doukutsu-rs/src/settings.rs

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use serde::{Deserialize, Serialize};
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use serde_yaml::Error;
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use crate::framework::context::Context;
use crate::framework::error::GameResult;
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use crate::framework::filesystem::{user_create, user_open};
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use crate::framework::keyboard::ScanCode;
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use crate::input::keyboard_player_controller::KeyboardController;
use crate::input::player_controller::PlayerController;
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use crate::input::touch_player_controller::TouchPlayerController;
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use crate::player::TargetPlayer;
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#[derive(Serialize, Deserialize)]
pub struct Settings {
pub seasonal_textures: bool,
pub original_textures: bool,
pub shader_effects: bool,
pub subpixel_coords: bool,
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pub motion_interpolation: bool,
pub touch_controls: bool,
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pub soundtrack: String,
#[serde(default = "p1_default_keymap")]
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pub player1_key_map: PlayerKeyMap,
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#[serde(default = "p2_default_keymap")]
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pub player2_key_map: PlayerKeyMap,
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#[serde(skip, default = "default_speed")]
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pub speed: f64,
#[serde(skip)]
pub god_mode: bool,
#[serde(skip)]
pub infinite_booster: bool,
#[serde(skip)]
pub debug_outlines: bool,
}
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fn default_speed() -> f64 {
1.0
}
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impl Settings {
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pub fn load(ctx: &Context) -> GameResult<Settings> {
if let Ok(file) = user_open(ctx, "/settings.yml") {
match serde_yaml::from_reader::<_, Settings>(file) {
Ok(settings) => return Ok(settings),
Err(err) => log::warn!("Failed to deserialize settings: {}", err),
}
}
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Ok(Settings::default())
}
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pub fn save(&self, ctx: &Context) -> GameResult {
let file = user_create(ctx, "/settings.yml")?;
serde_yaml::to_writer(file, self)?;
Ok(())
}
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pub fn create_player1_controller(&self) -> Box<dyn PlayerController> {
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if self.touch_controls {
return Box::new(TouchPlayerController::new());
}
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Box::new(KeyboardController::new(TargetPlayer::Player1))
}
pub fn create_player2_controller(&self) -> Box<dyn PlayerController> {
Box::new(KeyboardController::new(TargetPlayer::Player2))
}
}
impl Default for Settings {
fn default() -> Self {
Settings {
seasonal_textures: true,
original_textures: false,
shader_effects: true,
subpixel_coords: true,
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motion_interpolation: true,
touch_controls: cfg!(target_os = "android"),
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soundtrack: "".to_string(),
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player1_key_map: p1_default_keymap(),
player2_key_map: p2_default_keymap(),
speed: 1.0,
god_mode: false,
infinite_booster: false,
debug_outlines: false,
}
}
}
#[derive(Serialize, Deserialize)]
pub struct PlayerKeyMap {
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pub left: ScanCode,
pub up: ScanCode,
pub right: ScanCode,
pub down: ScanCode,
pub prev_weapon: ScanCode,
pub next_weapon: ScanCode,
pub jump: ScanCode,
pub shoot: ScanCode,
pub skip: ScanCode,
pub inventory: ScanCode,
pub map: ScanCode,
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}
fn p1_default_keymap() -> PlayerKeyMap {
PlayerKeyMap {
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left: ScanCode::Left,
up: ScanCode::Up,
right: ScanCode::Right,
down: ScanCode::Down,
prev_weapon: ScanCode::A,
next_weapon: ScanCode::S,
jump: ScanCode::Z,
shoot: ScanCode::X,
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skip: ScanCode::E,
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inventory: ScanCode::Q,
map: ScanCode::W,
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}
}
fn p2_default_keymap() -> PlayerKeyMap {
PlayerKeyMap {
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left: ScanCode::Comma,
up: ScanCode::L,
right: ScanCode::Slash,
down: ScanCode::Period,
prev_weapon: ScanCode::G,
next_weapon: ScanCode::H,
jump: ScanCode::B,
shoot: ScanCode::N,
skip: ScanCode::U,
inventory: ScanCode::T,
map: ScanCode::Y,
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}
}