The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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160 lines
7.1 KiB
160 lines
7.1 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "GameSettings.h"
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#include "olcUTIL_DataFile.h"
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#include "config.h"
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#include "Checkbox.h"
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#include "MenuIconButton.h"
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#include "InputDisplayComponent.h"
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INCLUDE_DATA
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bool GameSettings::screenShake=true;
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bool GameSettings::rumble=true;
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bool GameSettings::terrainCollisionBoxes=true;
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bool GameSettings::keyboardAutoAim=false;
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const bool GameSettings::OVERRIDE=true;
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vi2d GameSettings::windowPos{30,30};
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IconType GameSettings::iconType=IconType::XB;
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const bool GameSettings::ScreenShakeEnabled(){
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return screenShake;
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}
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const bool GameSettings::RumbleEnabled(const bool override){
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return rumble&&(override||GameState::STATE!=GameState::states[States::MAIN_MENU]);
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}
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const bool GameSettings::TerrainCollisionBoxesEnabled(){
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return terrainCollisionBoxes;
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}
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const bool GameSettings::KeyboardAutoAimEnabled(){
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return keyboardAutoAim;
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}
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const vi2d GameSettings::GetWindowPos(){
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return windowPos;
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}
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const IconType GameSettings::GetIconType(){
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return iconType;
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}
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void GameSettings::SetScreenShake(bool screenShakeEnabled){
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screenShake=screenShakeEnabled;
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}
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void GameSettings::SetRumble(bool rumbleEnabled){
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rumble=rumbleEnabled;
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}
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void GameSettings::SetTerrainCollisionBoxes(bool terrainCollisionBoxesEnabled){
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terrainCollisionBoxes=terrainCollisionBoxesEnabled;
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}
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void GameSettings::SetKeyboardAutoAim(bool autoAimEnabled){
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keyboardAutoAim=autoAimEnabled;
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}
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void GameSettings::SetWindowPos(vi2d windowPos){
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GameSettings::windowPos=windowPos;
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}
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void GameSettings::SetIconType(IconType type){
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iconType=type;
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}
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void GameSettings::Initialize(){
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utils::datafile loadSystemFile;
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std::string loadSystemFilename="save_file_path"_S+"system.conf";
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if(std::filesystem::exists(loadSystemFilename)){
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std::cout<<"Reading system data file..."<<std::endl;
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utils::datafile::Read(loadSystemFile,loadSystemFilename);
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}
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if(loadSystemFile.HasProperty("Screen Shake")){
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GameSettings::SetScreenShake(loadSystemFile["Screen Shake"].GetBool());
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Component<Checkbox>(SETTINGS,"Screen Shake Checkbox")->SetChecked(loadSystemFile["Screen Shake"].GetBool());
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}
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if(loadSystemFile.HasProperty("Controller Rumble")){
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GameSettings::SetRumble(loadSystemFile["Controller Rumble"].GetBool());
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Component<Checkbox>(SETTINGS,"Controller Rumble Checkbox")->SetChecked(loadSystemFile["Controller Rumble"].GetBool());
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}
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if(loadSystemFile.HasProperty("Terrain Collision Boxes")){
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GameSettings::SetTerrainCollisionBoxes(loadSystemFile["Terrain Collision Boxes"].GetBool());
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Component<Checkbox>(SETTINGS,"Terrain Collision Boxes Checkbox")->SetChecked(loadSystemFile["Terrain Collision Boxes"].GetBool());
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}
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if(loadSystemFile.HasProperty("Keyboard Auto-Aim")){
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GameSettings::SetKeyboardAutoAim(loadSystemFile["Keyboard Auto-Aim"].GetBool());
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Component<Checkbox>(SETTINGS,"Keyboard Play Auto-Aim Checkbox")->SetChecked(loadSystemFile["Keyboard Auto-Aim"].GetBool());
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}
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if(loadSystemFile.HasProperty("Controller Icons")){
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const int maxIterations=10;
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int iterationCount=0;
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IconType targetIconType=IconType(loadSystemFile["Controller Icons"].GetInt());
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while(iterationCount<maxIterations&&GameSettings::GetIconType()!=targetIconType){
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Component<MenuIconButton>(SETTINGS,"Button Set Toggle Box")->Click();
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iterationCount++;
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}
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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!")
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}
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if(loadSystemFile.HasProperty("BGM Level"))Audio::SetBGMVolume(loadSystemFile["BGM Level"].GetReal());
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if(loadSystemFile.HasProperty("SFX Level"))Audio::SetSFXVolume(loadSystemFile["SFX Level"].GetReal());
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#pragma region Load up Menu Keybinds
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//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!
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//ALSO NOTE: The menu inputs are saved to the system file while gameplay inputs are per-character and saved to the character settings file!
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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;
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const int menuColCount=2;
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for(int row=0;row<menuRowCount;row++){
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for(int col=0;col<menuColCount;col++){
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int inputID=row*menuColCount+col;
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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.
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if(loadSystemFile.HasProperty("Menu Keyboard Input_"+"Inputs.Menu Input Names"_s[inputID])){
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std::string keyName="Menu Keyboard Input_"+"Inputs.Menu Input Names"_s[inputID];
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if(loadSystemFile.HasProperty(keyName)){
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InputGroup&group=Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput();
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group.SetNewPrimaryKeybind({KEY,loadSystemFile[keyName].GetInt()});
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}
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}
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if(loadSystemFile.HasProperty("Menu Controller Input_"+"Inputs.Menu Input Names"_s[inputID])){
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std::string keyName="Menu Controller Input_"+"Inputs.Menu Input Names"_s[inputID];
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if(loadSystemFile.HasProperty(keyName)){
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InputGroup&group=Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput();
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group.SetNewPrimaryKeybind({CONTROLLER,loadSystemFile[keyName].GetInt()});
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}
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}
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}
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}
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#pragma endregion
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} |