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Added new settings items

This commit is contained in:
FlooferLand! 2024-07-01 14:42:50 +03:00 committed by EliteMasterEric
parent 8a4f19d603
commit fbc78adb65
5 changed files with 372 additions and 56 deletions

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@ -0,0 +1,10 @@
package funkin.ui.options;
// Add enums for use with `EnumPreferenceItem` here!
/* Example:
class MyOptionEnum
{
public static inline var YuhUh = "true"; // "true" is the value's ID
public static inline var NuhUh = "false";
}
*/

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@ -8,6 +8,11 @@ import funkin.ui.AtlasText.AtlasFont;
import funkin.ui.options.OptionsState.Page; import funkin.ui.options.OptionsState.Page;
import funkin.graphics.FunkinCamera; import funkin.graphics.FunkinCamera;
import funkin.ui.TextMenuList.TextMenuItem; import funkin.ui.TextMenuList.TextMenuItem;
import funkin.audio.FunkinSound;
import funkin.ui.options.MenuItemEnums;
import funkin.ui.options.items.CheckboxPreferenceItem;
import funkin.ui.options.items.NumberPreferenceItem;
import funkin.ui.options.items.EnumPreferenceItem;
class PreferencesMenu extends Page class PreferencesMenu extends Page
{ {
@ -69,11 +74,51 @@ class PreferencesMenu extends Page
}, Preferences.autoPause); }, Preferences.autoPause);
} }
override function update(elapsed:Float):Void
{
super.update(elapsed);
// Indent the selected item.
items.forEach(function(daItem:TextMenuItem) {
var thyOffset:Int = 0;
// Initializing thy text width (if thou text present)
var thyTextWidth:Int = 0;
if (Std.isOfType(daItem, EnumPreferenceItem)) thyTextWidth = cast(daItem, EnumPreferenceItem).lefthandText.getWidth();
else if (Std.isOfType(daItem, NumberPreferenceItem)) thyTextWidth = cast(daItem, NumberPreferenceItem).lefthandText.getWidth();
if (thyTextWidth != 0)
{
// Magic number because of the weird offset thats being added by default
thyOffset += thyTextWidth - 75;
}
if (items.selectedItem == daItem)
{
thyOffset += 150;
}
else
{
thyOffset += 120;
}
daItem.x = thyOffset;
});
}
// - Preference item creation methods -
// Should be moved into a separate PreferenceItems class but you can't access PreferencesMenu.items and PreferencesMenu.preferenceItems from outside.
/**
* Creates a pref item that works with booleans
* @param onChange Gets called every time the player changes the value; use this to apply the value
* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
*/
function createPrefItemCheckbox(prefName:String, prefDesc:String, onChange:Bool->Void, defaultValue:Bool):Void function createPrefItemCheckbox(prefName:String, prefDesc:String, onChange:Bool->Void, defaultValue:Bool):Void
{ {
var checkbox:CheckboxPreferenceItem = new CheckboxPreferenceItem(0, 120 * (items.length - 1 + 1), defaultValue); var checkbox:CheckboxPreferenceItem = new CheckboxPreferenceItem(0, 120 * (items.length - 1 + 1), defaultValue);
items.createItem(120, (120 * items.length) + 30, prefName, AtlasFont.BOLD, function() { items.createItem(0, (120 * items.length) + 30, prefName, AtlasFont.BOLD, function() {
var value = !checkbox.currentValue; var value = !checkbox.currentValue;
onChange(value); onChange(value);
checkbox.currentValue = value; checkbox.currentValue = value;
@ -82,62 +127,54 @@ class PreferencesMenu extends Page
preferenceItems.add(checkbox); preferenceItems.add(checkbox);
} }
override function update(elapsed:Float) /**
* Creates a pref item that works with general numbers
* @param onChange Gets called every time the player changes the value; use this to apply the value
* @param valueFormatter Will get called every time the game needs to display the float value; use this to change how the displayed value looks
* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
* @param min Minimum value (example: 0)
* @param max Maximum value (example: 10)
* @param step The value to increment/decrement by (default = 0.1)
* @param precision Rounds decimals up to a `precision` amount of digits (ex: 4 -> 0.1234, 2 -> 0.12)
*/
function createPrefItemNumber(prefName:String, prefDesc:String, onChange:Float->Void, ?valueFormatter:Float->String, defaultValue:Int, min:Int, max:Int,
step:Float = 0.1, precision:Int):Void
{ {
super.update(elapsed); var item = new NumberPreferenceItem(0, (120 * items.length) + 30, prefName, defaultValue, min, max, step, precision, onChange, valueFormatter);
items.addItem(prefName, item);
preferenceItems.add(item.lefthandText);
}
// Indent the selected item. /**
// TODO: Only do this on menu change? * Creates a pref item that works with number percentages
items.forEach(function(daItem:TextMenuItem) { * @param onChange Gets called every time the player changes the value; use this to apply the value
if (items.selectedItem == daItem) daItem.x = 150; * @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
else * @param min Minimum value (default = 0)
daItem.x = 120; * @param max Maximum value (default = 100)
}); */
} function createPrefItemPercentage(prefName:String, prefDesc:String, onChange:Int->Void, defaultValue:Int, min:Int = 0, max:Int = 100):Void
} {
var newCallback = function(value:Float) {
class CheckboxPreferenceItem extends FlxSprite onChange(Std.int(value));
{ };
public var currentValue(default, set):Bool; var formatter = function(value:Float) {
return '${value}%';
public function new(x:Float, y:Float, defaultValue:Bool = false) };
{ var item = new NumberPreferenceItem(0, (120 * items.length) + 30, prefName, defaultValue, min, max, 10, 0, newCallback, formatter);
super(x, y); items.addItem(prefName, item);
preferenceItems.add(item.lefthandText);
frames = Paths.getSparrowAtlas('checkboxThingie'); }
animation.addByPrefix('static', 'Check Box unselected', 24, false);
animation.addByPrefix('checked', 'Check Box selecting animation', 24, false); /**
* Creates a pref item that works with enums
setGraphicSize(Std.int(width * 0.7)); * @param values Maps enum values to display strings _(ex: `NoteHitSoundType.PingPong => "Ping pong"`)_
updateHitbox(); * @param onChange Gets called every time the player changes the value; use this to apply the value
* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
this.currentValue = defaultValue; */
} function createPrefItemEnum(prefName:String, prefDesc:String, values:Map<String, String>, onChange:String->Void, defaultValue:String):Void
{
override function update(elapsed:Float) var item = new EnumPreferenceItem(0, (120 * items.length) + 30, prefName, values, defaultValue, onChange);
{ items.addItem(prefName, item);
super.update(elapsed); preferenceItems.add(item.lefthandText);
switch (animation.curAnim.name)
{
case 'static':
offset.set();
case 'checked':
offset.set(17, 70);
}
}
function set_currentValue(value:Bool):Bool
{
if (value)
{
animation.play('checked', true);
}
else
{
animation.play('static');
}
return currentValue = value;
} }
} }

