finished the refactor to use abstract-settings-ui-handler
parent
f3d5a2a84e
commit
43b459aba1
|
@ -391,6 +391,8 @@ export class InputsController {
|
||||||
* @param value The intensity or value of the button press, if applicable.
|
* @param value The intensity or value of the button press, if applicable.
|
||||||
*/
|
*/
|
||||||
gamepadButtonDown(pad: Phaser.Input.Gamepad.Gamepad, button: Phaser.Input.Gamepad.Button, value: number): void {
|
gamepadButtonDown(pad: Phaser.Input.Gamepad.Gamepad, button: Phaser.Input.Gamepad.Button, value: number): void {
|
||||||
|
if (!this.keyboardConfigs[this.chosenKeyboard]?.padID)
|
||||||
|
this.setupKeyboard();
|
||||||
if (!pad) return;
|
if (!pad) return;
|
||||||
if (!this.chosenGamepad)
|
if (!this.chosenGamepad)
|
||||||
this.setChosenGamepad(pad.id);
|
this.setChosenGamepad(pad.id);
|
||||||
|
|
|
@ -2,6 +2,10 @@ import UiHandler from "#app/ui/ui-handler";
|
||||||
import BattleScene from "#app/battle-scene";
|
import BattleScene from "#app/battle-scene";
|
||||||
import {Mode} from "#app/ui/ui";
|
import {Mode} from "#app/ui/ui";
|
||||||
import {GamepadConfig} from "#app/inputs-controller";
|
import {GamepadConfig} from "#app/inputs-controller";
|
||||||
|
import {addWindow} from "#app/ui/ui-theme";
|
||||||
|
import {addTextObject, TextStyle} from "#app/ui/text";
|
||||||
|
import {getCurrentlyAssignedIconToSettingName, getKeyForSettingName} from "#app/configs/gamepad-utils";
|
||||||
|
import {Button} from "#app/enums/buttons";
|
||||||
|
|
||||||
export interface InputsIcons {
|
export interface InputsIcons {
|
||||||
[key: string]: Phaser.GameObjects.Sprite;
|
[key: string]: Phaser.GameObjects.Sprite;
|
||||||
|
@ -40,10 +44,211 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
|
||||||
// Store the specific settings related to key bindings for the current gamepad configuration.
|
// Store the specific settings related to key bindings for the current gamepad configuration.
|
||||||
protected bindingSettings: Array<String>;
|
protected bindingSettings: Array<String>;
|
||||||
|
|
||||||
|
protected settingDevice;
|
||||||
|
protected settingDeviceDefaults;
|
||||||
|
protected settingDeviceOptions;
|
||||||
|
protected configs;
|
||||||
|
protected commonSettingsCount;
|
||||||
|
protected textureOverride;
|
||||||
|
protected titleSelected;
|
||||||
|
protected localStoragePropertyName;
|
||||||
|
|
||||||
|
abstract getLocalStorageSetting(): object;
|
||||||
|
abstract navigateMenuLeft(): boolean;
|
||||||
|
abstract navigateMenuRight(): boolean;
|
||||||
|
abstract saveSettingToLocalStorage(setting, cursor): void;
|
||||||
|
abstract getActiveConfig(): void;
|
||||||
|
|
||||||
constructor(scene: BattleScene, mode?: Mode) {
|
constructor(scene: BattleScene, mode?: Mode) {
|
||||||
super(scene, mode);
|
super(scene, mode);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
setup() {
|
||||||
|
const ui = this.getUi();
|
||||||
|
|
||||||
|
this.settingsContainer = this.scene.add.container(1, -(this.scene.game.canvas.height / 6) + 1);
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
const headerBg = addWindow(this.scene, 0, 0, (this.scene.game.canvas.width / 6) - 2, 24);
|
||||||
|
headerBg.setOrigin(0, 0);
|
||||||
|
|
||||||
|
const headerText = addTextObject(this.scene, 0, 0, 'General', TextStyle.SETTINGS_LABEL);
|
||||||
|
headerText.setOrigin(0, 0);
|
||||||
|
headerText.setPositionRelative(headerBg, 8, 4);
|
||||||
|
|
||||||
|
const gamepadText = addTextObject(this.scene, 0, 0, 'Gamepad', this.titleSelected === 'Gamepad' ? TextStyle.SETTINGS_SELECTED : TextStyle.SETTINGS_LABEL);
|
||||||
|
gamepadText.setOrigin(0, 0);
|
||||||
|
gamepadText.setPositionRelative(headerBg, 50, 4);
|
||||||
|
|
||||||
|
const keyboardText = addTextObject(this.scene, 0, 0, 'Keyboard', this.titleSelected === 'Keyboard' ? TextStyle.SETTINGS_SELECTED : TextStyle.SETTINGS_LABEL);
|
||||||
|
keyboardText.setOrigin(0, 0);
|
||||||
|
keyboardText.setPositionRelative(headerBg, 97, 4);
|
||||||
|
|
||||||
|
this.optionsBg = addWindow(this.scene, 0, headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - headerBg.height - 2);
|
||||||
|
this.optionsBg.setOrigin(0, 0);
|
||||||
|
|
||||||
|
this.settingsContainer.add(headerBg);
|
||||||
|
this.settingsContainer.add(headerText);
|
||||||
|
this.settingsContainer.add(gamepadText);
|
||||||
|
this.settingsContainer.add(keyboardText);
|
||||||
|
this.settingsContainer.add(this.optionsBg);
|
||||||
|
|
||||||
|
/// Initialize a new configuration "screen" for each type of gamepad.
|
||||||
|
for (const config of this.configs) {
|
||||||
|
// Create a map to store layout settings based on the pad type.
|
||||||
|
this.layout[config.padType] = new Map();
|
||||||
|
// Create a container for gamepad options in the scene, initially hidden.
|
||||||
|
|
||||||
|
const optionsContainer = this.scene.add.container(0, 0);
|
||||||
|
optionsContainer.setVisible(false);
|
||||||
|
|
||||||
|
// Gather all gamepad binding settings from the configuration.
|
||||||
|
const bindingSettings = Object.keys(config.setting).map(k => config.setting[k]);
|
||||||
|
|
||||||
|
// Array to hold labels for different settings such as 'Default Controller', 'Gamepad Support', etc.
|
||||||
|
const settingLabels: Phaser.GameObjects.Text[] = [];
|
||||||
|
|
||||||
|
// Array to hold options for each setting, e.g., 'Auto', 'Disabled'.
|
||||||
|
const optionValueLabels: Phaser.GameObjects.Text[][] = [];
|
||||||
|
|
||||||
|
// Object to store sprites for each button configuration.
|
||||||
|
const inputsIcons: InputsIcons = {};
|
||||||
|
|
||||||
|
// Fetch common setting keys such as 'Default Controller' and 'Gamepad Support' from gamepad settings.
|
||||||
|
const commonSettingKeys = Object.keys(this.settingDevice).slice(0, this.commonSettingsCount).map(key => this.settingDevice[key]);
|
||||||
|
// Combine common and specific bindings into a single array.
|
||||||
|
const specificBindingKeys = [...commonSettingKeys, ...Object.keys(config.setting).map(k => config.setting[k])];
|
||||||
|
// Fetch default values for these settings and prepare to highlight selected options.
|
||||||
|
const optionCursors = Object.values(Object.keys(this.settingDeviceDefaults).filter(s => specificBindingKeys.includes(s)).map(k => this.settingDeviceDefaults[k]));
|
||||||
|
|
||||||
|
// Filter out settings that are not relevant to the current gamepad configuration.
|
||||||
|
const settingFiltered = Object.keys(this.settingDevice).filter(_key => specificBindingKeys.includes(this.settingDevice[_key]));
|
||||||
|
// Loop through the filtered settings to manage display and options.
|
||||||
|
|
||||||
|
settingFiltered.forEach((setting, s) => {
|
||||||
|
// Convert the setting key from format 'Key_Name' to 'Key name' for display.
