The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/SettingsWindow.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
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#include "AdventuresInLestoria.h"
#include "Menu.h"
#include "MenuComponent.h"
#include "SoundEffect.h"
#include "DEFINES.h"
#include "olcUTIL_DataFile.h"
#include "Unlock.h"
#include "State_OverworldMap.h"
#include "MenuLabel.h"
#include "Slider.h"
#include "Checkbox.h"
#include "InputDisplayComponent.h"
#include "GameSettings.h"
#include "MenuIconButton.h"
INCLUDE_DATA
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INCLUDE_game
INCLUDE_WINDOW_SIZE
using A=Attribute;
void Menu::InitializeSettingsWindow(){
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vf2d windowSize=WINDOW_SIZE-vf2d{28,28};
Menu*settingsWindow=CreateMenu(SETTINGS,CENTERED,windowSize);
settingsWindow->ADD("Unlock All Button",MenuComponent)(geom2d::rect<float>{{4,windowSize.y-20},{72,12}},"Unlock All",[](MenuFuncData data){
if(Menu::IsCurrentlyActive(SETTINGS)){
for(auto&cp:State_OverworldMap::connections){
Unlock::UnlockArea(cp.map);
}
SoundEffect::PlaySFX("Buy Item",SoundEffect::CENTERED);
}
return true;
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})END;
settingsWindow->ADD("Settings Label",MenuLabel)(geom2d::rect<float>{{4,4},vf2d{windowSize.x-20,24}},"Game Settings",2.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
settingsWindow->F(A::LAST_BGM_VOLUME)=1.f;
settingsWindow->F(A::LAST_SFX_VOLUME)=1.f;
settingsWindow->ADD("BGM Slider",Slider)(geom2d::rect<float>{vf2d{windowSize.x/2-64,32},{172,16}},"BGM Volume:",Audio::GetBGMVolume(),[](float val){
if(Menu::IsCurrentlyActive(SETTINGS)){
if(abs(Menu::menus[SETTINGS]->F(A::LAST_BGM_VOLUME)-val)>=0.04f){
SoundEffect::PlaySFX("Change Volume",SoundEffect::CENTERED);
Menu::menus[SETTINGS]->F(A::LAST_BGM_VOLUME)=val;
}
Audio::SetBGMVolume(val);
}
})END;
settingsWindow->ADD("SFX Slider",Slider)(geom2d::rect<float>{vf2d{windowSize.x/2-64,52},{172,16}},"SFX Volume:",Audio::GetSFXVolume(),[](float val){
if(Menu::IsCurrentlyActive(SETTINGS)){
if(abs(Menu::menus[SETTINGS]->F(A::LAST_SFX_VOLUME)-val)>=0.04f){
SoundEffect::PlaySFX("Change Volume",SoundEffect::CENTERED);
Menu::menus[SETTINGS]->F(A::LAST_SFX_VOLUME)=val;
}
}
})END;
settingsWindow->ADD("Screen Shake Checkbox",Checkbox)(geom2d::rect<float>{{4.f,72},{16.f,16.f}},[](ToggleFuncData data){
GameSettings::SetScreenShake(data.checked);
return true;
},true)END;
settingsWindow->ADD("Screen Shake Label",MenuLabel)(geom2d::rect<float>{{22.f,72},{windowSize.x/2-24.f,16.f}},"Screen Shake",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
settingsWindow->ADD("Controller Rumble Checkbox",Checkbox)(geom2d::rect<float>{{4.f,92},{16.f,16.f}},[](ToggleFuncData data){
if(Menu::IsCurrentlyActive(SETTINGS)){
GameSettings::SetRumble(data.checked);
if(GameSettings::RumbleEnabled()){
Input::StartVibration();
data.component.lock()->F(A::RUMBLE_TIMER)=0.3f;
}else{
Input::StopVibration();
}
}
return true;
},true)END;
