mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-15 11:22:55 +00:00
215 lines
5.2 KiB
Haxe
215 lines
5.2 KiB
Haxe
package funkin;
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import funkin.save.Save;
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/**
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* A core class which provides a store of user-configurable, globally relevant values.
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*/
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class Preferences
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{
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/**
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* Whether some particularly fowl language is displayed.
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* @default `true`
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*/
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public static var naughtyness(get, set):Bool;
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static function get_naughtyness():Bool
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{
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return Save?.instance?.options?.naughtyness;
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}
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static function set_naughtyness(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.naughtyness = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, the strumline is at the bottom of the screen rather than the top.
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* @default `false`
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*/
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public static var downscroll(get, set):Bool;
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static function get_downscroll():Bool
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{
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return Save?.instance?.options?.downscroll;
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}
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static function set_downscroll(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.downscroll = value;
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save.flush();
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return value;
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}
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/**
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* If disabled, flashing lights in the main menu and other areas will be less intense.
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* @default `true`
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*/
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public static var flashingLights(get, set):Bool;
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static function get_flashingLights():Bool
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{
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return Save?.instance?.options?.flashingLights ?? true;
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}
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static function set_flashingLights(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.flashingLights = value;
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save.flush();
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return value;
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}
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/**
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* If disabled, the camera bump synchronized to the beat.
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* @default `false`
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*/
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public static var zoomCamera(get, set):Bool;
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static function get_zoomCamera():Bool
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{
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return Save?.instance?.options?.zoomCamera;
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}
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static function set_zoomCamera(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.zoomCamera = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, an FPS and memory counter will be displayed even if this is not a debug build.
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* @default `false`
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*/
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public static var debugDisplay(get, set):Bool;
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static function get_debugDisplay():Bool
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{
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return Save?.instance?.options?.debugDisplay;
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}
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static function set_debugDisplay(value:Bool):Bool
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{
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if (value != Save.instance.options.debugDisplay)
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{
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toggleDebugDisplay(value);
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}
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var save = Save.instance;
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save.options.debugDisplay = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, the game will automatically pause when tabbing out.
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* @default `true`
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*/
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public static var autoPause(get, set):Bool;
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static function get_autoPause():Bool
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{
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return Save?.instance?.options?.autoPause ?? true;
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}
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static function set_autoPause(value:Bool):Bool
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{
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if (value != Save.instance.options.autoPause) FlxG.autoPause = value;
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var save:Save = Save.instance;
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save.options.autoPause = value;
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save.flush();
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return value;
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}
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public static var unlockedFramerate(get, set):Bool;
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static function get_unlockedFramerate():Bool
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{
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return Save?.instance?.options?.unlockedFramerate;
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}
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static function set_unlockedFramerate(value:Bool):Bool
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{
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if (value != Save.instance.options.unlockedFramerate)
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{
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#if web
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toggleFramerateCap(value);
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#end
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}
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var save:Save = Save.instance;
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save.options.unlockedFramerate = value;
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save.flush();
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return value;
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}
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#if web
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// We create a haxe version of this just for readability.
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// We use these to override `window.requestAnimationFrame` in Javascript to uncap the framerate / "animation" request rate
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// Javascript is crazy since u can just do stuff like that lol
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public static function unlockedFramerateFunction(callback, element)
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{
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var currTime = Date.now().getTime();
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var timeToCall = 0;
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var id = js.Browser.window.setTimeout(function() {
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callback(currTime + timeToCall);
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}, timeToCall);
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return id;
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}
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// Lime already implements their own little framerate cap, so we can just use that
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// This also gets set in the init function in Main.hx, since we need to definitely override it
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public static var lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
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#end
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/**
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* Loads the user's preferences from the save data and apply them.
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*/
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public static function init():Void
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{
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// Apply the autoPause setting (enables automatic pausing on focus lost).
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FlxG.autoPause = Preferences.autoPause;
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// Apply the debugDisplay setting (enables the FPS and RAM display).
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toggleDebugDisplay(Preferences.debugDisplay);
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#if web
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toggleFramerateCap(Preferences.unlockedFramerate);
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#end
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}
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static function toggleFramerateCap(unlocked:Bool):Void
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{
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#if web
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var framerateFunction = unlocked ? unlockedFramerateFunction : lockedFramerateFunction;
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untyped js.Syntax.code("window.requestAnimationFrame = framerateFunction;");
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#end
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}
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static function toggleDebugDisplay(show:Bool):Void
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{
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if (show)
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{
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// Enable the debug display.
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FlxG.stage.addChild(Main.fpsCounter);
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#if !html5
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FlxG.stage.addChild(Main.memoryCounter);
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#end
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}
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else
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{
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// Disable the debug display.
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FlxG.stage.removeChild(Main.fpsCounter);
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#if !html5
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FlxG.stage.removeChild(Main.memoryCounter);
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#end
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}
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}
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}
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