# 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 <EFBFBD> 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "GameSettings.h"
# include "olcUTIL_DataFile.h"
# include "config.h"
# include "Checkbox.h"
# include "MenuIconButton.h"
# include "InputDisplayComponent.h"
INCLUDE_DATA
bool GameSettings : : screenShake = true ;
bool GameSettings : : showMaxHealth = false ;
bool GameSettings : : showMaxMana = false ;
bool GameSettings : : rumble = true ;
bool GameSettings : : terrainCollisionBoxes = true ;
bool GameSettings : : keyboardAutoAim = false ;
bool GameSettings : : vsync = true ;
bool GameSettings : : autopause = true ;
const bool GameSettings : : OVERRIDE = true ;
vi2d GameSettings : : windowPos { 30 , 30 } ;
IconType GameSettings : : iconType = IconType : : XB ;
const bool GameSettings : : ShowMaxHealth ( ) {
return showMaxHealth ;
}
const bool GameSettings : : ShowMaxMana ( ) {
return showMaxMana ;
}
const bool GameSettings : : ScreenShakeEnabled ( ) {
return screenShake ;
}
const bool GameSettings : : RumbleEnabled ( const bool override ) {
return rumble & & ( override | | GameState : : STATE ! = GameState : : states [ States : : MAIN_MENU ] ) ;
}
const bool GameSettings : : TerrainCollisionBoxesEnabled ( ) {
return terrainCollisionBoxes ;
}
const bool GameSettings : : KeyboardAutoAimEnabled ( ) {
return keyboardAutoAim ;
}
const vi2d GameSettings : : GetWindowPos ( ) {
return windowPos ;
}
const IconType GameSettings : : GetIconType ( ) {
return iconType ;
}
const bool GameSettings : : VSyncEnabled ( ) {
return vsync ;
}
const bool GameSettings : : AutoPauseEnabled ( ) {
return autopause ;
}
void GameSettings : : SetMaxHealthDisplay ( bool maxHealthDisplayed ) {
showMaxHealth = maxHealthDisplayed ;
}
void GameSettings : : SetMaxManaDisplay ( bool maxManaDisplayed ) {
showMaxMana = maxManaDisplayed ;
}
void GameSettings : : SetScreenShake ( bool screenShakeEnabled ) {
screenShake = screenShakeEnabled ;
}
void GameSettings : : SetRumble ( bool rumbleEnabled ) {
rumble = rumbleEnabled ;
}
void GameSettings : : SetTerrainCollisionBoxes ( bool terrainCollisionBoxesEnabled ) {
terrainCollisionBoxes = terrainCollisionBoxesEnabled ;
}
void GameSettings : : SetKeyboardAutoAim ( bool autoAimEnabled ) {
keyboardAutoAim = autoAimEnabled ;
}
void GameSettings : : SetWindowPos ( vi2d windowPos ) {
GameSettings : : windowPos = windowPos ;
}
void GameSettings : : SetIconType ( IconType type ) {
iconType = type ;
}
void GameSettings : : SetVSync ( const bool vSyncEnabled ) {
vsync = vSyncEnabled ;
}
void GameSettings : : Initialize ( ) {
utils : : datafile loadSystemFile ;
std : : string loadSystemFilename = " save_file_path " _S + " system.conf " ;
if ( std : : filesystem : : exists ( loadSystemFilename ) ) {
LOG ( " Reading system data file... " ) ;
utils : : datafile : : Read ( loadSystemFile , loadSystemFilename ) ;
}
if ( loadSystemFile . HasProperty ( " Show Max Health " ) ) {
GameSettings : : SetMaxHealthDisplay ( loadSystemFile [ " Show Max Health " ] . GetBool ( ) ) ;
Component < Checkbox > ( SETTINGS , " Show Max HP Checkbox " ) - > SetChecked ( loadSystemFile [ " Show Max Health " ] . GetBool ( ) ) ;
}
if ( loadSystemFile . HasProperty ( " Show Max Mana " ) ) {
GameSettings : : SetMaxManaDisplay ( loadSystemFile [ " Show Max Mana " ] . GetBool ( ) ) ;
Component < Checkbox > ( SETTINGS , " Show Max Mana Checkbox " ) - > SetChecked ( loadSystemFile [ " Show Max Mana " ] . GetBool ( ) ) ;
}
if ( loadSystemFile . HasProperty ( " Screen Shake " ) ) {
GameSettings : : SetScreenShake ( loadSystemFile [ " Screen Shake " ] . GetBool ( ) ) ;
Component < Checkbox > ( SETTINGS , " Screen Shake Checkbox " ) - > SetChecked ( loadSystemFile [ " Screen Shake " ] . GetBool ( ) ) ;
}
if ( loadSystemFile . HasProperty ( " Controller Rumble " ) ) {
