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Funkin/source/funkin/Preferences.hx

578 lines
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Haxe

package funkin;
#if mobile
import funkin.mobile.ui.FunkinHitbox;
import funkin.mobile.util.InAppPurchasesUtil;
#end
import funkin.save.Save;
import funkin.util.WindowUtil;
import funkin.util.HapticUtil.HapticsMode;
/**
* A core class which provides a store of user-configurable, globally relevant values.
*/
@:nullSafety
class Preferences
{
/**
* FPS
* Always the refresh rate of the display on mobile, or 60 on web.
* @default `60`
*/
public static var framerate(get, set):Int;
static function get_framerate():Int
{
#if web
return 60;
#elseif mobile
var refreshRate:Int = FlxG.stage.window.displayMode.refreshRate;
if (refreshRate < 60) refreshRate = 60;
return refreshRate;
#else
return Save?.instance?.options?.framerate ?? 60;
#end
}
static function set_framerate(value:Int):Int
{
#if web
return 60;
#else
var save:Save = Save.instance;
save.options.framerate = value;
save.flush();
FlxG.updateFramerate = value;
FlxG.drawFramerate = value;
return value;
#end
}
/**
* Whether some particularly foul language is displayed.
* @default `true`
*/
public static var naughtyness(get, set):Bool;
static function get_naughtyness():Bool
{
#if NO_FEATURE_NAUGHTYNESS
return false;
#else
return Save?.instance?.options?.naughtyness ?? true;
#end
}
static function set_naughtyness(value:Bool):Bool
{
#if NO_FEATURE_NAUGHTYNESS
value = false;
#end
var save:Save = Save.instance;
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?.instance?.options?.downscroll #if mobile ?? true #else ?? false #end;
}
static function set_downscroll(value:Bool):Bool
{
var save:Save = Save.instance;
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?.instance?.options?.flashingLights ?? true;
}
static function set_flashingLights(value:Bool):Bool
{
var save:Save = Save.instance;
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?.instance?.options?.zoomCamera ?? true;
}
static function set_zoomCamera(value:Bool):Bool
{
var save:Save = Save.instance;
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.
* Always disabled on mobile.
* @default `false`
*/
public static var debugDisplay(get, set):Bool;
static function get_debugDisplay():Bool
{
#if mobile
return false;
#end
return Save?.instance?.options?.debugDisplay ?? false;
}
static function set_debugDisplay(value:Bool):Bool
{
if (value != Save.instance.options.debugDisplay)
{
toggleDebugDisplay(value);
}
var save = Save.instance;
save.options.debugDisplay = value;
save.flush();
return value;
}
/**
* If enabled, haptic feedback will be enabled.
* @default `All`
*/
public static var hapticsMode(get, set):HapticsMode;
static function get_hapticsMode():HapticsMode
{
var value = Save?.instance?.options?.hapticsMode ?? "All";
return switch (value)
{
case "None":
HapticsMode.NONE;
case "Notes Only":
HapticsMode.NOTES_ONLY;
default:
HapticsMode.ALL;
};
}
static function set_hapticsMode(value:HapticsMode):HapticsMode
{
var string;
switch (value)
{
case HapticsMode.NONE:
string = "None";
case HapticsMode.NOTES_ONLY:
string = "Notes Only";
default:
string = "All";
};
var save:Save = Save.instance;
save.options.hapticsMode = string;
save.flush();
return value;
}
/**
* Multiplier of intensity for all the haptic feedback effects.
* @default `2.5`
*/
public static var hapticsIntensityMultiplier(get, set):Float;
static function get_hapticsIntensityMultiplier():Float
{
return Save?.instance?.options?.hapticsIntensityMultiplier ?? 1;
}
static function set_hapticsIntensityMultiplier(value:Float):Float
{
var save:Save = Save.instance;
save.options.hapticsIntensityMultiplier = value;
save.flush();
return value;
}
/**
* If enabled, the game will automatically pause when tabbing out.
* Always enabled on mobile.
