mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-31 10:11:20 +00:00
176 lines
6.7 KiB
QML
176 lines
6.7 KiB
QML
/*******************************************************************************
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* Copyright (c) 2013 "Filippo Scognamiglio"
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* https://github.com/Swordifish90/cool-old-term
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*
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* This file is part of cool-old-term.
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*
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* cool-old-term is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*******************************************************************************/
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import QtQuick 2.1
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import QtQuick.Controls 1.0
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import QtQuick.Window 2.1
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import QtQuick.Layouts 1.0
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import QtQuick.Dialogs 1.1
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ApplicationWindow {
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id: settings_window
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title: qsTr("Settings")
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width: 640
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height: 300
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visible: true
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modality: Qt.ApplicationModal
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TabView{
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anchors.fill: parent
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Tab{
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title: qsTr("Appearance")
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anchors.margins: 20
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anchors.top: parent.top
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GridLayout{
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anchors.fill: parent
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columns: 2
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GroupBox{
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Layout.columnSpan: 2
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Layout.fillWidth: true
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title: qsTr("Profile")
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ComboBox{
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anchors.fill: parent
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model: shadersettings.profiles_list
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onCurrentIndexChanged: {
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shadersettings.loadProfile(shadersettings.profiles_list.get(currentIndex).obj_name);
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}
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}
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}
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GroupBox{
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id: fontbox
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title: qsTr("Font")
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Layout.fillWidth: true
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Layout.fillHeight:true
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GridLayout{
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anchors.fill: parent
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columns: 2
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Text{text: qsTr("Font style:")}
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ComboBox{
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Layout.fillWidth: true
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model: shadersettings.fonts_list
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currentIndex: shadersettings.font_index
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onCurrentIndexChanged: shadersettings.font_index = currentIndex
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}
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Text{text: qsTr("Font scaling:")}
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SpinBox{
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Layout.fillWidth: true
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decimals: 1
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stepSize: 0.1
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value: shadersettings.font_scaling
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minimumValue: 0.5
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maximumValue: 1.5
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onValueChanged: shadersettings.font_scaling = value;
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}
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Item{Layout.fillHeight: true}
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ColorButton{
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height: 50
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Layout.fillWidth: true
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Layout.columnSpan: 2
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onButton_colorChanged: shadersettings.font_color = button_color;
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Component.onCompleted: button_color = shadersettings.font_color;
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}
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}
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}
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GroupBox{
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title: qsTr("Background")
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Layout.fillWidth: true
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Layout.fillHeight:true
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GridLayout{
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anchors.fill: parent
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columns: 2
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Text{text: "Frame texture"}
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ComboBox{
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Layout.fillWidth: true
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model: shadersettings.frames_list
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currentIndex: shadersettings.frames_index
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onCurrentIndexChanged: shadersettings.frames_index = currentIndex
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}
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Item{Layout.fillHeight: true}
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ColorButton{
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height: 50
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Layout.fillWidth: true
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Layout.columnSpan: 2
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onButton_colorChanged: shadersettings.background_color= button_color
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Component.onCompleted: button_color = shadersettings.background_color;
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}
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}
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}
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}
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}
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Tab{
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title: qsTr("Eye-candy")
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anchors.fill: parent
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anchors.margins: 20
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GroupBox{
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title: qsTr("Effects")
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anchors.fill: parent
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ColumnLayout{
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anchors.fill: parent
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CheckBox{
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text: "Scanlines"
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checked: shadersettings.scanlines
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onCheckedChanged: shadersettings.scanlines = checked;
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}
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SettingComponent{
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name: "Motion Blur"
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onValueChanged: shadersettings.motion_blur = value
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_value: shadersettings.motion_blur
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}
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SettingComponent{
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name: "Noise"
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onValueChanged: shadersettings.noise_strength = value
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_value: shadersettings.noise_strength
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}
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SettingComponent{
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name: "Glow"
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onValueChanged: shadersettings.glowing_line_strength = value;
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_value: shadersettings.glowing_line_strength
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}
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SettingComponent{
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name: "Ambient light"
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onValueChanged: shadersettings.ambient_light = value;
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_value: shadersettings.ambient_light
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}
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SettingComponent{
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name: "Screen distortion"
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onValueChanged: shadersettings.screen_distortion = value;
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_value: shadersettings.screen_distortion;
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}
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SettingComponent{
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name: "Screen flickering"
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onValueChanged: shadersettings.screen_flickering = value;
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_value: shadersettings.screen_flickering;
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}
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}
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}
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}
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}
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}
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