Supermarket SimulatorSupermarket Simulatorwiki
In-game picture from Supermarket Simulator showing a shelf aisle stocked with products, used to illustrate The settings and the keys you can change.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

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

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

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).