* @default `true`
*/
public static var autoPause(get, set):Bool;
static function get_autoPause():Bool
{
#if mobile
return true;
#end
return Save?.instance?.options?.autoPause ?? true;
}
static function set_autoPause(value:Bool):Bool
{
if (value != Save.instance.options.autoPause) FlxG.autoPause = value;
var save:Save = Save.instance;
save.options.autoPause = value;
save.flush();
return value;
}
/**
* If enabled, the game will automatically launch in fullscreen on startup.
* @default `true`
*/
public static var autoFullscreen(get, set):Bool;
static function get_autoFullscreen():Bool
{
return Save?.instance?.options?.autoFullscreen ?? true;
}
static function set_autoFullscreen(value:Bool):Bool
{
var save:Save = Save.instance;
save.options.autoFullscreen = value;
save.flush();
return value;
}
/**
* A global audio offset in milliseconds.
* This is used to sync the audio.
* @default `0`
*/
public static var globalOffset(get, set):Int;
static function get_globalOffset():Int
{
return Save?.instance?.options?.globalOffset ?? 0;
}
static function set_globalOffset(value:Int):Int
{
var save:Save = Save.instance;
save.options.globalOffset = value;
save.flush();
return value;
}
/**
* If enabled, the game will utilize VSync (or adaptive VSync) on startup.
* @default `OFF`
*/
public static var vsyncMode(get, set):lime.ui.WindowVSyncMode;
static function get_vsyncMode():lime.ui.WindowVSyncMode
{
var value = Save?.instance?.options?.vsyncMode ?? "Off";
return switch (value)
{
case "Off":
lime.ui.WindowVSyncMode.OFF;
case "On":
lime.ui.WindowVSyncMode.ON;
case "Adaptive":
lime.ui.WindowVSyncMode.ADAPTIVE;
default:
lime.ui.WindowVSyncMode.OFF;
};
}
static function set_vsyncMode(value:lime.ui.WindowVSyncMode):lime.ui.WindowVSyncMode
{
var string;
switch (value)
{
case lime.ui.WindowVSyncMode.OFF:
string = "Off";
case lime.ui.WindowVSyncMode.ON:
string = "On";
case lime.ui.WindowVSyncMode.ADAPTIVE:
string = "Adaptive";
default:
string = "Off";
};
WindowUtil.setVSyncMode(value);
var save:Save = Save.instance;
save.options.vsyncMode = string;
save.flush();
return value;
}
public static var unlockedFramerate(get, set):Bool;
static function get_unlockedFramerate():Bool
{
return Save?.instance?.options?.unlockedFramerate ?? false;
}
static function set_unlockedFramerate(value:Bool):Bool
{
if (value != Save.instance.options.unlockedFramerate)
{
#if web
toggleFramerateCap(value);
#end
}
var save:Save = Save.instance;
save.options.unlockedFramerate = value;
save.flush();
return value;
}
#if web
// We create a haxe version of this just for readability.
// We use these to override `window.requestAnimationFrame` in Javascript to uncap the framerate / "animation" request rate
// Javascript is crazy since u can just do stuff like that lol
public static function unlockedFramerateFunction(callback, element)
{
var currTime = Date.now().getTime();
var timeToCall = 0;
var id = js.Browser.window.setTimeout(function() {
callback(currTime + timeToCall);
}, timeToCall);
return id;
}
// Lime already implements their own little framerate cap, so we can just use that
// This also gets set in the init function in Main.hx, since we need to definitely override it
public static var lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
#end
/**
* If >0, the game will display a semi-opaque background under the notes.
* `0` for no background, `100` for solid black if you're freaky like that
* @default `0`
*/
public static var strumlineBackgroundOpacity(get, set):Int;
static function get_strumlineBackgroundOpacity():Int
{
return (Save?.instance?.options?.strumlineBackgroundOpacity ?? 0);
}
static function set_strumlineBackgroundOpacity(value:Int):Int
{
var save:Save = Save.instance;
save.options.strumlineBackgroundOpacity = value;
save.flush();
return value;
}
/**
* If enabled, the game will hide the mouse when taking a screenshot.
* @default `true`
*/
public static var shouldHideMouse(get, set):Bool;
static function get_shouldHideMouse():Bool
{
return Save?.instance?.options?.screenshot?.shouldHideMouse ?? true;
}
static function set_shouldHideMouse(value:Bool):Bool
{
var save:Save = Save.instance;
save.options.screenshot.shouldHideMouse = value;
save.flush();
return value;
}
/**
* If enabled, the game will show a preview after taking a screenshot.