|
||||||
|
let settingName = setting.replace(/\_/g, ' ');
|
||||||
|
|
||||||
|
// Create and add a text object for the setting name to the scene.
|
||||||
|
settingLabels[s] = addTextObject(this.scene, 8, 28 + s * 16, settingName, TextStyle.SETTINGS_LABEL);
|
||||||
|
settingLabels[s].setOrigin(0, 0);
|
||||||
|
optionsContainer.add(settingLabels[s]);
|
||||||
|
|
||||||
|
// Initialize an array to store the option labels for this setting.
|
||||||
|
const valueLabels: Phaser.GameObjects.Text[] = []
|
||||||
|
|
||||||
|
// Process each option for the current setting.
|
||||||
|
for (const [o, option] of this.settingDeviceOptions[this.settingDevice[setting]].entries()) {
|
||||||
|
// Check if the current setting is for binding keys.
|
||||||
|
if (bindingSettings.includes(this.settingDevice[setting])) {
|
||||||
|
// Create a label for non-null options, typically indicating actionable options like 'change'.
|
||||||
|
if (o) {
|
||||||
|
const valueLabel = addTextObject(this.scene, 0, 0, option, TextStyle.WINDOW);
|
||||||
|
valueLabel.setOrigin(0, 0);
|
||||||
|
optionsContainer.add(valueLabel);
|
||||||
|
valueLabels.push(valueLabel);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// For null options, add an icon for the key.
|
||||||
|
const key = getKeyForSettingName(config as GamepadConfig, this.settingDevice[setting]);
|
||||||
|
const icon = this.scene.add.sprite(0, 0, this.textureOverride ? this.textureOverride : config.padType);
|
||||||
|
icon.setScale(0.1);
|
||||||
|
icon.setOrigin(0, -0.1);
|
||||||
|
inputsIcons[key] = icon;
|
||||||
|
optionsContainer.add(icon);
|
||||||
|
valueLabels.push(icon);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// For regular settings like 'Gamepad support', create a label and determine if it is selected.
|
||||||
|
const valueLabel = addTextObject(this.scene, 0, 0, option, this.settingDeviceDefaults[this.settingDevice[setting]] === o ? TextStyle.SETTINGS_SELECTED : TextStyle.WINDOW);
|
||||||
|
valueLabel.setOrigin(0, 0);
|
||||||
|
|
||||||
|
optionsContainer.add(valueLabel);
|
||||||
|
|
||||||
|
//if a setting has 2 options, valueLabels will be an array of 2 elements
|
||||||
|
valueLabels.push(valueLabel);
|
||||||
|
}
|
||||||
|
// Collect all option labels for this setting into the main array.
|
||||||
|
optionValueLabels.push(valueLabels);
|
||||||
|
|
||||||
|
// Calculate the total width of all option labels within a specific setting
|
||||||
|
// This is achieved by summing the width of each option label
|
||||||
|
const totalWidth = optionValueLabels[s].map(o => o.width).reduce((total, width) => total += width, 0);
|
||||||
|
|
||||||
|
// 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
|
||||||
|
const labelWidth = Math.max(78, settingLabels[s].displayWidth + 8);
|
||||||
|
|
||||||
|
// Calculate the total available space for placing option labels next to their setting label
|
||||||
|
// We reserve space for the setting label and then distribute the remaining space evenly
|
||||||
|
const totalSpace = (300 - labelWidth) - totalWidth / 6;
|
||||||
|
// Calculate the spacing between options based on the available space divided by the number of gaps between labels
|
||||||
|
const optionSpacing = Math.floor(totalSpace / (optionValueLabels[s].length - 1));
|
||||||
|
|
||||||
|
// Initialize xOffset to zero, which will be used to position each option label horizontally
|
||||||
|
let xOffset = 0;
|
||||||
|
|
||||||
|
// Start positioning each option label one by one
|
||||||
|
for (let value of optionValueLabels[s]) {
|
||||||
|
// Set the option label's position right next to the setting label, adjusted by xOffset
|
||||||
|
value.setPositionRelative(settingLabels[s], labelWidth + xOffset, 0);
|
||||||
|
// Move the xOffset to the right for the next label, ensuring each label is spaced evenly
|
||||||
|
xOffset += value.width / 6 + optionSpacing;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// Assigning the newly created components to the layout map under the specific gamepad type.
|
||||||
|
this.layout[config.padType].optionsContainer = optionsContainer; // Container for this pad's options.
|
||||||
|
this.layout[config.padType].inputsIcons = inputsIcons; // Icons for each input specific to this pad.
|
||||||
|
this.layout[config.padType].settingLabels = settingLabels; // Text labels for each setting available on this pad.
|
||||||
|
this.layout[config.padType].optionValueLabels = optionValueLabels; // Labels for values corresponding to each setting.
|
||||||
|
this.layout[config.padType].optionCursors = optionCursors; // Cursors to navigate through the options.
|
||||||
|
this.layout[config.padType].keys = specificBindingKeys; // Keys that identify each setting specifically bound to this pad.
|
||||||
|
this.layout[config.padType].bindingSettings = bindingSettings; // Settings that define how the keys are bound.
|
||||||
|
|
||||||
|
// Add the options container to the overall settings container to be displayed in the UI.
|
||||||
|
this.settingsContainer.add(optionsContainer);
|
||||||
|
}
|
||||||
|
// Add the settings container to the UI.
|
||||||
|
ui.add(this.settingsContainer);
|
||||||
|
|
||||||
|
// Initially hide the settings container until needed (e.g., when a gamepad is connected or a button is pressed).
|
||||||
|
this.settingsContainer.setVisible(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
updateBindings(): void {
|
||||||
|
// Hide the options container for all layouts to reset the UI visibility.
|
||||||
|
Object.keys(this.layout).forEach((key) => this.layout[key].optionsContainer.setVisible(false));
|
||||||
|
// Fetch the active gamepad configuration from the input controller.
|
||||||
|
const activeConfig = this.getActiveConfig();
|
||||||
|
// Set the UI layout for the active configuration. If unsuccessful, exit the function early.
|
||||||
|
if (!this.setLayout(activeConfig)) return;
|
||||||
|
|
||||||
|
// Retrieve the gamepad settings from local storage or use an empty object if none exist.
|
||||||
|
const settings: object = this.getLocalStorageSetting();
|
||||||
|
|
||||||
|
// Update the cursor for each key based on the stored settings or default cursors.
|
||||||
|
this.keys.forEach((key, index) => {
|
||||||
|
this.setOptionCursor(index, settings.hasOwnProperty(key) ? settings[key] : this.optionCursors[index])
|
||||||
|
});
|
||||||
|
|
||||||
|
// If the active configuration has no custom bindings set, exit the function early.
|
||||||
|
// by default, if custom does not exists, a default is assigned to it
|
||||||
|
// it only means the gamepad is not yet initalized
|
||||||
|
if (!activeConfig.custom) return;
|
||||||
|
|
||||||
|
// For each element in the binding settings, update the icon according to the current assignment.
|
||||||
|
for (const elm of this.bindingSettings) {
|
||||||
|
const key = getKeyForSettingName(activeConfig, elm); // Get the key for the setting name.
|
||||||
|
const icon = getCurrentlyAssignedIconToSettingName(activeConfig, elm); // Fetch the currently assigned icon for the setting.
|
||||||
|
this.inputsIcons[key].setFrame(icon); // Set the icon frame to the inputs icon object.
