mirror of
https://github.com/ninjamuffin99/Funkin.git
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327 lines
13 KiB
Haxe
327 lines
13 KiB
Haxe
package funkin.ui.options;
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import flixel.FlxCamera;
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import flixel.FlxObject;
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import flixel.FlxSprite;
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import flixel.text.FlxText;
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import flixel.util.FlxColor;
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import flixel.FlxG;
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import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
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import flixel.math.FlxPoint;
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import funkin.ui.AtlasText.AtlasFont;
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import funkin.ui.Page;
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import funkin.graphics.FunkinCamera;
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import funkin.graphics.FunkinSprite;
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import funkin.ui.TextMenuList.TextMenuItem;
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import funkin.ui.options.items.CheckboxPreferenceItem;
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import funkin.ui.options.items.NumberPreferenceItem;
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import funkin.ui.options.items.EnumPreferenceItem;
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#if mobile
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import funkin.mobile.ui.FunkinBackButton;
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import funkin.mobile.input.ControlsHandler;
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import funkin.mobile.ui.FunkinHitbox.FunkinHitboxControlSchemes;
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import funkin.util.TouchUtil;
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import funkin.util.SwipeUtil;
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#end
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import funkin.util.HapticUtil;
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import lime.ui.WindowVSyncMode;
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class PreferencesMenu extends Page<OptionsState.OptionsMenuPageName>
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{
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var items:TextMenuList;
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var preferenceItems:FlxTypedSpriteGroup<FlxSprite>;
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var preferenceDesc:Array<String> = [];
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var itemDesc:FlxText;
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var itemDescBox:FunkinSprite;
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var menuCamera:FlxCamera;
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var hudCamera:FlxCamera;
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var camFollow:FlxObject;
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public function new()
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{
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super();
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menuCamera = new FunkinCamera('prefMenu');
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FlxG.cameras.add(menuCamera, false);
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menuCamera.bgColor = 0x0;
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hudCamera = new FlxCamera();
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FlxG.cameras.add(hudCamera, false);
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hudCamera.bgColor = 0x0;
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camera = menuCamera;
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add(items = new TextMenuList());
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add(preferenceItems = new FlxTypedSpriteGroup<FlxSprite>());
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add(itemDescBox = new FunkinSprite());
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itemDescBox.cameras = [hudCamera];
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add(itemDesc = new FlxText(0, 0, 1180, null, 32));
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itemDesc.cameras = [hudCamera];
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createPrefItems();
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createPrefDescription();
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camFollow = new FlxObject(FlxG.width / 2, 0, 140, 70);
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menuCamera.follow(camFollow, null, 0.085);
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var margin = 160;
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menuCamera.deadzone.set(0, margin, menuCamera.width, menuCamera.height - margin * 2);
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menuCamera.minScrollY = 0;
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items.onChange.add(function(selected) {
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itemDesc.text = preferenceDesc[items.selectedIndex];
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});
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#if FEATURE_TOUCH_CONTROLS
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var backButton:FunkinBackButton = new FunkinBackButton(FlxG.width - 230, FlxG.height - 200, exit, 1.0);
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add(backButton);
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#end
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}
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/**
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* Create the description for preferences.
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*/
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function createPrefDescription():Void
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{
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itemDescBox.makeSolidColor(1, 1, FlxColor.BLACK);
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itemDescBox.alpha = 0.6;
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itemDesc.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.CENTER, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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itemDesc.borderSize = 3;
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// Update the text.
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itemDesc.text = preferenceDesc[items.selectedIndex];
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itemDesc.screenCenter();
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itemDesc.y += 270;
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// Create the box around the text.
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itemDescBox.setPosition(itemDesc.x - 10, itemDesc.y - 10);
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itemDescBox.setGraphicSize(Std.int(itemDesc.width + 20), Std.int(itemDesc.height + 25));
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itemDescBox.updateHitbox();
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}
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/**
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* Create the menu items for each of the preferences.
