package funkin; import funkin.save.Save; /** * A core class which provides a store of user-configurable, globally relevant values. */ class Preferences { /** * Whether some particularly fowl language is displayed. * @default `true` */ public static var naughtyness(get, set):Bool; static function get_naughtyness():Bool { return Save.get().options.naughtyness; } static function set_naughtyness(value:Bool):Bool { var save = Save.get(); save.options.naughtyness = value; save.flush(); return value; } /** * If enabled, the strumline is at the bottom of the screen rather than the top. * @default `false` */ public static var downscroll(get, set):Bool; static function get_downscroll():Bool { return Save.get().options.downscroll; } static function set_downscroll(value:Bool):Bool { var save = Save.get(); save.options.downscroll = value; save.flush(); return value; } /** * If disabled, flashing lights in the main menu and other areas will be less intense. * @default `true` */ public static var flashingLights(get, set):Bool; static function get_flashingLights():Bool { return Save.get().options.flashingLights; } static function set_flashingLights(value:Bool):Bool { var save = Save.get(); save.options.flashingLights = value; save.flush(); return value; } /** * If disabled, the camera bump synchronized to the beat. * @default `false` */ public static var zoomCamera(get, set):Bool; static function get_zoomCamera():Bool { return Save.get().options.zoomCamera; } static function set_zoomCamera(value:Bool):Bool { var save = Save.get(); save.options.zoomCamera = value; save.flush(); return value; } /** * If enabled, an FPS and memory counter will be displayed even if this is not a debug build. * @default `false` */ public static var debugDisplay(get, set):Bool; static function get_debugDisplay():Bool { return Save.get().options.debugDisplay; } static function set_debugDisplay(value:Bool):Bool { if (value != Save.get().options.debugDisplay) { toggleDebugDisplay(value); } var save = Save.get(); save.options.debugDisplay = value; save.flush(); return value; } /** * If enabled, the game will automatically pause when tabbing out. * @default `true` */ public static var autoPause(get, set):Bool; static function get_autoPause():Bool { return Save.get().options.autoPause; } static function set_autoPause(value:Bool):Bool { if (value != Save.get().options.autoPause) FlxG.autoPause = value; var save = Save.get(); save.options.autoPause = value; save.flush(); return value; } public static function init():Void { FlxG.autoPause = Preferences.autoPause; toggleDebugDisplay(Preferences.debugDisplay); } static function toggleDebugDisplay(show:Bool):Void { if (show) { // Enable the debug display. FlxG.stage.addChild(Main.fpsCounter); #if !html5 FlxG.stage.addChild(Main.memoryCounter); #end } else { // Disable the debug display. FlxG.stage.removeChild(Main.fpsCounter); #if !html5 FlxG.stage.removeChild(Main.memoryCounter); #end } } }