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set the cursor and scroll cursor to their initial positions.
|
||||||
|
this.setCursor(0);
|
||||||
|
this.setScrollCursor(0);
|
||||||
|
}
|
||||||
|
|
||||||
show(args: any[]): boolean {
|
show(args: any[]): boolean {
|
||||||
super.show(args);
|
super.show(args);
|
||||||
|
|
||||||
|
@ -100,6 +305,79 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
processInput(button: Button): boolean {
|
||||||
|
const ui = this.getUi();
|
||||||
|
// Defines the maximum number of rows that can be displayed on the screen.
|
||||||
|
const rowsToDisplay = 9;
|
||||||
|
|
||||||
|
let success = false;
|
||||||
|
|
||||||
|
// Handle the input based on the button pressed.
|
||||||
|
if (button === Button.CANCEL) {
|
||||||
|
// Handle cancel button press, reverting UI mode to previous state.
|
||||||
|
success = true;
|
||||||
|
this.scene.ui.revertMode();
|
||||||
|
} else {
|
||||||
|
const cursor = this.cursor + this.scrollCursor; // Calculate the absolute cursor position.
|
||||||
|
switch (button) {
|
||||||
|
case Button.UP: // Move up in the menu.
|
||||||
|
if (!this.optionValueLabels) return false;
|
||||||
|
if (cursor) { // If not at the top, move the cursor up.
|
||||||
|
if (this.cursor)
|
||||||
|
success = this.setCursor(this.cursor - 1);
|
||||||
|
else // If at the top of the visible items, scroll up.
|
||||||
|
success = this.setScrollCursor(this.scrollCursor - 1);
|
||||||
|
} else {
|
||||||
|
// When at the top of the menu and pressing UP, move to the bottommost item.
|
||||||
|
// First, set the cursor to the last visible element, preparing for the scroll to the end.
|
||||||
|
const successA = this.setCursor(rowsToDisplay - 1);
|
||||||
|
// Then, adjust the scroll to display the bottommost elements of the menu.
|
||||||
|
const successB = this.setScrollCursor(this.optionValueLabels.length - rowsToDisplay);
|
||||||
|
success = successA && successB; // success is just there to play the little validation sound effect
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case Button.DOWN: // Move down in the menu.
|
||||||
|
if (!this.optionValueLabels) return false;
|
||||||
|
if (cursor < this.optionValueLabels.length - 1) {
|
||||||
|
if (this.cursor < rowsToDisplay - 1)
|
||||||
|
success = this.setCursor(this.cursor + 1);
|
||||||
|
else if (this.scrollCursor < this.optionValueLabels.length - rowsToDisplay)
|
||||||
|
success = this.setScrollCursor(this.scrollCursor + 1);
|
||||||
|
} else {
|
||||||
|
// When at the bottom of the menu and pressing DOWN, move to the topmost item.
|
||||||
|
// First, set the cursor to the first visible element, resetting the scroll to the top.
|
||||||
|
const successA = this.setCursor(0);
|
||||||
|
// Then, reset the scroll to start from the first element of the menu.
|
||||||
|
const successB = this.setScrollCursor(0);
|
||||||
|
success = successA && successB; // Indicates a successful cursor and scroll adjustment.
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case Button.LEFT: // Move selection left within the current option set.
|
||||||
|
if (!this.optionCursors || !this.optionValueLabels) return;
|
||||||
|
if (this.optionCursors[cursor])
|
||||||
|
success = this.setOptionCursor(cursor, this.optionCursors[cursor] - 1, true);
|
||||||
|
break;
|
||||||
|
case Button.RIGHT: // Move selection right within the current option set.
|
||||||
|
if (!this.optionCursors || !this.optionValueLabels) return;
|
||||||
|
if (this.optionCursors[cursor] < this.optionValueLabels[cursor].length - 1)
|
||||||
|
success = this.setOptionCursor(cursor, this.optionCursors[cursor] + 1, true);
|
||||||
|
break;
|
||||||
|
case Button.CYCLE_FORM:
|
||||||
|
success = this.navigateMenuLeft();
|
||||||
|
break;
|
||||||
|
case Button.CYCLE_SHINY:
|
||||||
|
success = this.navigateMenuRight();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If a change occurred, play the selection sound.
|
||||||
|
if (success)
|
||||||
|
ui.playSelect();
|
||||||
|
|
||||||
|
return success; // Return whether the input resulted in a successful action.
|
||||||
|
}
|
||||||
|
|
||||||
setCursor(cursor: integer): boolean {
|
setCursor(cursor: integer): boolean {
|
||||||
const ret = super.setCursor(cursor);
|
const ret = super.setCursor(cursor);
|
||||||
// If the optionsContainer is not initialized, return the result from the parent class directly.
|
// If the optionsContainer is not initialized, return the result from the parent class directly.
|
||||||
|
@ -135,6 +413,37 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
|
||||||
return true; // Return true to indicate the scroll cursor was successfully updated.
|
return true; // Return true to indicate the scroll cursor was successfully updated.
|
||||||
}
|
}
|
||||||
|
|
||||||
|
setOptionCursor(settingIndex: integer, cursor: integer, save?: boolean): boolean {
|
||||||
|
// Retrieve the specific setting using the settingIndex from the settingDevice enumeration.
|
||||||
|
const setting = this.settingDevice[Object.keys(this.settingDevice)[settingIndex]];
|
||||||
|
|
||||||
|
// Get the current cursor position for this setting.
|
||||||
|
const lastCursor = this.optionCursors[settingIndex];
|
||||||
|
|
||||||
|
// Check if the setting is not part of the bindings (i.e., it's a regular setting).
|
||||||
|
if (!this.bindingSettings.includes(setting) && !setting.includes('BUTTON_')) {
|
||||||
|
// Get the label of the last selected option and revert its color to the default.
|
||||||
|
const lastValueLabel = this.optionValueLabels[settingIndex][lastCursor];
|
||||||
|
lastValueLabel.setColor(this.getTextColor(TextStyle.WINDOW));
|
||||||
|
lastValueLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true));
|
||||||
|
|
||||||
|
// Update the cursor for the setting to the new position.
|
||||||
|
this.optionCursors[settingIndex] = cursor;
|
||||||
|
|
||||||
|
// Change the color of the new selected option to indicate it's selected.
|
||||||
|
const newValueLabel = this.optionValueLabels[settingIndex][cursor];
|
||||||
|
newValueLabel.setColor(this.getTextColor(TextStyle.SETTINGS_SELECTED));
|
||||||
|
newValueLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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 {
|
updateSettingsScroll(): void {
|
||||||
// Return immediately if the options container is not initialized.
|
// Return immediately if the options container is not initialized.