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@ -0,0 +1,49 @@
package funkin.ui.options.items;
import flixel.FlxSprite.FlxSprite;
class CheckboxPreferenceItem extends FlxSprite
{
public var currentValue(default, set):Bool;
public function new(x:Float, y:Float, defaultValue:Bool = false)
{
super(x, y);
frames = Paths.getSparrowAtlas('checkboxThingie');
animation.addByPrefix('static', 'Check Box unselected', 24, false);
animation.addByPrefix('checked', 'Check Box selecting animation', 24, false);
setGraphicSize(Std.int(width * 0.7));
updateHitbox();
this.currentValue = defaultValue;
}
override function update(elapsed:Float)
{
super.update(elapsed);
switch (animation.curAnim.name)
{
case 'static':
offset.set();
case 'checked':
offset.set(17, 70);
}
}
function set_currentValue(value:Bool):Bool
{
if (value)
{
animation.play('checked', true);
}
else
{
animation.play('static');
}
return currentValue = value;
}
}

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@ -0,0 +1,84 @@
package funkin.ui.options.items;
import funkin.ui.TextMenuList;
import funkin.ui.AtlasText;
import funkin.input.Controls;
import funkin.ui.options.MenuItemEnums;
import haxe.EnumTools;
/**
* Preference item that allows the player to pick a value from an enum (list of values)
*/
class EnumPreferenceItem extends TextMenuItem
{
function controls():Controls
{
return PlayerSettings.player1.controls;
}
public var lefthandText:AtlasText;
public var currentValue:String;
public var onChangeCallback:Null<String->Void>;
public var map:Map<String, String>;
public var keys:Array<String> = [];
var index = 0;
public function new(x:Float, y:Float, name:String, map:Map<String, String>, defaultValue:String, ?callback:String->Void)
{
super(x, y, name, function() {
callback(this.currentValue);
});
updateHitbox();
this.map = map;
this.currentValue = defaultValue;
this.onChangeCallback = callback;
var i:Int = 0;
for (key in map.keys())
{
this.keys.push(key);
if (this.currentValue == key) index = i;
i += 1;
}
lefthandText = new AtlasText(15, y, formatted(defaultValue), AtlasFont.DEFAULT);
}
override function update(elapsed:Float):Void
{
super.update(elapsed);
// var fancyTextFancyColor:Color;
if (selected)
{
var shouldDecrease:Bool = controls().UI_LEFT_P;
var shouldIncrease:Bool = controls().UI_RIGHT_P;
if (shouldDecrease) index -= 1;
if (shouldIncrease) index += 1;
if (index > keys.length - 1) index = 0;
if (index < 0) index = keys.length - 1;
currentValue = keys[index];
if (onChangeCallback != null && (shouldIncrease || shouldDecrease))
{
onChangeCallback(currentValue);
}
}
lefthandText.text = formatted(currentValue);
}
function formatted(value:String):String
{
// FIXME: Can't add arrows around the text because the font doesn't support < >
// var leftArrow:String = selected ? '<' : '';
// var rightArrow:String = selected ? '>' : '';
return '${map.get(value) ?? value}';
}
}