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*/
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function createPrefItems():Void
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{
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#if FEATURE_NAUGHTYNESS
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createPrefItemCheckbox('Naughtyness', 'If enabled, raunchy content (such as swearing, etc.) will be displayed.', function(value:Bool):Void {
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Preferences.naughtyness = value;
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}, Preferences.naughtyness);
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#end
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createPrefItemCheckbox('Downscroll', 'If enabled, this will make the notes move downwards.', function(value:Bool):Void {
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Preferences.downscroll = value;
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},
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Preferences.downscroll, #if mobile ControlsHandler.hasExternalInputDevice
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|| Preferences.controlsScheme != FunkinHitboxControlSchemes.Arrows #end);
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createPrefItemPercentage('Strumline Background', 'Give the strumline a semi-transparent background', function(value:Int):Void {
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Preferences.strumlineBackgroundOpacity = value;
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}, Preferences.strumlineBackgroundOpacity);
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#if FEATURE_HAPTICS
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createPrefItemEnum('Haptics', 'If enabled, game will use haptic feedback effects.', [
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"All" => HapticsMode.ALL,
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"Notes Only" => HapticsMode.NOTES_ONLY,
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"None" => HapticsMode.NONE,
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], function(key:String, value:HapticsMode):Void {
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Preferences.hapticsMode = value;
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}, switch (Preferences.hapticsMode)
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{
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case HapticsMode.NOTES_ONLY: "Notes Only";
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case HapticsMode.NONE: "None";
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default: "All";
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});
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createPrefItemNumber('Haptics Intensity', 'Multiplier of intensity for all the haptic feedback effects.', function(value:Float) {
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Preferences.hapticsIntensityMultiplier = value;
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}, null, Preferences.hapticsIntensityMultiplier, 0.1, 5, 0.1, 1);
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#end
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createPrefItemCheckbox('Flashing Lights', 'If disabled, it will dampen flashing effects. Useful for people with photosensitive epilepsy.',
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function(value:Bool):Void {
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Preferences.flashingLights = value;
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}, Preferences.flashingLights);
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createPrefItemCheckbox('Camera Zooms', 'If disabled, camera stops bouncing to the song.', function(value:Bool):Void {
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Preferences.zoomCamera = value;
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}, Preferences.zoomCamera);
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#if !mobile
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createPrefItemCheckbox('Debug Display', 'If enabled, FPS and other debug stats will be displayed.', function(value:Bool):Void {
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Preferences.debugDisplay = value;
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}, Preferences.debugDisplay);
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createPrefItemCheckbox('Pause on Unfocus', 'If enabled, game automatically pauses when it loses focus.', function(value:Bool):Void {
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Preferences.autoPause = value;
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}, Preferences.autoPause);
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createPrefItemCheckbox('Launch in Fullscreen', 'Automatically launch the game in fullscreen on startup.', function(value:Bool):Void {
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Preferences.autoFullscreen = value;
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}, Preferences.autoFullscreen);
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#end
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#if web
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createPrefItemCheckbox('Unlocked Framerate', 'If enabled, the framerate will be unlocked.', function(value:Bool):Void {
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Preferences.unlockedFramerate = value;
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}, Preferences.unlockedFramerate);
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#else
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// disabled on macos due to "error: Late swap tearing currently unsupported"
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// disable on mobile since it barely has any effect
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#if !(mac || mobile)
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createPrefItemEnum('VSync', 'If enabled, game will attempt to match framerate with your monitor.', [
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"Off" => WindowVSyncMode.OFF,
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"On" => WindowVSyncMode.ON,
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"Adaptive" => WindowVSyncMode.ADAPTIVE,
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], function(key:String, value:WindowVSyncMode):Void {
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trace("Setting vsync mode to " + key);
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Preferences.vsyncMode = value;
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}, switch (Preferences.vsyncMode)
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{
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case WindowVSyncMode.OFF: "Off";
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case WindowVSyncMode.ON: "On";
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case WindowVSyncMode.ADAPTIVE: "Adaptive";
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});
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#end
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#if !mobile
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createPrefItemNumber('FPS', 'The maximum framerate that the game targets.', function(value:Float) {
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Preferences.framerate = Std.int(value);
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}, null, Preferences.framerate, 30, 500, 5, 0);
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#end
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#end
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#if FEATURE_SCREENSHOTS
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createPrefItemCheckbox('Hide Mouse', 'If enabled, the mouse will be hidden when taking a screenshot.', function(value:Bool):Void {
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Preferences.shouldHideMouse = value;
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}, Preferences.shouldHideMouse);
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createPrefItemCheckbox('Fancy Preview', 'If enabled, a preview will be shown after taking a screenshot.', function(value:Bool):Void {
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Preferences.fancyPreview = value;
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}, Preferences.fancyPreview);
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createPrefItemCheckbox('Preview on save', 'If enabled, the preview will be shown only after a screenshot is saved.', function(value:Bool):Void {
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Preferences.previewOnSave = value;
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}, Preferences.previewOnSave);
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#end
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// Positions the camera to the selected item.
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if (items != null) camFollow.y = items.selectedItem.y;
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// Indent the selected item.
