/
OptionsController.cpp
103 lines (83 loc) · 1.93 KB
/
OptionsController.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
#include "OptionsController.h"
#include "gui/dialogues/ErrorMessage.h"
#include "gui/interface/Engine.h"
#include "gui/game/GameModel.h"
OptionsController::OptionsController(GameModel * gModel_, ControllerCallback * callback_):
gModel(gModel_),
callback(callback_),
HasExited(false)
{
this->depth3d = ui::Engine::Ref().Get3dDepth();
view = new OptionsView();
model = new OptionsModel(gModel);
model->AddObserver(view);
view->AttachController(this);
}
void OptionsController::SetHeatSimulation(bool state)
{
model->SetHeatSimulation(state);
}
void OptionsController::SetAmbientHeatSimulation(bool state)
{
model->SetAmbientHeatSimulation(state);
}
void OptionsController::SetNewtonianGravity(bool state)
{
model->SetNewtonianGravity(state);
}
void OptionsController::SetWaterEqualisation(bool state)
{
model->SetWaterEqualisation(state);
}
void OptionsController::SetGravityMode(int gravityMode)
{
model->SetGravityMode(gravityMode);
}
void OptionsController::SetAirMode(int airMode)
{
model->SetAirMode(airMode);
}
void OptionsController::SetEdgeMode(int edgeMode)
{
model->SetEdgeMode(edgeMode);
}
void OptionsController::SetFullscreen(bool fullscreen)
{
model->SetFullscreen(fullscreen);
}
void OptionsController::SetShowAvatars(bool showAvatars)
{
model->SetShowAvatars(showAvatars);
}
void OptionsController::SetScale(int scale)
{
model->SetScale(scale);
}
void OptionsController::SetFastQuit(bool fastquit)
{
model->SetFastQuit(fastquit);
}
void OptionsController::Set3dDepth(int depth)
{
depth3d = depth;
}
OptionsView * OptionsController::GetView()
{
return view;
}
void OptionsController::Exit()
{
view->CloseActiveWindow();
// only update on close, it would be hard to edit if the changes were live
ui::Engine::Ref().Set3dDepth(depth3d);
if (callback)
callback->ControllerExit();
HasExited = true;
}
OptionsController::~OptionsController()
{
view->CloseActiveWindow();
delete model;
delete view;
delete callback;
}