|
||||||
if (!this.optionsContainer) return;
|
if (!this.optionsContainer) return;
|
||||||
|
@ -154,7 +463,6 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
clear(): void {
|
clear(): void {
|
||||||
super.clear();
|
super.clear();
|
||||||
|
|
||||||
|
|
|
@ -1,169 +1,29 @@
|
||||||
import BattleScene from "../../battle-scene";
|
import BattleScene from "../../battle-scene";
|
||||||
import {addTextObject, TextStyle} from "../text";
|
import {addTextObject, TextStyle} from "../text";
|
||||||
import {Mode} from "../ui";
|
import {Mode} from "../ui";
|
||||||
import {addWindow} from "../ui-theme";
|
|
||||||
import {Button} from "../../enums/buttons";
|
|
||||||
import {SettingGamepad, settingGamepadDefaults, settingGamepadOptions} from "../../system/settings-gamepad";
|
import {SettingGamepad, settingGamepadDefaults, settingGamepadOptions} from "../../system/settings-gamepad";
|
||||||
import {truncateString} from "../../utils";
|
import {truncateString} from "../../utils";
|
||||||
import {getCurrentlyAssignedIconToSettingName, getKeyForSettingName} from "#app/configs/gamepad-utils";
|
|
||||||
import pad_xbox360 from "#app/configs/pad_xbox360";
|
import pad_xbox360 from "#app/configs/pad_xbox360";
|
||||||
import pad_dualshock from "#app/configs/pad_dualshock";
|
import pad_dualshock from "#app/configs/pad_dualshock";
|
||||||
import pad_unlicensedSNES from "#app/configs/pad_unlicensedSNES";
|
import pad_unlicensedSNES from "#app/configs/pad_unlicensedSNES";
|
||||||
import {GamepadConfig} from "#app/inputs-controller";
|
import {GamepadConfig} from "#app/inputs-controller";
|
||||||
import AbstractSettingsUiUiHandler, {InputsIcons} from "#app/ui/settings/abstract-settings-ui-handler";
|
import AbstractSettingsUiUiHandler from "#app/ui/settings/abstract-settings-ui-handler";
|
||||||
|
|
||||||
export default class SettingsGamepadUiHandler extends AbstractSettingsUiUiHandler {
|
export default class SettingsGamepadUiHandler extends AbstractSettingsUiUiHandler {
|
||||||
|
|
||||||
constructor(scene: BattleScene, mode?: Mode) {
|
constructor(scene: BattleScene, mode?: Mode) {
|
||||||
super(scene, mode);
|
super(scene, mode);
|
||||||
|
this.titleSelected = 'Gamepad';
|
||||||
|
this.settingDevice = SettingGamepad;
|
||||||
|
this.settingDeviceDefaults = settingGamepadDefaults;
|
||||||
|
this.settingDeviceOptions = settingGamepadOptions;
|
||||||
|
this.configs = [pad_xbox360, pad_dualshock, pad_unlicensedSNES]
|
||||||
|
this.commonSettingsCount = 2;
|
||||||
|
this.localStoragePropertyName = 'settingsGamepad';
|
||||||
}
|
}
|
||||||
|
|
||||||
setup() {
|
setup() {
|
||||||
const ui = this.getUi();
|
super.setup();
|
||||||
|
|
||||||
this.settingsContainer = this.scene.add.container(1, -(this.scene.game.canvas.height / 6) + 1);
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
const headerBg = addWindow(this.scene, 0, 0, (this.scene.game.canvas.width / 6) - 2, 24);
|
|
||||||
headerBg.setOrigin(0, 0);
|
|
||||||
|
|
||||||
const headerText = addTextObject(this.scene, 0, 0, 'General', TextStyle.SETTINGS_LABEL);
|
|
||||||
headerText.setOrigin(0, 0);
|
|
||||||
headerText.setPositionRelative(headerBg, 8, 4);
|
|
||||||
|
|
||||||
const gamepadText = addTextObject(this.scene, 0, 0, 'Gamepad', TextStyle.SETTINGS_SELECTED);
|
|
||||||
gamepadText.setOrigin(0, 0);
|
|
||||||
gamepadText.setPositionRelative(headerBg, 50, 4);
|
|
||||||
|
|
||||||
const keyboardText = addTextObject(this.scene, 0, 0, 'Keyboard', TextStyle.SETTINGS_LABEL);
|
|
||||||
keyboardText.setOrigin(0, 0);
|
|
||||||
keyboardText.setPositionRelative(headerBg, 97, 4);
|
|
||||||
|
|
||||||
this.optionsBg = addWindow(this.scene, 0, headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - headerBg.height - 2);
|
|
||||||
this.optionsBg.setOrigin(0, 0);
|
|
||||||
|
|
||||||
this.settingsContainer.add(headerBg);
|
|
||||||
this.settingsContainer.add(headerText);
|
|
||||||
this.settingsContainer.add(gamepadText);
|
|
||||||
this.settingsContainer.add(keyboardText);
|
|
||||||
this.settingsContainer.add(this.optionsBg);
|
|
||||||
|
|
||||||
/// Initialize a new configuration "screen" for each type of gamepad.
|
|
||||||
for (const config of [pad_xbox360, pad_dualshock, pad_unlicensedSNES]) {
|
|
||||||
// Create a map to store layout settings based on the pad type.
|
|
||||||
this.layout[config.padType] = new Map();
|
|
||||||
// Create a container for gamepad options in the scene, initially hidden.
|
|
||||||
|
|
||||||
const optionsContainer = this.scene.add.container(0, 0);
|
|
||||||
optionsContainer.setVisible(false);
|
|
||||||
|
|
||||||
// Gather all gamepad binding settings from the configuration.
|
|
||||||
const bindingSettings = Object.keys(config.setting).map(k => config.setting[k]);
|
|
||||||
|
|
||||||
// Array to hold labels for different settings such as 'Default Controller', 'Gamepad Support', etc.
|
|
||||||
const settingLabels: Phaser.GameObjects.Text[] = [];
|
|
||||||
|
|
||||||
// Array to hold options for each setting, e.g., 'Auto', 'Disabled'.
|
|
||||||
const optionValueLabels: Phaser.GameObjects.Text[][] = [];
|
|
||||||
|
|
||||||
// Object to store sprites for each button configuration.
|
|
||||||
const inputsIcons: InputsIcons = {};
|
|
||||||
|
|
||||||
// Fetch common setting keys such as 'Default Controller' and 'Gamepad Support' from gamepad settings.
|
|
||||||
const commonSettingKeys = Object.keys(SettingGamepad).slice(0, 2).map(key => SettingGamepad[key]);
|
|
||||||
// Combine common and specific bindings into a single array.
|
|
||||||
const specificBindingKeys = [...commonSettingKeys, ...Object.keys(config.setting).map(k => config.setting[k])];
|
|
||||||
// Fetch default values for these settings and prepare to highlight selected options.
|
|
||||||
const optionCursors = Object.values(Object.keys(settingGamepadDefaults).filter(s => specificBindingKeys.includes(s)).map(k => settingGamepadDefaults[k]));
|
|
||||||
|
|
||||||
// Filter out settings that are not relevant to the current gamepad configuration.
|
|
||||||
const settingGamepadFiltered = Object.keys(SettingGamepad).filter(_key => specificBindingKeys.includes(SettingGamepad[_key]));
|
|
||||||
// Loop through the filtered settings to manage display and options.
|
|
||||||
|
|
||||||
settingGamepadFiltered.forEach((setting, s) => {
|
|
||||||
// Convert the setting key from format 'Key_Name' to 'Key name' for display.
|
|
||||||
let settingName = setting.replace(/\_/g, ' ');
|
|
||||||
|
|
||||||
// Create and add a text object for the setting name to the scene.
|
|
||||||
settingLabels[s] = addTextObject(this.scene, 8, 28 + s * 16, settingName, TextStyle.SETTINGS_LABEL);
|
|
||||||
settingLabels[s].setOrigin(0, 0);
|
|
||||||
optionsContainer.add(settingLabels[s]);
|
|
||||||
|
|
||||||
// Initialize an array to store the option labels for this setting.
|
|
||||||
const valueLabels: Phaser.GameObjects.Text[] = []
|
|
||||||
|
|
||||||
// Process each option for the current setting.
|
|
||||||
for (const [o, option] of settingGamepadOptions[SettingGamepad[setting]].entries()) {
|
|
||||||
// Check if the current setting is for binding keys.
|
|
||||||
if (bindingSettings.includes(SettingGamepad[setting])) {
|
|
||||||
// Create a label for non-null options, typically indicating actionable options like 'change'.
|
|
||||||
if (o) {
|
|
||||||
const valueLabel = addTextObject(this.scene, 0, 0, option, TextStyle.WINDOW);
|
|
||||||
valueLabel.setOrigin(0, 0);
|
|
||||||
optionsContainer.add(valueLabel);
|
|
||||||
valueLabels.push(valueLabel);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// For null options, add an icon for the key.
|
|
||||||
const key = getKeyForSettingName(config as GamepadConfig, SettingGamepad[setting]);
|
|
||||||
const icon = this.scene.add.sprite(0, 0, config.padType);
|
|
||||||
icon.setScale(0.1);
|
|
||||||
icon.setOrigin(0, -0.1);
|
|
||||||
inputsIcons[key] = icon;
|
|
||||||
optionsContainer.add(icon);
|
|
||||||
valueLabels.push(icon);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// For regular settings like 'Gamepad support', create a label and determine if it is selected.
