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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301 lines
15 KiB
301 lines
15 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 "AdventuresInLestoria.h"
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#include "Menu.h"
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#include "MenuComponent.h"
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#include "SoundEffect.h"
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#include "DEFINES.h"
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#include "olcUTIL_DataFile.h"
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#include "Unlock.h"
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#include "State_OverworldMap.h"
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#include "MenuLabel.h"
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#include "Slider.h"
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#include "Checkbox.h"
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#include "InputDisplayComponent.h"
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#include "GameSettings.h"
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#include "MenuIconButton.h"
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#include "ScrollableWindowComponent.h"
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INCLUDE_DATA
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INCLUDE_game
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INCLUDE_WINDOW_SIZE
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using A=Attribute;
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void Menu::InitializeSettingsWindow(){
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vf2d windowSize=WINDOW_SIZE-vf2d{28,28};
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Menu*settingsWindow=CreateMenu(SETTINGS,CENTERED,windowSize);
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settingsWindow->ADD("Unlock All Button",MenuComponent)(geom2d::rect<float>{{4,windowSize.y-20},{72,12}},"Unlock All",[](MenuFuncData data){
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if(Menu::IsCurrentlyActive(SETTINGS)){
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for(auto&cp:State_OverworldMap::connections){
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Unlock::UnlockArea(cp.map);
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}
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SoundEffect::PlaySFX("Buy Item",SoundEffect::CENTERED);
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}
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return true;
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})END;
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settingsWindow->ADD("Settings Label",MenuLabel)(geom2d::rect<float>{{4,4},vf2d{windowSize.x-8,24}},"Game Settings",2.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
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settingsWindow->F(A::LAST_BGM_VOLUME)=1.f;
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settingsWindow->F(A::LAST_SFX_VOLUME)=1.f;
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//windowsize.y-20
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auto settingsList=settingsWindow->ADD("Settings Scroll List",ScrollableWindowComponent)(geom2d::rect<float>{{4,32},{windowSize.x-8,windowSize.y-56}})END;
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settingsList->ADD("BGM Slider",Slider)(geom2d::rect<float>{vf2d{windowSize.x/2-64,0},{172,16}},"BGM Volume:",Audio::GetBGMVolume(),[](float val){
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if(Menu::IsCurrentlyActive(SETTINGS)){
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if(abs(Menu::menus[SETTINGS]->F(A::LAST_BGM_VOLUME)-val)>=0.04f){
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SoundEffect::PlaySFX("Change Volume",SoundEffect::CENTERED);
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Menu::menus[SETTINGS]->F(A::LAST_BGM_VOLUME)=val;
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}
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Audio::SetBGMVolume(val);
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}
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})END;
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settingsList->ADD("SFX Slider",Slider)(geom2d::rect<float>{vf2d{windowSize.x/2-64,20},{172,16}},"SFX Volume:",Audio::GetSFXVolume(),[](float val){
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if(Menu::IsCurrentlyActive(SETTINGS)){
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if(abs(Menu::menus[SETTINGS]->F(A::LAST_SFX_VOLUME)-val)>=0.04f){
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SoundEffect::PlaySFX("Change Volume",SoundEffect::CENTERED);
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Menu::menus[SETTINGS]->F(A::LAST_SFX_VOLUME)=val;
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}
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}
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})END;
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settingsList->ADD("Show Max HP Checkbox",Checkbox)(geom2d::rect<float>{{4.f,40},{16.f,16.f}},[](ToggleFuncData data){
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GameSettings::SetMaxHealthDisplay(data.checked);
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return true;
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},false)END;
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settingsList->ADD("Show Max HP Label",MenuLabel)(geom2d::rect<float>{{22.f,40},{windowSize.x/2-24.f,16.f}},"Show Max Health",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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settingsList->ADD("Show Max Mana Checkbox",Checkbox)(geom2d::rect<float>{{windowSize.x/2+4.f,40},{16.f,16.f}},[](ToggleFuncData data){
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GameSettings::SetMaxManaDisplay(data.checked);
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return true;
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},false)END;
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settingsList->ADD("Show Max Mana Label",MenuLabel)(geom2d::rect<float>{{windowSize.x/2+22.f,40},{windowSize.x/2-24.f,16.f}},"Show Max Mana",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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settingsList->ADD("Screen Shake Checkbox",Checkbox)(geom2d::rect<float>{{4.f,60},{16.f,16.f}},[](ToggleFuncData data){
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GameSettings::SetScreenShake(data.checked);
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return true;
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},true)END;