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items.forEach(function(daItem:TextMenuItem) {
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var thyOffset:Int = 0;
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// Initializing thy text width (if thou text present)
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var thyTextWidth:Int = 0;
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switch (Type.typeof(daItem))
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{
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case TClass(CheckboxPreferenceItem):
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thyTextWidth = 0;
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thyOffset = 0;
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case TClass(EnumPreferenceItem):
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thyTextWidth = cast(daItem, EnumPreferenceItem<Dynamic>).lefthandText.getWidth();
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thyOffset = 0 + thyTextWidth - 75;
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case TClass(NumberPreferenceItem):
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thyTextWidth = cast(daItem, NumberPreferenceItem).lefthandText.getWidth();
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thyOffset = 0 + thyTextWidth - 75;
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default:
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// Huh?
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}
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if (items.selectedItem == daItem)
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{
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thyOffset += 150;
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}
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else
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{
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thyOffset += 120;
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}
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daItem.x = thyOffset + funkin.ui.FullScreenScaleMode.gameNotchSize.x;
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});
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}
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// - Preference item creation methods -
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// Should be moved into a separate PreferenceItems class but you can't access PreferencesMenu.items and PreferencesMenu.preferenceItems from outside.
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/**
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* Creates a pref item that works with booleans
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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*/
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function createPrefItemCheckbox(prefName:String, prefDesc:String, onChange:Bool->Void, defaultValue:Bool, available:Bool = true):Void
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{
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var checkbox:CheckboxPreferenceItem = new CheckboxPreferenceItem(funkin.ui.FullScreenScaleMode.gameNotchSize.x, 120 * (items.length - 1 + 1),
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defaultValue, available);
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items.createItem(0, (120 * items.length) + 30, prefName, AtlasFont.BOLD, function() {
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var value = !checkbox.currentValue;
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onChange(value);
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checkbox.currentValue = value;
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}, false, available);
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preferenceItems.add(checkbox);
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preferenceDesc.push(prefDesc);
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}
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/**
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* Creates a pref item that works with general numbers
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param valueFormatter Will get called every time the game needs to display the float value; use this to change how the displayed value looks
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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* @param min Minimum value (example: 0)
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* @param max Maximum value (example: 10)
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* @param step The value to increment/decrement by (default = 0.1)
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* @param precision Rounds decimals up to a `precision` amount of digits (ex: 4 -> 0.1234, 2 -> 0.12)
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*/
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function createPrefItemNumber(prefName:String, prefDesc:String, onChange:Float->Void, ?valueFormatter:Float->String, defaultValue:Float, min:Float,
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max:Float, step:Float = 0.1, precision:Int):Void
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{
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var item = new NumberPreferenceItem(funkin.ui.FullScreenScaleMode.gameNotchSize.x, (120 * items.length) + 30, prefName, defaultValue, min, max, step,
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precision, onChange, valueFormatter);
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items.addItem(prefName, item);
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preferenceItems.add(item.lefthandText);
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preferenceDesc.push(prefDesc);
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}
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/**
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* Creates a pref item that works with number percentages
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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* @param min Minimum value (default = 0)
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* @param max Maximum value (default = 100)
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*/
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function createPrefItemPercentage(prefName:String, prefDesc:String, onChange:Int->Void, defaultValue:Int, min:Int = 0, max:Int = 100):Void
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{
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var newCallback = function(value:Float) {
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onChange(Std.int(value));
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};
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var formatter = function(value:Float) {
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return '${value}%';
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};
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var item = new NumberPreferenceItem(funkin.ui.FullScreenScaleMode.gameNotchSize.x, (120 * items.length) + 30, prefName, defaultValue, min, max, 10, 0,
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newCallback, formatter);
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items.addItem(prefName, item);
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preferenceItems.add(item.lefthandText);
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preferenceDesc.push(prefDesc);
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}
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/**
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* Creates a pref item that works with enums
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* @param values Maps enum values to display strings _(ex: `NoteHitSoundType.PingPong => "Ping pong"`)_
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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*/
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function createPrefItemEnum<T>(prefName:String, prefDesc:String, values:Map<String, T>, onChange:String->T->Void, defaultKey:String):Void
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{
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var item = new EnumPreferenceItem<T>(funkin.ui.FullScreenScaleMode.gameNotchSize.x, (120 * items.length) + 30, prefName, values, defaultKey, onChange);
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items.addItem(prefName, item);
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preferenceItems.add(item.lefthandText);
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preferenceDesc.push(prefDesc);
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}
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override function exit():Void
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{
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camFollow.setPosition(640, 30);
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menuCamera.snapToTarget();
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super.exit();
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}
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}
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