - - bool showMapObjects = gameSettings->df_showMapObjects; - if (ImGui::Checkbox("Show Objects on the AutoMap", &showMapObjects)) - { - gameSettings->df_showMapObjects = showMapObjects; - } - - ImGui::Separator(); - ImGui::PushFont(s_versionFont); ImGui::LabelText("##ConfigLabel", "Engine Settings"); - ImGui::PopFont(); - - bool ignoreInfLimit = gameSettings->df_ignoreInfLimit; - if (ImGui::Checkbox("Remove INF Item Limit (requires restart)", &ignoreInfLimit)) - { - gameSettings->df_ignoreInfLimit = ignoreInfLimit; - } - - bool stepSecondAlt = gameSettings->df_stepSecondAlt; - if (ImGui::Checkbox("Allow the player to step up onto second heights, similar to normal stairs.", &stepSecondAlt)) - { - gameSettings->df_stepSecondAlt = stepSecondAlt; - } - - bool solidWallFlagFix = gameSettings->df_solidWallFlagFix; - if (ImGui::Checkbox("Enforce solid wall flag for moving walls", &solidWallFlagFix)) - { - gameSettings->df_solidWallFlagFix = solidWallFlagFix; - } + ImGui::PopFont(); - bool enableUnusedItem = gameSettings->df_enableUnusedItem; - if (ImGui::Checkbox("Enable unused inventory item \"ITEM10\"", &enableUnusedItem)) + if (ImGui::TreeNodeEx("Expand Engine Settings", ImGuiTreeNodeFlags_None)) { - gameSettings->df_enableUnusedItem = enableUnusedItem; + ImGui::Checkbox("Remove INF Item Limit (requires restart)", &gameSettings->df_ignoreInfLimit); + ImGui::Checkbox("Allow the player to step up onto second heights, similar to normal stairs.", &gameSettings->df_stepSecondAlt); + ImGui::Checkbox("Enforce solid wall flag for moving walls", &gameSettings->df_solidWallFlagFix); + ImGui::Checkbox("Enable unused inventory item \"ITEM10\"", &gameSettings->df_enableUnusedItem); + ImGui::Checkbox("Enhanced AI logics (requires restart)", &gameSettings->df_jsonAiLogics); + ImGui::TreePop(); } - bool jsonAiLogics = gameSettings->df_jsonAiLogics; - if (ImGui::Checkbox("Enhanced AI logics (requires restart)", &jsonAiLogics)) - { - gameSettings->df_jsonAiLogics = jsonAiLogics; - } + ImGui::Spacing(); if (s_drawNoGameDataMsg) { @@ -4041,15 +3991,25 @@ namespace TFE_FrontEndUI { // Controls s_inputConfig->mouseMode = MMODE_LOOK; - // Game + // Game + gameSettings->df_showSecretFoundMsg = true; + gameSettings->df_showSecretCount = true; + gameSettings->df_showKeyUsed = true; gameSettings->df_bobaFettFacePlayer = true; gameSettings->df_smoothVUEs = true; - gameSettings->df_pitchLimit = (temp == TEMPLATE_MODERN) ? PITCH_MAXIMUM : PITCH_VANILLA_PLUS; gameSettings->df_solidWallFlagFix = true; gameSettings->df_enableUnusedItem = true; gameSettings->df_jsonAiLogics = true; + gameSettings->df_ignoreInfLimit = true; + gameSettings->df_showKeyColors = true; + gameSettings->df_stepSecondAlt = true; gameSettings->df_enableUnusedItem = true; + gameSettings->df_centerHudPosition = true; + gameSettings->df_showMapSecrets = false; + gameSettings->df_showMapObjects = true; + gameSettings->df_pitchLimit = (temp == TEMPLATE_MODERN) ? PITCH_MAXIMUM : PITCH_VANILLA_PLUS; + // Graphics graphicsSettings->rendererIndex = RENDERER_HARDWARE; graphicsSettings->skyMode = SKYMODE_CYLINDER; @@ -4095,12 +4055,22 @@ namespace TFE_FrontEndUI // Controls s_inputConfig->mouseMode = MMODE_TURN; // Game + gameSettings->df_showSecretFoundMsg = false; + gameSettings->df_showSecretCount = false; + gameSettings->df_showKeyUsed = false; gameSettings->df_bobaFettFacePlayer = false; gameSettings->df_smoothVUEs = false; gameSettings->df_solidWallFlagFix = false; gameSettings->df_enableUnusedItem = false; gameSettings->df_jsonAiLogics = false; + gameSettings->df_ignoreInfLimit = false; + gameSettings->df_showKeyColors = false; + gameSettings->df_stepSecondAlt = false; + gameSettings->df_enableUnusedItem = false; + gameSettings->df_centerHudPosition = false; + gameSettings->df_showMapSecrets = false; + gameSettings->df_showMapObjects = true; // Graphics graphicsSettings->rendererIndex = RENDERER_SOFTWARE; graphicsSettings->widescreen = false; diff --git a/TheForceEngine/TFE_Settings/settings.cpp b/TheForceEngine/TFE_Settings/settings.cpp index f9f2ad51..1c61c1ff 100644 --- a/TheForceEngine/TFE_Settings/settings.cpp +++ b/TheForceEngine/TFE_Settings/settings.cpp @@ -579,8 +579,8 @@ namespace TFE_Settings writeKeyValue_Bool(settings, "showKeyUsed", s_gameSettings.df_showKeyUsed); writeKeyValue_Bool(settings, "showKeyColors", s_gameSettings.df_showKeyColors); writeKeyValue_Bool(settings, "centerHudPos", s_gameSettings.df_centerHudPosition); - writeKeyValue_Bool(settings, "df_showMapSecrets", s_gameSettings.df_showMapSecrets); - writeKeyValue_Bool(settings, "df_showMapObjects", s_gameSettings.df_showMapObjects); + writeKeyValue_Bool(settings, "showMapSecrets", s_gameSettings.df_showMapSecrets); + writeKeyValue_Bool(settings, "showMapObjects", s_gameSettings.df_showMapObjects); } void writePerGameSettings(FileStream& settings) @@ -1258,18 +1258,14 @@ namespace TFE_Settings { s_gameSettings.df_centerHudPosition = parseBool(value); } - else if (strcasecmp("df_showKeyColors", key) == 0) - { - s_gameSettings.df_showKeyColors = parseBool(value); - } - else if (strcasecmp("df_showMapSecrets", key) == 0) + else if (strcasecmp("showMapSecrets", key) == 0) { s_gameSettings.df_showMapSecrets = parseBool(value); } - else if (strcasecmp("df_showMapObjects", key) == 0) + else if (strcasecmp("showMapObjects", key) == 0) { s_gameSettings.df_showMapObjects = parseBool(value); - } + } } void parseOutlawsSettings(const char* key, const char* value) diff --git a/TheForceEngine/TFE_Settings/settings.h b/TheForceEngine/TFE_Settings/settings.h index a2e2bb78..dab5cf5e 100644 --- a/TheForceEngine/TFE_Settings/settings.h +++ b/TheForceEngine/TFE_Settings/settings.h @@ -231,8 +231,8 @@ struct TFE_Settings_Game bool df_showReplayCounter = false; // Show the replay counter on the HUD. bool df_demologging = false; // Log the record/playback logging bool df_autoEndMission = false; // Automatically skip to the next mission - bool df_showKeyColors = false; // Shows the door key color on the minimap - bool df_showMapSecrets = true; // Show secrets on the automap. + bool df_showKeyColors = false; // Shows the door key color on the minimap + bool df_showMapSecrets = false; // Show secrets on the automap. bool df_showMapObjects = true; // Show objects on the automap. s32 df_recordFrameRate = 4; // Recording Framerate value s32 df_playbackFrameRate = 2; // Playback Framerate value