* @default `true`
*/
public static var fancyPreview(get, set):Bool;
static function get_fancyPreview():Bool
{
return Save?.instance?.options?.screenshot?.fancyPreview ?? true;
}
static function set_fancyPreview(value:Bool):Bool
{
var save:Save = Save.instance;
save.options.screenshot.fancyPreview = value;
save.flush();
return value;
}
/**
* If enabled, the game will show the preview only after a screenshot is saved.
* @default `true`
*/
public static var previewOnSave(get, set):Bool;
static function get_previewOnSave():Bool
{
return Save?.instance?.options?.screenshot?.previewOnSave ?? true;
}
static function set_previewOnSave(value:Bool):Bool
{
var save:Save = Save.instance;
save.options.screenshot.previewOnSave = value;
save.flush();
return value;
}
/**
* Loads the user's preferences from the save data and apply them.
*/
public static function init():Void
{
// Apply the autoPause setting (enables automatic pausing on focus lost).
FlxG.autoPause = Preferences.autoPause;
// WindowUtil.setVSyncMode(Preferences.vsyncMode);
// Apply the debugDisplay setting (enables the FPS and RAM display).
toggleDebugDisplay(Preferences.debugDisplay);
#if web
toggleFramerateCap(Preferences.unlockedFramerate);
#end
#if desktop
// Apply the autoFullscreen setting (launches the game in fullscreen automatically)
FlxG.fullscreen = Preferences.autoFullscreen;
#end
#if mobile
// Apply the allowScreenTimeout setting.
lime.system.System.allowScreenTimeout = Preferences.screenTimeout;
#end
}
static function toggleFramerateCap(unlocked:Bool):Void
{
#if web
var framerateFunction = unlocked ? unlockedFramerateFunction : lockedFramerateFunction;
untyped js.Syntax.code("window.requestAnimationFrame = framerateFunction;");
#end
}
static function toggleDebugDisplay(show:Bool):Void
{
if (show)
{
// Enable the debug display.
FlxG.game.parent.addChild(Main.fpsCounter);
#if !html5
FlxG.game.parent.addChild(Main.memoryCounter);
#end
}
else
{
// Disable the debug display.
FlxG.game.parent.removeChild(Main.fpsCounter);
#if !html5
FlxG.game.parent.removeChild(Main.memoryCounter);
#end
}
}
#if mobile
/**
* If enabled, device will be able to sleep on its own.
* @default `false`
*/
public static var screenTimeout(get, set):Bool;
static function get_screenTimeout():Bool
{
return Save?.instance?.mobileOptions?.screenTimeout ?? false;
}
static function set_screenTimeout(value:Bool):Bool
{
if (value != Save.instance.mobileOptions.screenTimeout) lime.system.System.allowScreenTimeout = value;
var save:Save = Save.instance;
save.mobileOptions.screenTimeout = value;
save.flush();
return value;
}
/**
* Controls Scheme for the hitbox.
* @default `4 Lanes`
*/
public static var controlsScheme(get, set):String;
static function get_controlsScheme():String
{
return Save?.instance?.mobileOptions?.controlsScheme ?? FunkinHitboxControlSchemes.Arrows;
}
static function set_controlsScheme(value:String):String
{
var save:Save = Save.instance;
save.mobileOptions.controlsScheme = value;
save.flush();
return value;
}
#if FEATURE_MOBILE_IAP
/**
* If bought, the game will not show any ads.
* @default `false`
*/
@:unreflective
public static var noAds(get, set):Bool;
@:unreflective
static function get_noAds():Bool
{
if (InAppPurchasesUtil.hasInitialized) noAds = InAppPurchasesUtil.isPurchased(InAppPurchasesUtil.UPGRADE_PRODUCT_ID);
var returnedValue = Save?.instance?.mobileOptions?.noAds ?? false;
return returnedValue;
}
@:unreflective
static function set_noAds(value:Bool):Bool
{
var save:Save = Save.instance;
save.mobileOptions.noAds = value;
save.flush();
return value;
}
#end
#end
}