485 lines
25 KiB
TypeScript
485 lines
25 KiB
TypeScript
import UiHandler from "../ui-handler";
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import BattleScene from "../../battle-scene";
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import {Mode} from "../ui";
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import {InterfaceConfig} from "../../inputs-controller";
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import {addWindow} from "../ui-theme";
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import {addTextObject, TextStyle} from "../text";
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import {getCurrentlyAssignedIconToSettingName, getKeyForSettingName} from "../../configs/gamepad-utils";
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import {Button} from "../../enums/buttons";
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export interface InputsIcons {
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[key: string]: Phaser.GameObjects.Sprite;
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}
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export interface LayoutConfig {
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optionsContainer: Phaser.GameObjects.Container;
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inputsIcons: InputsIcons;
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settingLabels: Phaser.GameObjects.Text[];
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optionValueLabels: Phaser.GameObjects.Text[][];
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optionCursors: integer[];
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keys: string[];
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bindingSettings: Array<String>;
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}
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export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
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protected settingsContainer: Phaser.GameObjects.Container;
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protected optionsContainer: Phaser.GameObjects.Container;
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protected scrollCursor: integer;
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protected optionCursors: integer[];
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protected cursorObj: Phaser.GameObjects.NineSlice;
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protected optionsBg: Phaser.GameObjects.NineSlice;
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protected settingLabels: Phaser.GameObjects.Text[];
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protected optionValueLabels: Phaser.GameObjects.Text[][];
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// layout will contain the 3 Gamepad tab for each config - dualshock, xbox, snes
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protected layout: Map<string, LayoutConfig> = new Map<string, LayoutConfig>();
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// Will contain the input icons from the selected layout
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protected inputsIcons: InputsIcons;
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// list all the setting keys used in the selected layout (because dualshock has more buttons than xbox)
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protected keys: Array<String>;
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// Store the specific settings related to key bindings for the current gamepad configuration.
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protected bindingSettings: Array<String>;
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protected settingDevice;
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protected settingDeviceDefaults;
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protected settingDeviceOptions;
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protected configs;
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protected commonSettingsCount;
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protected textureOverride;
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protected titleSelected;
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protected localStoragePropertyName;
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abstract getLocalStorageSetting(): object;
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abstract navigateMenuLeft(): boolean;
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abstract navigateMenuRight(): boolean;
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abstract saveSettingToLocalStorage(setting, cursor): void;
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abstract getActiveConfig(): void;
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constructor(scene: BattleScene, mode?: Mode) {
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super(scene, mode);
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}
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setup() {
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const ui = this.getUi();
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this.settingsContainer = this.scene.add.container(1, -(this.scene.game.canvas.height / 6) + 1);
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this.settingsContainer.setInteractive(new Phaser.Geom.Rectangle(0, 0, this.scene.game.canvas.width / 6, this.scene.game.canvas.height / 6), Phaser.Geom.Rectangle.Contains);
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const headerBg = addWindow(this.scene, 0, 0, (this.scene.game.canvas.width / 6) - 2, 24);
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headerBg.setOrigin(0, 0);
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const headerText = addTextObject(this.scene, 0, 0, 'General', TextStyle.SETTINGS_LABEL);
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headerText.setOrigin(0, 0);
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headerText.setPositionRelative(headerBg, 8, 4);
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const gamepadText = addTextObject(this.scene, 0, 0, 'Gamepad', this.titleSelected === 'Gamepad' ? TextStyle.SETTINGS_SELECTED : TextStyle.SETTINGS_LABEL);
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gamepadText.setOrigin(0, 0);
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gamepadText.setPositionRelative(headerBg, 50, 4);
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const keyboardText = addTextObject(this.scene, 0, 0, 'Keyboard', this.titleSelected === 'Keyboard' ? TextStyle.SETTINGS_SELECTED : TextStyle.SETTINGS_LABEL);
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keyboardText.setOrigin(0, 0);
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keyboardText.setPositionRelative(headerBg, 97, 4);
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this.optionsBg = addWindow(this.scene, 0, headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - headerBg.height - 2);
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this.optionsBg.setOrigin(0, 0);
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this.settingsContainer.add(headerBg);
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this.settingsContainer.add(headerText);
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this.settingsContainer.add(gamepadText);
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this.settingsContainer.add(keyboardText);
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this.settingsContainer.add(this.optionsBg);
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/// Initialize a new configuration "screen" for each type of gamepad.
