
Interface · Supermarket Simulator · read from a local copy
The settings and the keys you can change
The game keeps a settings manager, a container for settings and the data behind them.
The options in Supermarket Simulator are a system of their own: the game keeps a settings manager, a container and the data behind them, with separate entries for each setting and a rebinding interface for keys.
What the game establishes
- The game keeps a settings manager, a container for settings and the data behind them. (checked against the game's own files)
- The settings menu is managed and grouped by category. (checked against the game's own files)
- An individual setting is an entry of its own. (checked against the game's own files)
- Keys can be rebound, with a manager, a loader and a settings object. (checked against the game's own files)
- The rebinding interface is built from an entry view, a tab view and a bridge. (checked against the game's own files)
- The camera has settings of its own with a listener that reacts to how wide the view is. (checked against the game's own files)
- Language is handled by a localisation manager, and the game localises assets by type rather than only text. (checked against the game's own files)
- The region can be chosen, with a controller, a record for a region and a localised dropdown. (checked against the game's own files)
- The settings menu the game draws is a picture of its own, showing the gameplay tab and rows such as enabling shoplifters. (checked against the game's own files)
- The build keeps a settings panel of its own. (checked against the game's own files)
- The build names its settings tabs and the buttons beside them, including a crosshair tab button. (checked against the game's own files)
- The build names toggles of its own for v-sync, for full screen and for confining the cursor. (checked against the game's own files)
In play
The options are a system of their own rather than a screen with buttons on it. The game keeps a settings manager, a container that holds the settings and the data behind them, which is why a change survives being closed and reopened.
The menu is grouped. There is a manager for the settings menu and a canvas for a category, so the list is built from categories instead of being one long page of switches.
Each setting is an entry of its own. That is what allows the game to build a list of settings where every item carries its own label and its own value, rather than every option being written out by hand.
Keys can be rebound. There is a manager, a loader and a settings object for key bindings, so the keys are data the game reads rather than names fixed in the code.
The rebinding interface is built from parts: a view for an entry, a view for a tab and a bridge that joins them. That is how one system can show keys for a controller and for a keyboard without being written twice.
The camera has settings of its own, with a listener that reacts to how wide the view is. Keeping a listener rather than setting the value directly is how a change can be picked up by everything that has to follow it.
Language is handled by a localisation manager. What gets translated is not only text: strings, sprites, audio clips and materials all have localised forms, so a picture or a sound can change with the language as well as a word.
The region can be chosen as well. There is a controller for it, a record describing a region and a localised dropdown, which is why the list of regions follows the language you are using.
The screens are assembled from panels. The build keeps a settings panel of its own, which is why what you change options on is a piece of the menu rather than the whole page.
What this entry does not tell you: which settings each platform offers, what the defaults are, or what values they take. We have not verified those, so we do not print them.
Related
InterfacePlaying with a controllerThe game has a controller input manager and its own set of pad interface functions.
InterfaceThe aim and the settings around itAiming is its own system, tracked apart from the crosshair.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).