settingsWindow->ADD("Controller Rumble Label",MenuLabel)(geom2d::rect<float>{{22.f,92},{windowSize.x/2-24.f,16.f}},"Gamepad Rumble",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
settingsWindow->ADD("Terrain Collision Boxes Checkbox",Checkbox)(geom2d::rect<float>{{windowSize.x/2+4.f,72},{16.f,16.f}},[](ToggleFuncData data){
GameSettings::SetTerrainCollisionBoxes(data.checked);
return true;
},true)END;
settingsWindow->ADD("Terrain Collision Boxes Label",MenuLabel)(geom2d::rect<float>{{windowSize.x/2+22.f,72},{windowSize.x/2-24.f,16.f}},"Terrain Collision Boxes",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
settingsWindow->ADD("Keyboard Play Auto-Aim Checkbox",Checkbox)(geom2d::rect<float>{{windowSize.x/2+4.f,92},{16.f,16.f}},[](ToggleFuncData data){
GameSettings::SetKeyboardAutoAim(data.checked);
return true;
},false)END;
settingsWindow->ADD("Keyboard Play Auto-Aim Label",MenuLabel)(geom2d::rect<float>{{windowSize.x/2+22.f,92},{windowSize.x/2-24.f,16.f}},"Aim Assist\n(No Mouse Players)",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
auto fullscreenToggle=settingsWindow->ADD("Fullscreen Toggle Checkbox",Checkbox)(geom2d::rect<float>{{windowSize.x/2+4.f,112},{16.f,16.f}},[](ToggleFuncData data){
if(data.checked){ //When going to fullscreen mode, the windowed mode positioning needs to be saved to be restored later.
GameSettings::SetWindowPos(game->GetActualWindowPos());
}
if(!Menu::UsingMouseNavigation()){ //This prevents the fullscreen toggle from losing focus upon a window resize.
Menu::IgnoreNextMouseNavigationAttempt();
}
game->SetFullscreen(data.checked,GameSettings::GetWindowPos());
return true;
},game->IsFullscreen())END;
auto fullscreenToggleLabel=settingsWindow->ADD("Fullscreen Toggle Label",MenuLabel)(geom2d::rect<float>{{windowSize.x/2+22.f,112},{windowSize.x/2-24.f,16.f}},"Fullscreen",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
#ifdef __EMSCRIPTEN__
fullscreenToggle->Disable();
fullscreenToggleLabel->Disable();
#endif
settingsWindow->ADD("Button Set Toggle Box",MenuIconButton)(geom2d::rect<float>{{windowSize.x/8.f,112},{windowSize.x/4.f,16.f}},GFX["themes/xb.png"].Decal(),[](MenuFuncData data){
switch(GameSettings::GetIconType()){
case IconType::XB:{
GameSettings::SetIconType(IconType::PS);
DYNAMIC_POINTER_CAST<MenuIconButton>(data.component)->SetIcon(GFX["themes/ps.png"].Decal());
}break;
case IconType::PS:{
GameSettings::SetIconType(IconType::XB_REVERSED);
DYNAMIC_POINTER_CAST<MenuIconButton>(data.component)->SetIcon(GFX["themes/xb_reversed.png"].Decal());
}break;
case IconType::XB_REVERSED:{
GameSettings::SetIconType(IconType::XB);
DYNAMIC_POINTER_CAST<MenuIconButton>(data.component)->SetIcon(GFX["themes/xb.png"].Decal());
}break;
default:{
ERR(std::format("WARNING! Unhandled icon type {}!",int(GameSettings::GetIconType())));
}
}
if(Menu::IsCurrentlyActive(data.menu.GetType())){
SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
}
return true;
})END;
#pragma region Setup all input displays as keyboard controls.