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@ -0,0 +1,136 @@
package funkin.ui.options.items;
import funkin.ui.TextMenuList;
import funkin.ui.AtlasText;
import funkin.input.Controls;
/**
* Preference item that allows the player to pick a value between min and max
*/
class NumberPreferenceItem extends TextMenuItem
{
function controls():Controls
{
return PlayerSettings.player1.controls;
}
// Widgets
public var lefthandText:AtlasText;
// Constants
static final HOLD_DELAY:Float = 0.3; // seconds
static final CHANGE_RATE:Float = 0.08; // seconds
// Constructor-initialized variables
public var currentValue:Float;
public var min:Float;
public var max:Float;
public var step:Float;
public var precision:Int;
public var onChangeCallback:Null<Float->Void>;
public var valueFormatter:Null<Float->String>;
// Variables
var holdDelayTimer:Float = HOLD_DELAY; // seconds
var changeRateTimer:Float = 0.0; // seconds
/**
* @param min Minimum value (example: 0)
* @param max Maximum value (example: 100)
* @param step The value to increment/decrement by (example: 10)
* @param callback Will get called every time the user changes the setting; use this to apply/save the setting.
* @param valueFormatter Will get called every time the game needs to display the float value; use this to change how the displayed string looks
*/
public function new(x:Float, y:Float, name:String, defaultValue:Float, min:Float, max:Float, step:Float, precision:Int, ?callback:Float->Void,
?valueFormatter:Float->String):Void
{
super(x, y, name, function() {
callback(this.currentValue);
});
lefthandText = new AtlasText(15, y, formatted(defaultValue), AtlasFont.DEFAULT);
updateHitbox();
this.currentValue = defaultValue;
this.min = min;
this.max = max;
this.step = step;
this.precision = precision;
this.onChangeCallback = callback;
this.valueFormatter = valueFormatter;
}
override function update(elapsed:Float):Void
{
super.update(elapsed);
// var fancyTextFancyColor:Color;
if (selected)
{
holdDelayTimer -= elapsed;
if (holdDelayTimer <= 0.0)
{
changeRateTimer -= elapsed;
}
var jpLeft:Bool = controls().UI_LEFT_P;
var jpRight:Bool = controls().UI_RIGHT_P;
if (jpLeft || jpRight)
{
holdDelayTimer = HOLD_DELAY;
changeRateTimer = 0.0;
}
var shouldDecrease:Bool = jpLeft;
var shouldIncrease:Bool = jpRight;
if (controls().UI_LEFT && holdDelayTimer <= 0.0 && changeRateTimer <= 0.0)
{
shouldDecrease = true;
changeRateTimer = CHANGE_RATE;
}
else if (controls().UI_RIGHT && holdDelayTimer <= 0.0 && changeRateTimer <= 0.0)
{
shouldIncrease = true;
changeRateTimer = CHANGE_RATE;
}
// Actually increasing/decreasing the value
if (shouldDecrease)
{
var isBelowMin:Bool = currentValue - step < min;
currentValue = (currentValue - step).clamp(min, max);
if (onChangeCallback != null && !isBelowMin) onChangeCallback(currentValue);
}
else if (shouldIncrease)
{
var isAboveMax:Bool = currentValue + step > max;
currentValue = (currentValue + step).clamp(min, max);
if (onChangeCallback != null && !isAboveMax) onChangeCallback(currentValue);
}
}
lefthandText.text = formatted(currentValue);
}
/** Turns the float into a string */
function formatted(value:Float):String
{
var float:Float = toFixed(value);
if (valueFormatter != null)
{
return valueFormatter(float);
}
else
{
return '${float}';
}
}
function toFixed(value:Float):Float
{
var multiplier:Float = Math.pow(10, precision);
return Math.floor(value * multiplier) / multiplier;
}
}