GameSettings : : SetRumble ( loadSystemFile [ " Controller Rumble " ] . GetBool ( ) ) ;
Component < Checkbox > ( SETTINGS , " Controller Rumble Checkbox " ) - > SetChecked ( loadSystemFile [ " Controller Rumble " ] . GetBool ( ) ) ;
}
if ( loadSystemFile . HasProperty ( " Terrain Collision Boxes " ) ) {
GameSettings : : SetTerrainCollisionBoxes ( loadSystemFile [ " Terrain Collision Boxes " ] . GetBool ( ) ) ;
Component < Checkbox > ( SETTINGS , " Terrain Collision Boxes Checkbox " ) - > SetChecked ( loadSystemFile [ " Terrain Collision Boxes " ] . GetBool ( ) ) ;
}
if ( loadSystemFile . HasProperty ( " Keyboard Auto-Aim " ) ) {
GameSettings : : SetKeyboardAutoAim ( loadSystemFile [ " Keyboard Auto-Aim " ] . GetBool ( ) ) ;
Component < Checkbox > ( SETTINGS , " Keyboard Play Auto-Aim Checkbox " ) - > SetChecked ( loadSystemFile [ " Keyboard Auto-Aim " ] . GetBool ( ) ) ;
}
if ( loadSystemFile . HasProperty ( " VSync " ) ) {
GameSettings : : SetVSync ( loadSystemFile [ " VSync " ] . GetBool ( ) ) ;
Component < Checkbox > ( SETTINGS , " VSync Checkbox " ) - > SetChecked ( loadSystemFile [ " VSync " ] . GetBool ( ) ) ;
game - > SetVSync ( GameSettings : : VSyncEnabled ( ) ) ;
}
if ( loadSystemFile . HasProperty ( " Auto Pause " ) ) {
GameSettings : : SetAutoPause ( loadSystemFile [ " Auto Pause " ] . GetBool ( ) ) ;
Component < Checkbox > ( SETTINGS , " Auto Pause Checkbox " ) - > SetChecked ( loadSystemFile [ " Auto Pause " ] . GetBool ( ) ) ;
}
if ( loadSystemFile . HasProperty ( " Controller Icons " ) ) {
const int maxIterations = 10 ;
int iterationCount = 0 ;
IconType targetIconType = IconType ( loadSystemFile [ " Controller Icons " ] . GetInt ( ) ) ;
while ( iterationCount < maxIterations & & GameSettings : : GetIconType ( ) ! = targetIconType ) {
Component < MenuIconButton > ( SETTINGS , " Button Set Toggle Box " ) - > Click ( ) ;
iterationCount + + ;
}
if ( iterationCount > = maxIterations ) ERR ( " WARNING! Reached the max iteration count while cycling through controller icons! Failed to reach target icon set. THIS SHOULD NOT BE HAPPENING! " )
}
if ( loadSystemFile . HasProperty ( " BGM Level " ) ) Audio : : SetBGMVolume ( loadSystemFile [ " BGM Level " ] . GetReal ( ) ) ;
if ( loadSystemFile . HasProperty ( " SFX Level " ) ) Audio : : SetSFXVolume ( loadSystemFile [ " SFX Level " ] . GetReal ( ) ) ;
# pragma region Load up Menu Keybinds
//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!
//ALSO NOTE: The menu inputs are saved to the system file while gameplay inputs are per-character and saved to the character settings file!
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 + + ) {
int inputID = row * 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.
if ( loadSystemFile . HasProperty ( " Menu Keyboard Input_ " + " Inputs.Menu Input Names " _s [ inputID ] ) ) {
std : : string keyName = " Menu Keyboard Input_ " + " Inputs.Menu Input Names " _s [ inputID ] ;
if ( loadSystemFile . HasProperty ( keyName ) ) {
InputGroup & group = Component < InputDisplayComponent > ( INPUT_KEY_DISPLAY , std : : format ( " Input_{}_{} Input Displayer " , row , col ) ) - > GetInput ( ) ;
group . SetNewPrimaryKeybind ( { KEY , loadSystemFile [ keyName ] . GetInt ( ) } ) ;
}
}
if ( loadSystemFile . HasProperty ( " Menu Controller Input_ " + " Inputs.Menu Input Names " _s [ inputID ] ) ) {
std : : string keyName = " Menu Controller Input_ " + " Inputs.Menu Input Names " _s [ inputID ] ;
if ( loadSystemFile . HasProperty ( keyName ) ) {
InputGroup & group = Component < InputDisplayComponent > ( INPUT_KEY_DISPLAY , std : : format ( " Input_{}_{} Input Displayer " , row , col ) ) - > GetInput ( ) ;
group . SetNewPrimaryKeybind ( { CONTROLLER , loadSystemFile [ keyName ] . GetInt ( ) } ) ;
}
}
}
}
# pragma endregion
}
void GameSettings : : SetAutoPause ( const bool autoPauseEnabled ) {
autopause = autoPauseEnabled ;
}