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for (const config of this.configs) {
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// Create a map to store layout settings based on the pad type.
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this.layout[config.padType] = new Map();
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// Create a container for gamepad options in the scene, initially hidden.
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const optionsContainer = this.scene.add.container(0, 0);
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optionsContainer.setVisible(false);
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// Gather all gamepad binding settings from the configuration.
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const bindingSettings = Object.keys(config.setting).map(k => config.setting[k]);
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// Array to hold labels for different settings such as 'Default Controller', 'Gamepad Support', etc.
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const settingLabels: Phaser.GameObjects.Text[] = [];
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// Array to hold options for each setting, e.g., 'Auto', 'Disabled'.
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const optionValueLabels: Phaser.GameObjects.Text[][] = [];
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// Object to store sprites for each button configuration.
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const inputsIcons: InputsIcons = {};
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// Fetch common setting keys such as 'Default Controller' and 'Gamepad Support' from gamepad settings.
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const commonSettingKeys = Object.keys(this.settingDevice).slice(0, this.commonSettingsCount).map(key => this.settingDevice[key]);
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// Combine common and specific bindings into a single array.
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const specificBindingKeys = [...commonSettingKeys, ...Object.keys(config.setting).map(k => config.setting[k])];
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// Fetch default values for these settings and prepare to highlight selected options.
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const optionCursors = Object.values(Object.keys(this.settingDeviceDefaults).filter(s => specificBindingKeys.includes(s)).map(k => this.settingDeviceDefaults[k]));
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// Filter out settings that are not relevant to the current gamepad configuration.
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const settingFiltered = Object.keys(this.settingDevice).filter(_key => specificBindingKeys.includes(this.settingDevice[_key]));
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// Loop through the filtered settings to manage display and options.
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settingFiltered.forEach((setting, s) => {
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// Convert the setting key from format 'Key_Name' to 'Key name' for display.
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let settingName = setting.replace(/\_/g, ' ');
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// Create and add a text object for the setting name to the scene.
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settingLabels[s] = addTextObject(this.scene, 8, 28 + s * 16, settingName, TextStyle.SETTINGS_LABEL);
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settingLabels[s].setOrigin(0, 0);
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optionsContainer.add(settingLabels[s]);
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// Initialize an array to store the option labels for this setting.
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const valueLabels: Phaser.GameObjects.Text[] = []
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// Process each option for the current setting.
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for (const [o, option] of this.settingDeviceOptions[this.settingDevice[setting]].entries()) {
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// Check if the current setting is for binding keys.
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if (bindingSettings.includes(this.settingDevice[setting])) {
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// Create a label for non-null options, typically indicating actionable options like 'change'.
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if (o) {
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const valueLabel = addTextObject(this.scene, 0, 0, option, TextStyle.WINDOW);
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valueLabel.setOrigin(0, 0);
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optionsContainer.add(valueLabel);
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valueLabels.push(valueLabel);
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continue;
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}
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// For null options, add an icon for the key.
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const key = getKeyForSettingName(config as InterfaceConfig, this.settingDevice[setting]);
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const icon = this.scene.add.sprite(0, 0, this.textureOverride ? this.textureOverride : config.padType);
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icon.setScale(0.1);
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icon.setOrigin(0, -0.1);
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inputsIcons[key] = icon;
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optionsContainer.add(icon);
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valueLabels.push(icon);
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continue;
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}
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// For regular settings like 'Gamepad support', create a label and determine if it is selected.
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const valueLabel = addTextObject(this.scene, 0, 0, option, this.settingDeviceDefaults[this.settingDevice[setting]] === o ? TextStyle.SETTINGS_SELECTED : TextStyle.WINDOW);
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valueLabel.setOrigin(0, 0);
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optionsContainer.add(valueLabel);
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//if a setting has 2 options, valueLabels will be an array of 2 elements
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valueLabels.push(valueLabel);
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}
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// Collect all option labels for this setting into the main array.