|
|
||||||
const valueLabel = addTextObject(this.scene, 0, 0, option, settingGamepadDefaults[SettingGamepad[setting]] === o ? TextStyle.SETTINGS_SELECTED : TextStyle.WINDOW);
|
|
||||||
valueLabel.setOrigin(0, 0);
|
|
||||||
|
|
||||||
optionsContainer.add(valueLabel);
|
|
||||||
|
|
||||||
//if a setting has 2 options, valueLabels will be an array of 2 elements
|
|
||||||
valueLabels.push(valueLabel);
|
|
||||||
}
|
|
||||||
// Collect all option labels for this setting into the main array.
|
|
||||||
optionValueLabels.push(valueLabels);
|
|
||||||
|
|
||||||
// Calculate the total width of all option labels within a specific setting
|
|
||||||
// This is achieved by summing the width of each option label
|
|
||||||
const totalWidth = optionValueLabels[s].map(o => o.width).reduce((total, width) => total += width, 0);
|
|
||||||
|
|
||||||
// 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
|
|
||||||
const labelWidth = Math.max(78, settingLabels[s].displayWidth + 8);
|
|
||||||
|
|
||||||
// Calculate the total available space for placing option labels next to their setting label
|
|
||||||
// We reserve space for the setting label and then distribute the remaining space evenly
|
|
||||||
const totalSpace = (300 - labelWidth) - totalWidth / 6;
|
|
||||||
// Calculate the spacing between options based on the available space divided by the number of gaps between labels
|
|
||||||
const optionSpacing = Math.floor(totalSpace / (optionValueLabels[s].length - 1));
|
|
||||||
|
|
||||||
// Initialize xOffset to zero, which will be used to position each option label horizontally
|
|
||||||
let xOffset = 0;
|
|
||||||
|
|
||||||
// Start positioning each option label one by one
|
|
||||||
for (let value of optionValueLabels[s]) {
|
|
||||||
// Set the option label's position right next to the setting label, adjusted by xOffset
|
|
||||||
value.setPositionRelative(settingLabels[s], labelWidth + xOffset, 0);
|
|
||||||
// Move the xOffset to the right for the next label, ensuring each label is spaced evenly
|
|
||||||
xOffset += value.width / 6 + optionSpacing;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
// Assigning the newly created components to the layout map under the specific gamepad type.
|
|
||||||
this.layout[config.padType].optionsContainer = optionsContainer; // Container for this pad's options.
|
|
||||||
this.layout[config.padType].inputsIcons = inputsIcons; // Icons for each input specific to this pad.
|
|
||||||
this.layout[config.padType].settingLabels = settingLabels; // Text labels for each setting available on this pad.
|
|
||||||
this.layout[config.padType].optionValueLabels = optionValueLabels; // Labels for values corresponding to each setting.
|
|
||||||
this.layout[config.padType].optionCursors = optionCursors; // Cursors to navigate through the options.
|
|
||||||
this.layout[config.padType].keys = specificBindingKeys; // Keys that identify each setting specifically bound to this pad.
|
|
||||||
this.layout[config.padType].bindingSettings = bindingSettings; // Settings that define how the keys are bound.
|
|
||||||
|
|
||||||
// Add the options container to the overall settings container to be displayed in the UI.
|
|
||||||
this.settingsContainer.add(optionsContainer);
|
|
||||||
}
|
|
||||||
// If no gamepads are detected, set up a default UI prompt in the settings container.
|
// If no gamepads are detected, set up a default UI prompt in the settings container.
|
||||||
this.layout['noGamepads'] = new Map();
|
this.layout['noGamepads'] = new Map();
|
||||||
const optionsContainer = this.scene.add.container(0, 0);
|
const optionsContainer = this.scene.add.container(0, 0);
|
||||||
|
@ -176,45 +36,16 @@ export default class SettingsGamepadUiHandler extends AbstractSettingsUiUiHandle
|
||||||
// Map the 'noGamepads' layout options for easy access.
|
// Map the 'noGamepads' layout options for easy access.
|
||||||
this.layout['noGamepads'].optionsContainer = optionsContainer;
|
this.layout['noGamepads'].optionsContainer = optionsContainer;
|
||||||
this.layout['noGamepads'].label = label;
|
this.layout['noGamepads'].label = label;
|
||||||
|
|
||||||
// Add the settings container to the UI.
|
|
||||||
ui.add(this.settingsContainer);
|
|
||||||
|
|
||||||
// Initially hide the settings container until needed (e.g., when a gamepad is connected or a button is pressed).
|
|
||||||
this.settingsContainer.setVisible(false);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
updateBindings(): void {
|
getActiveConfig() {
|
||||||
// Hide the options container for all layouts to reset the UI visibility.
|
return this.scene.inputController.getActiveConfig();
|
||||||
Object.keys(this.layout).forEach((key) => this.layout[key].optionsContainer.setVisible(false));
|
}
|
||||||
// Fetch the active gamepad configuration from the input controller.
|
|
||||||
const activeConfig = this.scene.inputController.getActiveConfig();
|
|
||||||
// Set the UI layout for the active configuration. If unsuccessful, exit the function early.
|
|
||||||
if (!this.setLayout(activeConfig)) return;
|
|
||||||
|
|
||||||
|
getLocalStorageSetting(): object {
|
||||||
// Retrieve the gamepad settings from local storage or use an empty object if none exist.
|
// Retrieve the gamepad settings from local storage or use an empty object if none exist.
|
||||||
const settings: object = localStorage.hasOwnProperty('settingsGamepad') ? JSON.parse(localStorage.getItem('settingsGamepad')) : {};
|
const settings: object = localStorage.hasOwnProperty('settingsGamepad') ? JSON.parse(localStorage.getItem('settingsGamepad')) : {};
|
||||||
|
return settings;
|
||||||
// Update the cursor for each key based on the stored settings or default cursors.
|
|
||||||
this.keys.forEach((key, index) => {
|
|
||||||
this.setOptionCursor(index, settings.hasOwnProperty(key) ? settings[key] : this.optionCursors[index])
|
|
||||||
});
|
|
||||||
|
|
||||||
// If the active configuration has no custom bindings set, exit the function early.
|
|
||||||
// by default, if custom does not exists, a default is assigned to it
|
|
||||||
// it only means the gamepad is not yet initalized
|
|
||||||
if (!activeConfig.custom) return;
|
|
||||||
|
|
||||||
// For each element in the binding settings, update the icon according to the current assignment.
|
|
||||||
for (const elm of this.bindingSettings) {
|
|
||||||
const key = getKeyForSettingName(activeConfig, elm); // Get the key for the setting name.
|
|
||||||
const icon = getCurrentlyAssignedIconToSettingName(activeConfig, elm); // Fetch the currently assigned icon for the setting.
|
|
||||||
this.inputsIcons[key].setFrame(icon); // Set the icon frame to the inputs icon object.
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set the cursor and scroll cursor to their initial positions.
|
|
||||||
this.setCursor(0);
|
|
||||||
this.setScrollCursor(0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
setLayout(activeConfig: GamepadConfig): boolean {
|
setLayout(activeConfig: GamepadConfig): boolean {
|
||||||
|
@ -231,91 +62,27 @@ export default class SettingsGamepadUiHandler extends AbstractSettingsUiUiHandle
|
||||||
return super.setLayout(activeConfig);
|
return super.setLayout(activeConfig);
|
||||||
}
|
}
|
||||||
|
|
||||||
processInput(button: Button): boolean {
|
|
||||||
const ui = this.getUi();
|
|
||||||
// Defines the maximum number of rows that can be displayed on the screen.
|
|
||||||
const rowsToDisplay = 9;
|
|
||||||
|
|
||||||
let success = false;
|
navigateMenuLeft(): boolean {
|
||||||
|
this.scene.ui.setMode(Mode.SETTINGS)
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
// Handle the input based on the button pressed.
|
navigateMenuRight(): boolean {
|
||||||
if (button === Button.CANCEL) {
|
this.scene.ui.setMode(Mode.SETTINGS_KEYBOARD)
|
||||||
// Handle cancel button press, reverting UI mode to previous state.
