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doukutsu-rs/src/settings.rs

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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::gamepad::{Axis, AxisDirection, Button, PlayerControllerInputType};
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use crate::framework::keyboard::ScanCode;
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use crate::graphics::VSyncMode;
use crate::input::combined_player_controller::CombinedPlayerController;
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use crate::input::gamepad_player_controller::GamepadController;
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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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use crate::shared_game_state::{CutsceneSkipMode, Language, ScreenShakeIntensity, TimingMode, WindowMode};
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use crate::sound::InterpolationMode;
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#[derive(serde::Serialize, serde::Deserialize)]
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pub struct Settings {
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#[serde(default = "current_version")]
pub version: u32,
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#[serde(default = "default_true")]
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pub seasonal_textures: bool,
pub original_textures: bool,
pub shader_effects: bool,
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#[serde(default = "default_true")]
pub light_cone: bool,
#[serde(default = "default_true")]
pub subpixel_coords: bool,
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#[serde(default = "default_true")]
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pub motion_interpolation: bool,
pub touch_controls: bool,
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pub soundtrack: String,
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#[serde(default = "default_vol")]
pub bgm_volume: f32,
#[serde(default = "default_vol")]
pub sfx_volume: f32,
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#[serde(default = "default_timing")]
pub timing_mode: TimingMode,
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#[serde(default = "default_pause_on_focus_loss")]
pub pause_on_focus_loss: bool,
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#[serde(default = "default_interpolation")]
pub organya_interpolation: InterpolationMode,
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#[serde(default = "default_controller_type")]
pub player1_controller_type: ControllerType,
#[serde(default = "default_controller_type")]
pub player2_controller_type: ControllerType,
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#[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(default = "player_default_controller_button_map")]
pub player1_controller_button_map: PlayerControllerButtonMap,
#[serde(default = "player_default_controller_button_map")]
pub player2_controller_button_map: PlayerControllerButtonMap,
#[serde(default = "default_controller_axis_sensitivity")]
pub player1_controller_axis_sensitivity: f64,
#[serde(default = "default_controller_axis_sensitivity")]
pub player2_controller_axis_sensitivity: f64,
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#[serde(default = "default_rumble")]
pub player1_rumble: bool,
#[serde(default = "default_rumble")]
pub player2_rumble: bool,
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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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pub fps_counter: bool,
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pub locale: Language,
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#[serde(default = "default_window_mode")]
pub window_mode: WindowMode,
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#[serde(default = "default_vsync")]
pub vsync_mode: VSyncMode,
#[serde(default = "default_screen_shake_intensity")]
pub screen_shake_intensity: ScreenShakeIntensity,
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pub debug_mode: bool,
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#[serde(skip)]
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pub noclip: bool,
pub more_rust: bool,
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#[serde(default = "default_cutscene_skip_mode")]
pub cutscene_skip_mode: CutsceneSkipMode,
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}
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fn default_true() -> bool {
true
}
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#[inline(always)]
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fn current_version() -> u32 {
19
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}
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#[inline(always)]
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fn default_timing() -> TimingMode {
TimingMode::_50Hz
}
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#[inline(always)]
fn default_window_mode() -> WindowMode {
WindowMode::Windowed
}
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#[inline(always)]