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optionValueLabels.push(valueLabels);
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// Calculate the total width of all option labels within a specific setting
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// This is achieved by summing the width of each option label
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const totalWidth = optionValueLabels[s].map(o => o.width).reduce((total, width) => total += width, 0);
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// Define the minimum width for a label, ensuring it's at least 78 pixels wide or the width of the setting label plus some padding
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const labelWidth = Math.max(78, settingLabels[s].displayWidth + 8);
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// Calculate the total available space for placing option labels next to their setting label
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// We reserve space for the setting label and then distribute the remaining space evenly
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const totalSpace = (300 - labelWidth) - totalWidth / 6;
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// Calculate the spacing between options based on the available space divided by the number of gaps between labels
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const optionSpacing = Math.floor(totalSpace / (optionValueLabels[s].length - 1));
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// Initialize xOffset to zero, which will be used to position each option label horizontally
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let xOffset = 0;
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// Start positioning each option label one by one
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for (let value of optionValueLabels[s]) {
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// Set the option label's position right next to the setting label, adjusted by xOffset
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value.setPositionRelative(settingLabels[s], labelWidth + xOffset, 0);
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// Move the xOffset to the right for the next label, ensuring each label is spaced evenly
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xOffset += value.width / 6 + optionSpacing;
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}
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});
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// Assigning the newly created components to the layout map under the specific gamepad type.
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this.layout[config.padType].optionsContainer = optionsContainer; // Container for this pad's options.
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this.layout[config.padType].inputsIcons = inputsIcons; // Icons for each input specific to this pad.
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this.layout[config.padType].settingLabels = settingLabels; // Text labels for each setting available on this pad.
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this.layout[config.padType].optionValueLabels = optionValueLabels; // Labels for values corresponding to each setting.
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this.layout[config.padType].optionCursors = optionCursors; // Cursors to navigate through the options.
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this.layout[config.padType].keys = specificBindingKeys; // Keys that identify each setting specifically bound to this pad.
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this.layout[config.padType].bindingSettings = bindingSettings; // Settings that define how the keys are bound.
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// Add the options container to the overall settings container to be displayed in the UI.
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this.settingsContainer.add(optionsContainer);
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}
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// Add the settings container to the UI.
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ui.add(this.settingsContainer);
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// Initially hide the settings container until needed (e.g., when a gamepad is connected or a button is pressed).
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this.settingsContainer.setVisible(false);
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}
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updateBindings(): void {
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// Hide the options container for all layouts to reset the UI visibility.
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Object.keys(this.layout).forEach((key) => this.layout[key].optionsContainer.setVisible(false));
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// Fetch the active gamepad configuration from the input controller.
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const activeConfig = this.getActiveConfig();
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// Set the UI layout for the active configuration. If unsuccessful, exit the function early.
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if (!this.setLayout(activeConfig)) return;
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// Retrieve the gamepad settings from local storage or use an empty object if none exist.
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const settings: object = this.getLocalStorageSetting();
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// Update the cursor for each key based on the stored settings or default cursors.
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this.keys.forEach((key, index) => {
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this.setOptionCursor(index, settings.hasOwnProperty(key) ? settings[key] : this.optionCursors[index])
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});
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// If the active configuration has no custom bindings set, exit the function early.
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// by default, if custom does not exists, a default is assigned to it
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// it only means the gamepad is not yet initalized
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if (!activeConfig.custom) return;
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// For each element in the binding settings, update the icon according to the current assignment.
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for (const elm of this.bindingSettings) {
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const key = getKeyForSettingName(activeConfig, elm); // Get the key for the setting name.
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const icon = getCurrentlyAssignedIconToSettingName(activeConfig, elm); // Fetch the currently assigned icon for the setting.
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this.inputsIcons[key].setFrame(icon); // Set the icon frame to the inputs icon object.
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}
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// Set the cursor and scroll cursor to their initial positions.
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this.setCursor(0);
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this.setScrollCursor(0);
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}
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show(args: any[]): boolean {
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super.show(args);
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// Update the bindings for the current active gamepad configuration.
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this.updateBindings();
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// Make the settings container visible to the user.
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this.settingsContainer.setVisible(true);
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// Reset the scroll cursor to the top of the settings container.
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this.setScrollCursor(0);
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// Move the settings container to the end of the UI stack to ensure it is displayed on top.
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this.getUi().moveTo(this.settingsContainer, this.getUi().length - 1);
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// Hide any tooltips that might be visible before showing the settings container.
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this.getUi().hideTooltip();
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// Return true to indicate the UI was successfully shown.
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return true;
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}
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setLayout(activeConfig: InterfaceConfig): boolean {
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// Check if there is no active configuration (e.g., no gamepad connected).