|
return true;
|
||||||
success = true;
|
|
||||||
this.scene.ui.revertMode();
|
|
||||||
} else {
|
|
||||||
const cursor = this.cursor + this.scrollCursor; // Calculate the absolute cursor position.
|
|
||||||
switch (button) {
|
|
||||||
case Button.UP: // Move up in the menu.
|
|
||||||
if (!this.optionValueLabels) return false;
|
|
||||||
if (cursor) { // If not at the top, move the cursor up.
|
|
||||||
if (this.cursor)
|
|
||||||
success = this.setCursor(this.cursor - 1);
|
|
||||||
else // If at the top of the visible items, scroll up.
|
|
||||||
success = this.setScrollCursor(this.scrollCursor - 1);
|
|
||||||
} else {
|
|
||||||
// When at the top of the menu and pressing UP, move to the bottommost item.
|
|
||||||
// First, set the cursor to the last visible element, preparing for the scroll to the end.
|
|
||||||
const successA = this.setCursor(rowsToDisplay - 1);
|
|
||||||
// Then, adjust the scroll to display the bottommost elements of the menu.
|
|
||||||
const successB = this.setScrollCursor(this.optionValueLabels.length - rowsToDisplay);
|
|
||||||
success = successA && successB; // success is just there to play the little validation sound effect
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case Button.DOWN: // Move down in the menu.
|
|
||||||
if (!this.optionValueLabels) return false;
|
|
||||||
if (cursor < this.optionValueLabels.length - 1) {
|
|
||||||
if (this.cursor < rowsToDisplay - 1)
|
|
||||||
success = this.setCursor(this.cursor + 1);
|
|
||||||
else if (this.scrollCursor < this.optionValueLabels.length - rowsToDisplay)
|
|
||||||
success = this.setScrollCursor(this.scrollCursor + 1);
|
|
||||||
} else {
|
|
||||||
// When at the bottom of the menu and pressing DOWN, move to the topmost item.
|
|
||||||
// First, set the cursor to the first visible element, resetting the scroll to the top.
|
|
||||||
const successA = this.setCursor(0);
|
|
||||||
// Then, reset the scroll to start from the first element of the menu.
|
|
||||||
const successB = this.setScrollCursor(0);
|
|
||||||
success = successA && successB; // Indicates a successful cursor and scroll adjustment.
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case Button.LEFT: // Move selection left within the current option set.
|
|
||||||
if (!this.optionCursors || !this.optionValueLabels) return;
|
|
||||||
if (this.optionCursors[cursor])
|
|
||||||
success = this.setOptionCursor(cursor, this.optionCursors[cursor] - 1, true);
|
|
||||||
break;
|
|
||||||
case Button.RIGHT: // Move selection right within the current option set.
|
|
||||||
if (!this.optionCursors || !this.optionValueLabels) return;
|
|
||||||
if (this.optionCursors[cursor] < this.optionValueLabels[cursor].length - 1)
|
|
||||||
success = this.setOptionCursor(cursor, this.optionCursors[cursor] + 1, true);
|
|
||||||
break;
|
|
||||||
case Button.CYCLE_FORM: // Change the UI mode to SETTINGS mode.
|
|
||||||
this.scene.ui.setMode(Mode.SETTINGS)
|
|
||||||
success = true;
|
|
||||||
break;
|
|
||||||
case Button.CYCLE_SHINY:
|
|
||||||
this.scene.ui.setMode(Mode.SETTINGS_KEYBOARD)
|
|
||||||
success = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// If a change occurred, play the selection sound.
|
|
||||||
if (success)
|
|
||||||
ui.playSelect();
|
|
||||||
|
|
||||||
return success; // Return whether the input resulted in a successful action.
|
|
||||||
}
|
}
|
||||||
|
|
||||||
updateChosenGamepadDisplay(): void {
|
updateChosenGamepadDisplay(): void {
|
||||||
// Update any bindings that might have changed since the last update.
|
// Update any bindings that might have changed since the last update.
|
||||||
this.updateBindings();
|
this.updateBindings();
|
||||||
|
|
||||||
// Iterate over the keys in the SettingGamepad enumeration.
|
// Iterate over the keys in the settingDevice enumeration.
|
||||||
for (const [index, key] of Object.keys(SettingGamepad).entries()) {
|
for (const [index, key] of Object.keys(this.settingDevice).entries()) {
|
||||||
const setting = SettingGamepad[key] // Get the actual setting value using the key.
|
const setting = this.settingDevice[key] // Get the actual setting value using the key.
|
||||||
|
|
||||||
// Check if the current setting corresponds to the default controller setting.
|
// Check if the current setting corresponds to the default controller setting.
|
||||||
if (setting === SettingGamepad.Default_Controller) {
|
if (setting === this.settingDevice.Default_Controller) {
|
||||||
// Iterate over all layouts excluding the 'noGamepads' special case.
|
// Iterate over all layouts excluding the 'noGamepads' special case.
|
||||||
for (const _key of Object.keys(this.layout)) {
|
for (const _key of Object.keys(this.layout)) {
|
||||||
if (_key === 'noGamepads') continue; // Skip updating the no gamepad layout.
|
if (_key === 'noGamepads') continue; // Skip updating the no gamepad layout.
|
||||||
|
@ -328,36 +95,8 @@ export default class SettingsGamepadUiHandler extends AbstractSettingsUiUiHandle
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
setOptionCursor(settingIndex: integer, cursor: integer, save?: boolean): boolean {
|
saveSettingToLocalStorage(setting, cursor): void {
|
||||||
// Retrieve the specific setting using the settingIndex from the SettingGamepad enumeration.
|
if (this.settingDevice[setting] !== this.settingDevice.Default_Controller)
|
||||||
const setting = SettingGamepad[Object.keys(SettingGamepad)[settingIndex]];
|
this.scene.gameData.saveGamepadSetting(setting, cursor)
|
||||||
|
|
||||||
// Get the current cursor position for this setting.
|
|
||||||
const lastCursor = this.optionCursors[settingIndex];
|
|
||||||
|
|
||||||
// Check if the setting is not part of the bindings (i.e., it's a regular setting).
|
|
||||||
if (!this.bindingSettings.includes(setting) && !setting.includes('BUTTON_')) {
|
|
||||||
// Get the label of the last selected option and revert its color to the default.
|
|
||||||
const lastValueLabel = this.optionValueLabels[settingIndex][lastCursor];
|
|
||||||
lastValueLabel.setColor(this.getTextColor(TextStyle.WINDOW));
|
|
||||||
lastValueLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true));
|
|
||||||
|
|
||||||
// Update the cursor for the setting to the new position.
|
|
||||||
this.optionCursors[settingIndex] = cursor;
|
|
||||||
|
|
||||||
// Change the color of the new selected option to indicate it's selected.
|
|
||||||
const newValueLabel = this.optionValueLabels[settingIndex][cursor];
|
|
||||||
newValueLabel.setColor(this.getTextColor(TextStyle.SETTINGS_SELECTED));
|
|
||||||
newValueLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
|
|
||||||
}
|
|
||||||
|
|
||||||
// If the save flag is set and the setting is not the default controller setting, save the setting to local storage
|
|
||||||
if (save) {
|
|
||||||
if (SettingGamepad[setting] !== SettingGamepad.Default_Controller)
|
|
||||||
this.scene.gameData.saveGamepadSetting(setting, cursor)
|
|
||||||
}
|
|
||||||
|
|
||||||
return true; // Return true to indicate the cursor was successfully updated.
