#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona 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 #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_DATA INCLUDE_game INCLUDE_WINDOW_SIZE using A=Attribute; void Menu::InitializeSettingsWindow(){ vf2d windowSize=WINDOW_SIZE-vf2d{28,28}; Menu*settingsWindow=CreateMenu(SETTINGS,CENTERED,windowSize); settingsWindow->ADD("Unlock All Button",MenuComponent)(geom2d::rect{{4,windowSize.y},{72,12}},"Unlock All",[](MenuFuncData data){ for(auto&cp:State_OverworldMap::connections){ Unlock::UnlockArea(cp.map); } SoundEffect::PlaySFX("Buy Item",SoundEffect::CENTERED); return true; })END; settingsWindow->ADD("Settings Label",MenuLabel)(geom2d::rect{{4,4},vf2d{windowSize.x-8,24}},"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{vf2d{windowSize.x/2-64,44},{172,16}},"BGM Volume:",Audio::GetBGMVolume(),[](float val){ 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{vf2d{windowSize.x/2-64,64},{172,16}},"SFX Volume:",Audio::GetSFXVolume(),[](float val){ 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{{4.f,84},{16.f,16.f}},[](ToggleFuncData data){ GameSettings::SetScreenShake(data.checked); return true; },true)END; settingsWindow->ADD("Screen Shake Label",MenuLabel)(geom2d::rect{{22.f,84},{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{{4.f,104},{16.f,16.f}},[](ToggleFuncData data){ 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{{22.f,104},{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{{windowSize.x/2+4.f,84},{16.f,16.f}},[](ToggleFuncData data){ GameSettings::SetTerrainCollisionBoxes(data.checked); return true; },true)END; settingsWindow->ADD("Terrain Collision Boxes Label",MenuLabel)(geom2d::rect{{windowSize.x/2+22.f,84},{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{{windowSize.x/2+4.f,104},{16.f,16.f}},[](ToggleFuncData data){ GameSettings::SetKeyboardAutoAim(data.checked); return true; },false)END; settingsWindow->ADD("Keyboard Play Auto-Aim Label",MenuLabel)(geom2d::rect{{windowSize.x/2+22.f,104},{windowSize.x/2-24.f,16.f}},"Aim Assist\n(No Mouse Players)",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END; #ifndef __EMSCRIPTEN__ settingsWindow->ADD("Fullscreen Toggle Checkbox",Checkbox)(geom2d::rect{{windowSize.x/2+4.f,124},{16.f,16.f}},[](ToggleFuncData data){ game->SetFullscreen(data.checked,{}); return true; },false)END; settingsWindow->ADD("Fullscreen Toggle Label",MenuLabel)(geom2d::rect{{windowSize.x/2+22.f,124},{windowSize.x/2-24.f,16.f}},"Fullscreen",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END; #endif #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(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(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->SetKeyType(inputType); } } }; #pragma endregion settingsWindow->ADD("Keyboard Bindings Button",MenuComponent)(geom2d::rect{{28,144.f},vf2d{windowSize.x-32,24}},"Keyboard Bindings",[&](MenuFuncData data){ ChangeKeybindDisplayType(KEY); Component(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{{28,172.f},vf2d{windowSize.x-32,24}},"Controller Bindings",[&](MenuFuncData data){ ChangeKeybindDisplayType(CONTROLLER); Component(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{vf2d{windowSize.x/2.f,windowSize.y}-vf2d{36,4},{72,12}},"Go Back",[](MenuFuncData data){ Menu::CloseMenu(); return true; })END; }