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if (!activeConfig) {
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// Retrieve the layout for when no gamepads are connected.
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const layout = this.layout['noGamepads'];
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// Make the options container visible to show message.
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layout.optionsContainer.setVisible(true);
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// Return false indicating the layout application was not successful due to lack of gamepad.
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return false;
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}
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// Extract the type of the gamepad from the active configuration.
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const configType = activeConfig.padType;
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// If a cursor object exists, destroy it to clean up previous UI states.
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this.cursorObj?.destroy();
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// Reset the cursor object and scroll cursor to ensure they are re-initialized correctly.
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this.cursorObj = null;
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this.scrollCursor = null;
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// Retrieve the layout settings based on the type of the gamepad.
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const layout = this.layout[configType];
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// Update the main controller with configuration details from the selected layout.
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this.keys = layout.keys;
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this.optionsContainer = layout.optionsContainer;
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this.optionsContainer.setVisible(true);
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this.settingLabels = layout.settingLabels;
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this.optionValueLabels = layout.optionValueLabels;
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this.optionCursors = layout.optionCursors;
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this.inputsIcons = layout.inputsIcons;
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this.bindingSettings = layout.bindingSettings;
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// Return true indicating the layout was successfully applied.
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return true;
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}
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processInput(button: Button): boolean {
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const ui = this.getUi();
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// Defines the maximum number of rows that can be displayed on the screen.
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const rowsToDisplay = 9;
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let success = false;
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// Handle the input based on the button pressed.
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if (button === Button.CANCEL) {
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// Handle cancel button press, reverting UI mode to previous state.
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success = true;
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this.scene.ui.revertMode();
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} else {
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const cursor = this.cursor + this.scrollCursor; // Calculate the absolute cursor position.
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switch (button) {
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case Button.UP: // Move up in the menu.
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if (!this.optionValueLabels) return false;
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if (cursor) { // If not at the top, move the cursor up.
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if (this.cursor)
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success = this.setCursor(this.cursor - 1);
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else // If at the top of the visible items, scroll up.
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success = this.setScrollCursor(this.scrollCursor - 1);
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} else {
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// When at the top of the menu and pressing UP, move to the bottommost item.
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// First, set the cursor to the last visible element, preparing for the scroll to the end.
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const successA = this.setCursor(rowsToDisplay - 1);
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// Then, adjust the scroll to display the bottommost elements of the menu.
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const successB = this.setScrollCursor(this.optionValueLabels.length - rowsToDisplay);
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success = successA && successB; // success is just there to play the little validation sound effect
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}
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break;
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case Button.DOWN: // Move down in the menu.
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if (!this.optionValueLabels) return false;
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if (cursor < this.optionValueLabels.length - 1) {
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if (this.cursor < rowsToDisplay - 1)
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success = this.setCursor(this.cursor + 1);
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else if (this.scrollCursor < this.optionValueLabels.length - rowsToDisplay)
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success = this.setScrollCursor(this.scrollCursor + 1);
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} else {
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// When at the bottom of the menu and pressing DOWN, move to the topmost item.
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// First, set the cursor to the first visible element, resetting the scroll to the top.
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const successA = this.setCursor(0);
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// Then, reset the scroll to start from the first element of the menu.
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const successB = this.setScrollCursor(0);
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success = successA && successB; // Indicates a successful cursor and scroll adjustment.
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}
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break;
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case Button.LEFT: // Move selection left within the current option set.
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if (!this.optionCursors || !this.optionValueLabels) return;
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if (this.optionCursors[cursor])
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success = this.setOptionCursor(cursor, this.optionCursors[cursor] - 1, true);
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break;
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case Button.RIGHT: // Move selection right within the current option set.
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if (!this.optionCursors || !this.optionValueLabels) return;
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if (this.optionCursors[cursor] < this.optionValueLabels[cursor].length - 1)
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success = this.setOptionCursor(cursor, this.optionCursors[cursor] + 1, true);
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break;
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case Button.CYCLE_FORM:
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success = this.navigateMenuLeft();
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break;
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case Button.CYCLE_SHINY:
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success = this.navigateMenuRight();
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break;
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}
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}
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// If a change occurred, play the selection sound.
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if (success)
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ui.playSelect();
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return success; // Return whether the input resulted in a successful action.
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}
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setCursor(cursor: integer): boolean {
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const ret = super.setCursor(cursor);
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// If the optionsContainer is not initialized, return the result from the parent class directly.