//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
auto ChangeKeybindDisplayType=[&](InputType inputType){
const int menuRowCount=DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2+1;
const int menuColCount=2;
for(int row=0;row<menuRowCount;row++){
for(int col=0;col<menuColCount;col++){
if(DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==1&&col==1&&row==menuRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->SetKeyType(inputType);
}
}
const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1;
const int ingameControlsColCount=2;
for(int row=0;row<ingameControlsRowCount;row++){
for(int col=0;col<ingameControlsColCount;col++){
if(DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==1&&col==1&&row==ingameControlsRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->SetKeyType(inputType);
}
}
};
#pragma endregion
settingsWindow->ADD("Keyboard Bindings Button",MenuComponent)(geom2d::rect<float>{{28,132.f},vf2d{windowSize.x-32,24}},"Keyboard Bindings",[&](MenuFuncData data){
ChangeKeybindDisplayType(KEY);
Component<MenuLabel>(INPUT_KEY_DISPLAY,"Keyboard Mapping Label")->SetLabel("Keyboard Mappings");
Menu::OpenMenu(INPUT_KEY_DISPLAY);
return true;
},vf2d{1.5f,2.f})END;
settingsWindow->ADD("Controller Bindings Button",MenuComponent)(geom2d::rect<float>{{28,160.f},vf2d{windowSize.x-32,24}},"Controller Bindings",[&](MenuFuncData data){
ChangeKeybindDisplayType(CONTROLLER);
Component<MenuLabel>(INPUT_KEY_DISPLAY,"Keyboard Mapping Label")->SetLabel("Controller Mappings");
Menu::OpenMenu(INPUT_KEY_DISPLAY);
return true;
},vf2d{1.5f,2.f})END;
settingsWindow->ADD("Go Back",MenuComponent)(geom2d::rect<float>{vf2d{windowSize.x/2.f,windowSize.y-12}-vf2d{36,8},{72,12}},"Go Back",[](MenuFuncData data){
Menu::CloseMenu();
return true;
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})END;
settingsWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
returnData="BGM Slider";
},
{ //Button Key
{game->KEY_SCROLL,{"Navigate",[](MenuType type){}}},
{game->KEY_BACK,{"Back",[](MenuType type){
Menu::CloseMenu();
}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
}
,{ //Button Navigation Rules
{"BGM Slider",{
.up="Go Back",
.down="SFX Slider",}},
{"SFX Slider",{
.up="BGM Slider",
.down="Terrain Collision Boxes Checkbox",}},
{"Terrain Collision Boxes Checkbox",{
.up="SFX Slider",
.down="Keyboard Play Auto-Aim Checkbox",
.left="Screen Shake Checkbox",
.right="Screen Shake Checkbox",}},
{"Keyboard Play Auto-Aim Checkbox",{
.up="Terrain Collision Boxes Checkbox",
.down="Fullscreen Toggle Checkbox",
.left="Controller Rumble Checkbox",
.right="Controller Rumble Checkbox",}},
{"Screen Shake Checkbox",{
.up="SFX Slider",
.down="Controller Rumble Checkbox",
.left="Terrain Collision Boxes Checkbox",
.right="Terrain Collision Boxes Checkbox",}},
{"Controller Rumble Checkbox",{
.up="Screen Shake Checkbox",
.down="Button Set Toggle Box",
.left="Keyboard Play Auto-Aim Checkbox",
.right="Keyboard Play Auto-Aim Checkbox",}},
{"Button Set Toggle Box",{
.up="Controller Rumble Checkbox",
.down="Keyboard Bindings Button",
.left="Fullscreen Toggle Checkbox",
.right="Fullscreen Toggle Checkbox",}},
{"Fullscreen Toggle Checkbox",{
.up="Keyboard Play Auto-Aim Checkbox",
.down="Keyboard Bindings Button",
.left="Button Set Toggle Box",
.right="Button Set Toggle Box",}},
{"Keyboard Bindings Button",{
#ifdef __EMSCRIPTEN__
.up="Button Set Toggle Box",
#else
.up="Fullscreen Toggle Checkbox",
#endif
.down="Controller Bindings Button",}},
{"Controller Bindings Button",{
.up="Keyboard Bindings Button",
.down="Go Back",}},
{"Go Back",{
.up="Controller Bindings Button",
.down="BGM Slider",
.left="Unlock All Button",
.right="Unlock All Button",}},
{"Unlock All Button",{
.up="Controller Bindings Button",
.down="BGM Slider",
.left="Go Back",
.right="Go Back",}},
});
}