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
|
@ -1,289 +1,54 @@
|
||||||
import BattleScene from "../../battle-scene";
|
import BattleScene from "../../battle-scene";
|
||||||
import {Mode} from "../ui";
|
import {Mode} from "../ui";
|
||||||
import {Button} from "../../enums/buttons";
|
|
||||||
import {addWindow} from "#app/ui/ui-theme";
|
|
||||||
import {addTextObject, TextStyle} from "#app/ui/text";
|
|
||||||
import cfg_keyboard_azerty from "#app/configs/cfg_keyboard_azerty";
|
import cfg_keyboard_azerty from "#app/configs/cfg_keyboard_azerty";
|
||||||
import {SettingKeyboard, settingKeyboardDefaults, settingKeyboardOptions} from "#app/system/settings-keyboard";
|
import {SettingKeyboard, settingKeyboardDefaults, settingKeyboardOptions} from "#app/system/settings-keyboard";
|
||||||
import {getCurrentlyAssignedIconToSettingName, getKeyForSettingName} from "#app/configs/gamepad-utils";
|
|
||||||
import {GamepadConfig} from "#app/inputs-controller";
|
|
||||||
import {truncateString} from "#app/utils";
|
import {truncateString} from "#app/utils";
|
||||||
import AbstractSettingsUiUiHandler, {InputsIcons} from "#app/ui/settings/abstract-settings-ui-handler";
|
import AbstractSettingsUiUiHandler from "#app/ui/settings/abstract-settings-ui-handler";
|
||||||
|
|
||||||
|
|
||||||
export default class SettingsKeyboardUiHandler extends AbstractSettingsUiUiHandler {
|
export default class SettingsKeyboardUiHandler extends AbstractSettingsUiUiHandler {
|
||||||
constructor(scene: BattleScene, mode?: Mode) {
|
constructor(scene: BattleScene, mode?: Mode) {
|
||||||
super(scene, mode);
|
super(scene, mode);
|
||||||
|
this.titleSelected = 'Keyboard';
|
||||||
|
this.settingDevice = SettingKeyboard;
|
||||||
|
this.settingDeviceDefaults = settingKeyboardDefaults;
|
||||||
|
this.settingDeviceOptions = settingKeyboardOptions;
|
||||||
|
this.configs = [cfg_keyboard_azerty];
|
||||||
|
this.commonSettingsCount = 1;
|
||||||
|
this.textureOverride = 'keyboard';
|
||||||
|
this.localStoragePropertyName = 'settingsKeyboard';
|
||||||
}
|
}
|
||||||
|
|
||||||
setup() {
|
getActiveConfig() {
|
||||||
const ui = this.getUi();
|
return this.scene.inputController.getActiveKeyboardConfig();
|
||||||
|
|
||||||
this.settingsContainer = this.scene.add.container(1, -(this.scene.game.canvas.height / 6) + 1);
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
const headerBg = addWindow(this.scene, 0, 0, (this.scene.game.canvas.width / 6) - 2, 24);
|
|
||||||
headerBg.setOrigin(0, 0);
|
|
||||||
|
|
||||||
const headerText = addTextObject(this.scene, 0, 0, 'General', TextStyle.SETTINGS_LABEL);
|
|
||||||
headerText.setOrigin(0, 0);
|
|
||||||
headerText.setPositionRelative(headerBg, 8, 4);
|
|
||||||
|
|
||||||
const gamepadText = addTextObject(this.scene, 0, 0, 'Gamepad', TextStyle.SETTINGS_LABEL);
|
|
||||||
gamepadText.setOrigin(0, 0);
|
|
||||||
gamepadText.setPositionRelative(headerBg, 50, 4);
|
|
||||||
|
|
||||||
const keyboardText = addTextObject(this.scene, 0, 0, 'Keyboard', TextStyle.SETTINGS_SELECTED);
|
|
||||||
keyboardText.setOrigin(0, 0);
|
|
||||||
keyboardText.setPositionRelative(headerBg, 97, 4);
|
|
||||||
|
|
||||||
this.optionsBg = addWindow(this.scene, 0, headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - headerBg.height - 2);
|
|
||||||
this.optionsBg.setOrigin(0, 0);
|
|
||||||
|
|
||||||
this.settingsContainer.add(headerBg);
|
|
||||||
this.settingsContainer.add(headerText);
|
|
||||||
this.settingsContainer.add(gamepadText);
|
|
||||||
this.settingsContainer.add(keyboardText);
|
|
||||||
this.settingsContainer.add(this.optionsBg);
|
|
||||||
for (const config of [cfg_keyboard_azerty]) {
|
|
||||||
// Create a map to store layout settings based on the pad type.
|
|
||||||
this.layout[config.padType] = new Map();
|
|
||||||
// Create a container for gamepad options in the scene, initially hidden.
|
|
||||||
|
|
||||||
const optionsContainer = this.scene.add.container(0, 0);
|
|
||||||
optionsContainer.setVisible(false);
|
|
||||||
|
|
||||||
// Gather all gamepad binding settings from the configuration.
|
|
||||||
const bindingSettings = Object.keys(config.setting).map(k => config.setting[k]);
|
|
||||||
|
|
||||||
// Array to hold labels for different settings such as 'Default Controller', 'Gamepad Support', etc.
|
|
||||||
const settingLabels: Phaser.GameObjects.Text[] = [];
|
|
||||||
|
|
||||||
// Array to hold options for each setting, e.g., 'Auto', 'Disabled'.
|
|
||||||
const optionValueLabels: Phaser.GameObjects.Text[][] = [];
|
|
||||||
|
|
||||||
// Object to store sprites for each button configuration.
|
|
||||||
const inputsIcons: InputsIcons = {};
|
|
||||||
|
|
||||||
// Fetch common setting keys such as 'Default Controller' and 'Gamepad Support' from gamepad settings.
|
|
||||||
const commonSettingKeys = Object.keys(SettingKeyboard).slice(0, 1).map(key => SettingKeyboard[key]);
|
|
||||||
// Combine common and specific bindings into a single array.
|
|
||||||
const specificBindingKeys = [...commonSettingKeys, ...Object.keys(config.setting).map(k => config.setting[k])];
|
|
||||||
// Fetch default values for these settings and prepare to highlight selected options.
|
|
||||||
const optionCursors = Object.values(Object.keys(settingKeyboardDefaults).filter(s => specificBindingKeys.includes(s)).map(k => settingKeyboardDefaults[k]));
|
|
||||||
// Filter out settings that are not relevant to the current gamepad configuration.
|
|
||||||
const SettingKeyboardFiltered = Object.keys(SettingKeyboard).filter(_key => specificBindingKeys.includes(SettingKeyboard[_key]));
|
|
||||||
// Loop through the filtered settings to manage display and options.
|
|
||||||
|
|
||||||
SettingKeyboardFiltered.forEach((setting, s) => {
|
|
||||||
// Convert the setting key from format 'Key_Name' to 'Key name' for display.
|
|
||||||
let settingName = setting.replace(/\_/g, ' ');
|
|
||||||
|
|
||||||
// Create and add a text object for the setting name to the scene.
|
|
||||||
settingLabels[s] = addTextObject(this.scene, 8, 28 + s * 16, settingName, TextStyle.SETTINGS_LABEL);
|
|
||||||
settingLabels[s].setOrigin(0, 0);
|
|
||||||
optionsContainer.add(settingLabels[s]);
|
|
||||||
|
|
||||||
// Initialize an array to store the option labels for this setting.
|
|
||||||
const valueLabels: Phaser.GameObjects.Text[] = []
|
|
||||||
|
|
||||||
// Process each option for the current setting.
|
|
||||||
for (const [o, option] of settingKeyboardOptions[SettingKeyboard[setting]].entries()) {
|
|
||||||
// Check if the current setting is for binding keys.
|
|
||||||
if (bindingSettings.includes(SettingKeyboard[setting])) {
|
|
||||||
// Create a label for non-null options, typically indicating actionable options like 'change'.
|
|
||||||
if (o) {
|
|
||||||
const valueLabel = addTextObject(this.scene, 0, 0, option, TextStyle.WINDOW);
|
|
||||||
valueLabel.setOrigin(0, 0);
|
|
||||||
optionsContainer.add(valueLabel);
|
|
||||||
valueLabels.push(valueLabel);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// For null options, add an icon for the key.