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settingsList->ADD("Screen Shake Label",MenuLabel)(geom2d::rect<float>{{22.f,60},{windowSize.x/2-24.f,16.f}},"Screen Shake",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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settingsList->ADD("Controller Rumble Checkbox",Checkbox)(geom2d::rect<float>{{4.f,80},{16.f,16.f}},[](ToggleFuncData data){
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if(Menu::IsCurrentlyActive(SETTINGS)){
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GameSettings::SetRumble(data.checked);
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if(GameSettings::RumbleEnabled(GameSettings::OVERRIDE)){
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Input::StartVibration(GameSettings::OVERRIDE);
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data.component.lock()->F(A::RUMBLE_TIMER)=0.3f;
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}else{
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Input::StopVibration();
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}
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}
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return true;
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},true)END;
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settingsList->ADD("Controller Rumble Label",MenuLabel)(geom2d::rect<float>{{22.f,80},{windowSize.x/2-24.f,16.f}},"Gamepad Rumble",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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settingsList->ADD("Terrain Collision Boxes Checkbox",Checkbox)(geom2d::rect<float>{{windowSize.x/2+4.f,60},{16.f,16.f}},[](ToggleFuncData data){
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GameSettings::SetTerrainCollisionBoxes(data.checked);
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return true;
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},true)END;
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settingsList->ADD("Terrain Collision Boxes Label",MenuLabel)(geom2d::rect<float>{{windowSize.x/2+22.f,60},{windowSize.x/2-36.f,16.f}},"Terrain Collision Boxes",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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settingsList->ADD("Keyboard Play Auto-Aim Checkbox",Checkbox)(geom2d::rect<float>{{windowSize.x/2+4.f,80},{16.f,16.f}},[](ToggleFuncData data){
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GameSettings::SetKeyboardAutoAim(data.checked);
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return true;
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},false)END;
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settingsList->ADD("Keyboard Play Auto-Aim Label",MenuLabel)(geom2d::rect<float>{{windowSize.x/2+22.f,80},{windowSize.x/2-36.f,16.f}},"Aim Assist\n(No Mouse Players)",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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auto fullscreenToggle=settingsList->ADD("Fullscreen Toggle Checkbox",Checkbox)(geom2d::rect<float>{{windowSize.x/2+4.f,100},{16.f,16.f}},[](ToggleFuncData data){
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if(data.checked){ //When going to fullscreen mode, the windowed mode positioning needs to be saved to be restored later.
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GameSettings::SetWindowPos(game->GetActualWindowPos());
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}
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if(!Menu::UsingMouseNavigation()){ //This prevents the fullscreen toggle from losing focus upon a window resize.
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Menu::IgnoreNextMouseNavigationAttempt();
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}
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game->SetFullscreen(data.checked,GameSettings::GetWindowPos());
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return true;
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},game->IsFullscreen())END;
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auto fullscreenToggleLabel=settingsList->ADD("Fullscreen Toggle Label",MenuLabel)(geom2d::rect<float>{{windowSize.x/2+22.f,100},{windowSize.x/2-36.f,16.f}},"Fullscreen",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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#ifdef __EMSCRIPTEN__
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fullscreenToggle->Disable();
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fullscreenToggleLabel->Disable();
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#endif
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settingsList->ADD("Button Set Toggle Box",MenuIconButton)(geom2d::rect<float>{{windowSize.x/8.f,100},{windowSize.x/4.f,16.f}},GFX["themes/xb.png"].Decal(),[](MenuFuncData data){
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switch(GameSettings::GetIconType()){
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case IconType::XB:{
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GameSettings::SetIconType(IconType::PS);
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DYNAMIC_POINTER_CAST<MenuIconButton>(data.component)->SetIcon(GFX["themes/ps.png"].Decal());
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}break;
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case IconType::PS:{
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GameSettings::SetIconType(IconType::XB_REVERSED);
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DYNAMIC_POINTER_CAST<MenuIconButton>(data.component)->SetIcon(GFX["themes/xb_reversed.png"].Decal());
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}break;
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case IconType::XB_REVERSED:{
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GameSettings::SetIconType(IconType::XB);
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DYNAMIC_POINTER_CAST<MenuIconButton>(data.component)->SetIcon(GFX["themes/xb.png"].Decal());
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}break;
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default:{
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ERR(std::format("WARNING! Unhandled icon type {}!",int(GameSettings::GetIconType())));
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}
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}
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if(Menu::IsCurrentlyActive(data.menu.GetType())){
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SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
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}
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return true;
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})END;
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#pragma region Setup all input displays as keyboard controls.