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fn default_interpolation() -> InterpolationMode {
InterpolationMode::Linear
}
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#[inline(always)]
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fn default_speed() -> f64 {
1.0
}
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#[inline(always)]
fn default_vol() -> f32 {
1.0
}
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#[inline(always)]
fn default_locale() -> Language {
Language::English
}
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#[inline(always)]
fn default_vsync() -> VSyncMode {
VSyncMode::VSync
}
#[inline(always)]
fn default_screen_shake_intensity() -> ScreenShakeIntensity {
ScreenShakeIntensity::Full
}
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#[inline(always)]
fn default_controller_type() -> ControllerType {
ControllerType::Keyboard
}
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#[inline(always)]
fn default_pause_on_focus_loss() -> bool {
true
}
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#[inline(always)]
fn default_rumble() -> bool {
false
}
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#[inline(always)]
fn default_cutscene_skip_mode() -> CutsceneSkipMode {
CutsceneSkipMode::Hold
}
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impl Settings {
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pub fn load(ctx: &Context) -> GameResult<Settings> {
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if let Ok(file) = user_open(ctx, "/settings.json") {
match serde_json::from_reader::<_, Settings>(file) {
Ok(settings) => return Ok(settings.upgrade()),
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Err(err) => log::warn!("Failed to deserialize settings: {}", err),
}
}
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Ok(Settings::default())
}
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fn upgrade(mut self) -> Self {
let initial_version = self.version;
if self.version == 2 {
self.version = 3;
self.light_cone = true;
}
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if self.version == 3 {
self.version = 4;
self.timing_mode = default_timing();
}
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if self.version == 4 {
self.version = 5;
self.bgm_volume = default_vol();
self.sfx_volume = default_vol();
}
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if self.version == 5 {
self.version = 6;
self.player1_key_map.strafe = ScanCode::LShift;
self.player2_key_map.strafe = ScanCode::RShift;
}
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if self.version == 6 {
self.version = 7;
self.locale = default_locale();
}
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if self.version == 7 {
self.version = 8;
self.vsync_mode = default_vsync();
}
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if self.version == 8 {
self.version = 9;
self.debug_mode = false;
}
if self.version == 9 {
self.version = 10;
self.screen_shake_intensity = default_screen_shake_intensity();
}
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if self.version == 10 {
self.version = 11;
self.window_mode = default_window_mode();
}
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if self.version == 11 {
self.version = 12;
self.player1_controller_type = default_controller_type();
self.player2_controller_type = default_controller_type();
self.player1_controller_button_map = player_default_controller_button_map();
self.player2_controller_button_map = player_default_controller_button_map();
self.player1_controller_axis_sensitivity = default_controller_axis_sensitivity();
self.player2_controller_axis_sensitivity = default_controller_axis_sensitivity();
}
if self.version == 12 {
self.version = 13;
if self.player1_key_map.skip == ScanCode::E {
self.player1_key_map.skip = ScanCode::Q;
}
if self.player2_key_map.skip == ScanCode::U {
self.player2_key_map.skip = ScanCode::T;
}
// reset controller mappings since we've updated enums
self.player1_controller_button_map = player_default_controller_button_map();
self.player2_controller_button_map = player_default_controller_button_map();
}
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if self.version == 13 {
self.version = 14;
// reset controller mappings again since we have new enums
self.player1_controller_button_map = player_default_controller_button_map();
self.player2_controller_button_map = player_default_controller_button_map();
}
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if self.version == 14 {
self.version = 15;
self.pause_on_focus_loss = default_pause_on_focus_loss();
}
if self.version == 15 {
self.version = 16;
self.player1_key_map.menu_ok = self.player1_key_map.jump;
self.player1_key_map.menu_back = self.player1_key_map.shoot;
self.player1_controller_button_map.menu_ok = self.player1_controller_button_map.jump;
self.player1_controller_button_map.menu_back = self.player1_controller_button_map.shoot;
self.player2_key_map.menu_ok = self.player2_key_map.jump;
self.player2_key_map.menu_back = self.player2_key_map.shoot;
self.player2_controller_button_map.menu_ok = self.player2_controller_button_map.jump;
self.player2_controller_button_map.menu_back = self.player2_controller_button_map.shoot;