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if (!this.optionsContainer) return ret;
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// Check if the cursor object exists, if not, create it.
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if (!this.cursorObj) {
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this.cursorObj = this.scene.add.nineslice(0, 0, 'summary_moves_cursor', null, (this.scene.game.canvas.width / 6) - 10, 16, 1, 1, 1, 1);
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this.cursorObj.setOrigin(0, 0); // Set the origin to the top-left corner.
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this.optionsContainer.add(this.cursorObj); // Add the cursor to the options container.
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}
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// Update the position of the cursor object relative to the options background based on the current cursor and scroll positions.
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this.cursorObj.setPositionRelative(this.optionsBg, 4, 4 + (this.cursor + this.scrollCursor) * 16);
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return ret; // Return the result from the parent class's setCursor method.
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}
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setScrollCursor(scrollCursor: integer): boolean {
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// Check if the new scroll position is the same as the current one; if so, do not update.
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if (scrollCursor === this.scrollCursor)
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return false;
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// Update the internal scroll cursor state
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this.scrollCursor = scrollCursor;
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// Apply the new scroll position to the settings UI.
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this.updateSettingsScroll();
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// Reset the cursor to its current position to adjust its visibility after scrolling.
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this.setCursor(this.cursor);
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return true; // Return true to indicate the scroll cursor was successfully updated.
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}
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setOptionCursor(settingIndex: integer, cursor: integer, save?: boolean): boolean {
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// Retrieve the specific setting using the settingIndex from the settingDevice enumeration.
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const setting = this.settingDevice[Object.keys(this.settingDevice)[settingIndex]];
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// Get the current cursor position for this setting.
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const lastCursor = this.optionCursors[settingIndex];
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// Check if the setting is not part of the bindings (i.e., it's a regular setting).
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if (!this.bindingSettings.includes(setting) && !setting.includes('BUTTON_')) {
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// Get the label of the last selected option and revert its color to the default.
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const lastValueLabel = this.optionValueLabels[settingIndex][lastCursor];
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lastValueLabel.setColor(this.getTextColor(TextStyle.WINDOW));
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lastValueLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true));
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// Update the cursor for the setting to the new position.
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this.optionCursors[settingIndex] = cursor;
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// Change the color of the new selected option to indicate it's selected.
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const newValueLabel = this.optionValueLabels[settingIndex][cursor];
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newValueLabel.setColor(this.getTextColor(TextStyle.SETTINGS_SELECTED));
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newValueLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
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}
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|
// If the save flag is set and the setting is not the default controller setting, save the setting to local storage
|
|
if (save) {
|
|
this.saveSettingToLocalStorage(setting, cursor);
|
|
}
|
|
|
|
return true; // Return true to indicate the cursor was successfully updated.
|
|
}
|
|
|
|
updateSettingsScroll(): void {
|
|
// Return immediately if the options container is not initialized.
|
|
if (!this.optionsContainer) return;
|
|
|
|
// Set the vertical position of the options container based on the current scroll cursor, multiplying by the item height.
|
|
this.optionsContainer.setY(-16 * this.scrollCursor);
|
|
|
|
// Iterate over all setting labels to update their visibility.
|
|
for (let s = 0; s < this.settingLabels.length; s++) {
|
|
// Determine if the current setting should be visible based on the scroll position.
|
|
const visible = s >= this.scrollCursor && s < this.scrollCursor + 9;
|
|
|
|
// Set the visibility of the setting label and its corresponding options.
|
|
this.settingLabels[s].setVisible(visible);
|
|
for (let option of this.optionValueLabels[s])
|
|
option.setVisible(visible);
|
|
}
|
|
}
|
|
|
|
clear(): void {
|
|
super.clear();
|
|
|
|
// Hide the settings container to remove it from the view.
|
|
this.settingsContainer.setVisible(false);
|
|
|
|
// Remove the cursor from the UI.
|
|
this.eraseCursor();
|
|
}
|
|
|
|
eraseCursor(): void {
|
|
// Check if a cursor object exists.
|
|
if (this.cursorObj)
|
|
this.cursorObj.destroy(); // Destroy the cursor object to clean up resources.
|
|
|
|
// Set the cursor object reference to null to fully dereference it.
|
|
this.cursorObj = null;
|
|
}
|
|
|
|
} |