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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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auto ChangeKeybindDisplayType=[&](InputType inputType){
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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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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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Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->SetKeyType(inputType);
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}
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}
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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;
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const int ingameControlsColCount=2;
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for(int row=0;row<ingameControlsRowCount;row++){
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for(int col=0;col<ingameControlsColCount;col++){
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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.
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Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->SetKeyType(inputType);
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}
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}
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};
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#pragma endregion
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settingsList->ADD("Keyboard Bindings Button",MenuComponent)(geom2d::rect<float>{{28,120.f},vf2d{settingsList->rect.size.x-12-56,24}},"Keyboard Bindings",[&](MenuFuncData data){
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ChangeKeybindDisplayType(KEY);
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Component<MenuLabel>(INPUT_KEY_DISPLAY,"Keyboard Mapping Label")->SetLabel("Keyboard Mappings");
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Menu::OpenMenu(INPUT_KEY_DISPLAY);
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return true;
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},vf2d{1.5f,2.f})END;
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settingsList->ADD("Controller Bindings Button",MenuComponent)(geom2d::rect<float>{{28,148.f},vf2d{settingsList->rect.size.x-12-56,24}},"Controller Bindings",[&](MenuFuncData data){
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ChangeKeybindDisplayType(CONTROLLER);
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Component<MenuLabel>(INPUT_KEY_DISPLAY,"Keyboard Mapping Label")->SetLabel("Controller Mappings");
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Menu::OpenMenu(INPUT_KEY_DISPLAY);
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return true;
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},vf2d{1.5f,2.f})END;
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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){
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Menu::CloseMenu();
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return true;
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})END;
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settingsWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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returnData="BGM Slider";
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},
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{ //Button Key
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{game->KEY_SCROLL,{"Navigate",[](MenuType type){}}},
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{game->KEY_BACK,{"Back",[](MenuType type){
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Menu::CloseMenu();
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}}},
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{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
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}
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,{ //Button Navigation Rules
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{"BGM Slider",{
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.up="Go Back",
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.down="SFX Slider",}},
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{"SFX Slider",{
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.up="BGM Slider",
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.down="Show Max Mana Checkbox",}},
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{"Show Max HP Checkbox",{
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.up="SFX Slider",
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.down="Screen Shake Checkbox",
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.left="Show Max Mana Checkbox",
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.right="Show Max Mana Checkbox",}},
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{"Show Max Mana Checkbox",{
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.up="SFX Slider",
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.down="Terrain Collision Boxes Checkbox",
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.left="Show Max HP Checkbox",
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.right="Show Max HP Checkbox",}},
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{"Terrain Collision Boxes Checkbox",{
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.up="Show Max Mana Checkbox",
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.down="Keyboard Play Auto-Aim Checkbox",
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.left="Screen Shake Checkbox",
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.right="Screen Shake Checkbox",}},
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{"Keyboard Play Auto-Aim Checkbox",{
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.up="Terrain Collision Boxes Checkbox",
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.down="Fullscreen Toggle Checkbox",
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.left="Controller Rumble Checkbox",
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.right="Controller Rumble Checkbox",}},
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{"Screen Shake Checkbox",{
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.up="Show Max HP Checkbox",
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.down="Controller Rumble Checkbox",
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.left="Terrain Collision Boxes Checkbox",
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.right="Terrain Collision Boxes Checkbox",}},
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{"Controller Rumble Checkbox",{
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.up="Screen Shake Checkbox",
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.down="Button Set Toggle Box",
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.left="Keyboard Play Auto-Aim Checkbox",
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.right="Keyboard Play Auto-Aim Checkbox",}},
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{"Button Set Toggle Box",{
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.up="Controller Rumble Checkbox",
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.down="Keyboard Bindings Button",
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.left="Fullscreen Toggle Checkbox",
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.right="Fullscreen Toggle Checkbox",}},
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{"Fullscreen Toggle Checkbox",{
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.up="Keyboard Play Auto-Aim Checkbox",
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.down="Keyboard Bindings Button",
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.left="Button Set Toggle Box",
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.right="Button Set Toggle Box",}},
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{"Keyboard Bindings Button",{
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#ifdef __EMSCRIPTEN__
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.up="Button Set Toggle Box",
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#else
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.up="Fullscreen Toggle Checkbox",
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#endif
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.down="Controller Bindings Button",}},
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{"Controller Bindings Button",{
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.up="Keyboard Bindings Button",
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.down="Go Back",}},
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{"Go Back",{
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.up="Controller Bindings Button",
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.down="BGM Slider",
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.left="Unlock All Button",
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.right="Unlock All Button",}},
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{"Unlock All Button",{
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.up="Controller Bindings Button",
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.down="BGM Slider",
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.left="Go Back",
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.right="Go Back",}},
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});
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} |