}
if self.version == 16 {
self.version = 17;
if self.player1_controller_button_map.shoot == PlayerControllerInputType::ButtonInput(Button::East) {
self.player1_controller_button_map.shoot = PlayerControllerInputType::ButtonInput(Button::West);
}
if self.player2_controller_button_map.shoot == PlayerControllerInputType::ButtonInput(Button::East) {
self.player2_controller_button_map.shoot = PlayerControllerInputType::ButtonInput(Button::West);
}
if self.player1_controller_button_map.map == PlayerControllerInputType::ButtonInput(Button::West) {
self.player1_controller_button_map.map = PlayerControllerInputType::ButtonInput(Button::East);
}
if self.player2_controller_button_map.map == PlayerControllerInputType::ButtonInput(Button::West) {
self.player2_controller_button_map.map = PlayerControllerInputType::ButtonInput(Button::East);
}
}
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if self.version == 17 {
self.version = 18;
self.player1_rumble = default_rumble();
self.player2_rumble = default_rumble();
}
if self.version == 18 {
self.version = 19;
self.more_rust = false;
}
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if self.version == 19 {
self.version = 20;
self.cutscene_skip_mode = CutsceneSkipMode::Hold;
}
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if self.version != initial_version {
log::info!("Upgraded configuration file from version {} to {}.", initial_version, self.version);
}
self
}
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pub fn save(&self, ctx: &Context) -> GameResult {
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let file = user_create(ctx, "/settings.json")?;
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serde_json::to_writer_pretty(file, self)?;
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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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match self.player1_controller_type {
ControllerType::Keyboard => Box::new(KeyboardController::new(TargetPlayer::Player1)),
ControllerType::Gamepad(index) => {
let keyboard_controller = Box::new(KeyboardController::new(TargetPlayer::Player1));
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let mut gamepad_controller = Box::new(GamepadController::new(index, TargetPlayer::Player1));
gamepad_controller.set_rumble_enabled(self.player1_rumble);
let mut combined_player_controller = CombinedPlayerController::new();
combined_player_controller.add(keyboard_controller);
combined_player_controller.add(gamepad_controller);
Box::new(combined_player_controller)
}
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}
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}
pub fn create_player2_controller(&self) -> Box<dyn PlayerController> {
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match self.player2_controller_type {
ControllerType::Keyboard => Box::new(KeyboardController::new(TargetPlayer::Player2)),
ControllerType::Gamepad(index) => {
let keyboard_controller = Box::new(KeyboardController::new(TargetPlayer::Player2));
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let mut gamepad_controller = Box::new(GamepadController::new(index, TargetPlayer::Player2));
gamepad_controller.set_rumble_enabled(self.player2_rumble);
let mut combined_player_controller = CombinedPlayerController::new();
combined_player_controller.add(keyboard_controller);
combined_player_controller.add(gamepad_controller);
Box::new(combined_player_controller)
}
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}
}
pub fn get_gamepad_axis_sensitivity(&self, id: u32) -> f64 {
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if self.player1_controller_type == ControllerType::Gamepad(id) {
self.player1_controller_axis_sensitivity
} else if self.player2_controller_type == ControllerType::Gamepad(id) {
self.player2_controller_axis_sensitivity
} else {
default_controller_axis_sensitivity()
}
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}
}
impl Default for Settings {
fn default() -> Self {
Settings {
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version: current_version(),
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seasonal_textures: true,
original_textures: false,
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shader_effects: false,
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light_cone: true,
subpixel_coords: true,
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motion_interpolation: true,
touch_controls: cfg!(target_os = "android"),
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soundtrack: "Organya".to_string(),
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bgm_volume: 1.0,
sfx_volume: 1.0,
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timing_mode: default_timing(),
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pause_on_focus_loss: default_pause_on_focus_loss(),
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organya_interpolation: InterpolationMode::Linear,
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player1_controller_type: default_controller_type(),
player2_controller_type: default_controller_type(),
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player1_key_map: p1_default_keymap(),
player2_key_map: p2_default_keymap(),
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player1_controller_button_map: player_default_controller_button_map(),
player2_controller_button_map: player_default_controller_button_map(),
player1_controller_axis_sensitivity: default_controller_axis_sensitivity(),
player2_controller_axis_sensitivity: default_controller_axis_sensitivity(),
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player1_rumble: default_rumble(),
player2_rumble: default_rumble(),
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speed: 1.0,
god_mode: false,
infinite_booster: false,
debug_outlines: false,
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fps_counter: false,
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locale: Language::English,
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window_mode: WindowMode::Windowed,
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vsync_mode: VSyncMode::VSync,
screen_shake_intensity: ScreenShakeIntensity::Full,
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debug_mode: false,
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noclip: false,
more_rust: false,
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cutscene_skip_mode: CutsceneSkipMode::Hold,
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}
}
}
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#[derive(serde::Serialize, serde::Deserialize)]
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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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pub strafe: ScanCode,
pub menu_ok: ScanCode,
pub menu_back: ScanCode,
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}
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#[inline(always)]
pub fn p1_default_keymap() -> PlayerKeyMap {
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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,
skip: ScanCode::Q,
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inventory: ScanCode::Q,
map: ScanCode::W,
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strafe: ScanCode::LShift,
menu_ok: ScanCode::Z,
menu_back: ScanCode::X,
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}
}
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#[inline(always)]
pub fn p2_default_keymap() -> PlayerKeyMap {
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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::T,
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inventory: ScanCode::T,
map: ScanCode::Y,
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strafe: ScanCode::RShift,
menu_ok: ScanCode::B,
menu_back: ScanCode::N,
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}
}
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#[derive(serde::Serialize, serde::Deserialize, Eq, PartialEq, Copy, Clone)]
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pub enum ControllerType {
Keyboard,
Gamepad(u32),
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}
#[derive(serde::Serialize, serde::Deserialize)]
pub struct PlayerControllerButtonMap {
pub left: PlayerControllerInputType,
pub up: PlayerControllerInputType,
pub right: PlayerControllerInputType,
pub down: PlayerControllerInputType,
pub prev_weapon: PlayerControllerInputType,
pub next_weapon: PlayerControllerInputType,
pub jump: PlayerControllerInputType,
pub shoot: PlayerControllerInputType,
pub skip: PlayerControllerInputType,
pub inventory: PlayerControllerInputType,
pub map: PlayerControllerInputType,
pub strafe: PlayerControllerInputType,
pub menu_ok: PlayerControllerInputType,
pub menu_back: PlayerControllerInputType,
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}
#[inline(always)]
pub fn player_default_controller_button_map() -> PlayerControllerButtonMap {
PlayerControllerButtonMap {
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left: PlayerControllerInputType::Either(Button::DPadLeft, Axis::LeftX, AxisDirection::Left),
up: PlayerControllerInputType::Either(Button::DPadUp, Axis::LeftY, AxisDirection::Up),
right: PlayerControllerInputType::Either(Button::DPadRight, Axis::LeftX, AxisDirection::Right),
down: PlayerControllerInputType::Either(Button::DPadDown, Axis::LeftY, AxisDirection::Down),
prev_weapon: PlayerControllerInputType::ButtonInput(Button::LeftShoulder),
next_weapon: PlayerControllerInputType::ButtonInput(Button::RightShoulder),
jump: PlayerControllerInputType::ButtonInput(Button::South),
shoot: PlayerControllerInputType::ButtonInput(Button::West),
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skip: PlayerControllerInputType::AxisInput(Axis::TriggerLeft, AxisDirection::Either),
strafe: PlayerControllerInputType::AxisInput(Axis::TriggerRight, AxisDirection::Either),
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inventory: PlayerControllerInputType::ButtonInput(Button::North),
map: PlayerControllerInputType::ButtonInput(Button::East),
menu_ok: PlayerControllerInputType::ButtonInput(Button::South),
menu_back: PlayerControllerInputType::ButtonInput(Button::East),
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}
}
#[inline(always)]
pub fn default_controller_axis_sensitivity() -> f64 {
0.3
}