|
|
||||||
const key = getKeyForSettingName(config as GamepadConfig, SettingKeyboard[setting]);
|
|
||||||
const icon = this.scene.add.sprite(0, 0, 'keyboard');
|
|
||||||
icon.setScale(0.1);
|
|
||||||
icon.setOrigin(0, -0.1);
|
|
||||||
inputsIcons[key] = icon;
|
|
||||||
optionsContainer.add(icon);
|
|
||||||
valueLabels.push(icon);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// For regular settings like 'Gamepad support', create a label and determine if it is selected.
|
|
||||||
const valueLabel = addTextObject(this.scene, 0, 0, option, settingKeyboardDefaults[SettingKeyboard[setting]] === o ? TextStyle.SETTINGS_SELECTED : TextStyle.WINDOW);
|
|
||||||
valueLabel.setOrigin(0, 0);
|
|
||||||
|
|
||||||
optionsContainer.add(valueLabel);
|
|
||||||
|
|
||||||
//if a setting has 2 options, valueLabels will be an array of 2 elements
|
|
||||||
valueLabels.push(valueLabel);
|
|
||||||
}
|
|
||||||
// Collect all option labels for this setting into the main array.
|
|
||||||
optionValueLabels.push(valueLabels);
|
|
||||||
|
|
||||||
// Calculate the total width of all option labels within a specific setting
|
|
||||||
// This is achieved by summing the width of each option label
|
|
||||||
const totalWidth = optionValueLabels[s].map(o => o.width).reduce((total, width) => total += width, 0);
|
|
||||||
|
|
||||||
// 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
|
|
||||||
const labelWidth = Math.max(78, settingLabels[s].displayWidth + 8);
|
|
||||||
|
|
||||||
// Calculate the total available space for placing option labels next to their setting label
|
|
||||||
// We reserve space for the setting label and then distribute the remaining space evenly
|
|
||||||
const totalSpace = (300 - labelWidth) - totalWidth / 6;
|
|
||||||
// Calculate the spacing between options based on the available space divided by the number of gaps between labels
|
|
||||||
const optionSpacing = Math.floor(totalSpace / (optionValueLabels[s].length - 1));
|
|
||||||
|
|
||||||
// Initialize xOffset to zero, which will be used to position each option label horizontally
|
|
||||||
let xOffset = 0;
|
|
||||||
|
|
||||||
// Start positioning each option label one by one
|
|
||||||
for (let value of optionValueLabels[s]) {
|
|
||||||
// Set the option label's position right next to the setting label, adjusted by xOffset
|
|
||||||
value.setPositionRelative(settingLabels[s], labelWidth + xOffset, 0);
|
|
||||||
// Move the xOffset to the right for the next label, ensuring each label is spaced evenly
|
|
||||||
xOffset += value.width / 6 + optionSpacing;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
// Assigning the newly created components to the layout map under the specific gamepad type.
|
|
||||||
this.layout[config.padType].optionsContainer = optionsContainer; // Container for this pad's options.
|
|
||||||
this.layout[config.padType].inputsIcons = inputsIcons; // Icons for each input specific to this pad.
|
|
||||||
this.layout[config.padType].settingLabels = settingLabels; // Text labels for each setting available on this pad.
|
|
||||||
this.layout[config.padType].optionValueLabels = optionValueLabels; // Labels for values corresponding to each setting.
|
|
||||||
this.layout[config.padType].optionCursors = optionCursors; // Cursors to navigate through the options.
|
|
||||||
this.layout[config.padType].keys = specificBindingKeys; // Keys that identify each setting specifically bound to this pad.
|
|
||||||
this.layout[config.padType].bindingSettings = bindingSettings; // Settings that define how the keys are bound.
|
|
||||||
|
|
||||||
// Add the options container to the overall settings container to be displayed in the UI.
|
|
||||||
this.settingsContainer.add(optionsContainer);
|
|
||||||
}
|
|
||||||
// Add the settings container to the UI.
|
|
||||||
ui.add(this.settingsContainer);
|
|
||||||
|
|
||||||
// Initially hide the settings container until needed (e.g., when a gamepad is connected or a button is pressed).
|
|
||||||
this.settingsContainer.setVisible(false);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
updateBindings(): void {
|
getLocalStorageSetting(): object {
|
||||||
// Hide the options container for all layouts to reset the UI visibility.
|
|
||||||
Object.keys(this.layout).forEach((key) => this.layout[key].optionsContainer.setVisible(false));
|
|
||||||
// Fetch the active gamepad configuration from the input controller.
|
|
||||||
const activeConfig = this.scene.inputController.getActiveKeyboardConfig();
|
|
||||||
// Set the UI layout for the active configuration. If unsuccessful, exit the function early.
|
|
||||||
if (!this.setLayout(activeConfig)) return;
|
|
||||||
|
|
||||||
// Retrieve the gamepad settings from local storage or use an empty object if none exist.
|
// Retrieve the gamepad settings from local storage or use an empty object if none exist.
|
||||||
const settings: object = localStorage.hasOwnProperty('settingsKeyboard') ? JSON.parse(localStorage.getItem('settingsKeyboard')) : {};
|
const settings: object = localStorage.hasOwnProperty('settingsKeyboard') ? JSON.parse(localStorage.getItem('settingsKeyboard')) : {};
|
||||||
|
return settings;
|
||||||
// Update the cursor for each key based on the stored settings or default cursors.
|
|
||||||
this.keys.forEach((key, index) => {
|
|
||||||
this.setOptionCursor(index, settings.hasOwnProperty(key) ? settings[key] : this.optionCursors[index])
|
|
||||||
});
|
|
||||||
|
|
||||||
// If the active configuration has no custom bindings set, exit the function early.
|
|
||||||
// by default, if custom does not exists, a default is assigned to it
|
|
||||||
// it only means the gamepad is not yet initalized
|
|
||||||
if (!activeConfig.custom) return;
|
|
||||||
|
|
||||||
// For each element in the binding settings, update the icon according to the current assignment.
|
|
||||||
for (const elm of this.bindingSettings) {
|
|
||||||
const key = getKeyForSettingName(activeConfig, elm); // Get the key for the setting name.
|
|
||||||
const icon = getCurrentlyAssignedIconToSettingName(activeConfig, elm); // Fetch the currently assigned icon for the setting.
|
|
||||||
this.inputsIcons[key].setFrame(icon); // Set the icon frame to the inputs icon object.
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set the cursor and scroll cursor to their initial positions.
|
|
||||||
this.setCursor(0);
|
|
||||||
this.setScrollCursor(0);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
processInput(button: Button): boolean {
|
navigateMenuLeft(): boolean {
|
||||||
const ui = this.getUi();
|
this.scene.ui.setMode(Mode.SETTINGS_GAMEPAD)
|
||||||
// Defines the maximum number of rows that can be displayed on the screen.
|
return true;
|
||||||
const rowsToDisplay = 9;
|
}
|
||||||
|
|
||||||
let success = false;
|
navigateMenuRight(): boolean {
|
||||||
|
this.scene.ui.setMode(Mode.SETTINGS)
|
||||||
// Handle the input based on the button pressed.
|
return true;
|
||||||
if (button === Button.CANCEL) {
|
|
||||||
// Handle cancel button press, reverting UI mode to previous state.
|
|
||||||
success = true;
|
|
||||||
this.scene.ui.revertMode();
|
|
||||||
} else {
|
|
||||||
const cursor = this.cursor + this.scrollCursor; // Calculate the absolute cursor position.
|
|
||||||
switch (button) {
|
|
||||||
case Button.UP: // Move up in the menu.
|
|
||||||
if (cursor) { // If not at the top, move the cursor up.
|
|
||||||
if (this.cursor)
|
|
||||||
success = this.setCursor(this.cursor - 1);
|
|
||||||
else // If at the top of the visible items, scroll up.
|
|
||||||
success = this.setScrollCursor(this.scrollCursor - 1);
|
|
||||||
} else {
|
|
||||||
// When at the top of the menu and pressing UP, move to the bottommost item.
|
|
||||||
// First, set the cursor to the last visible element, preparing for the scroll to the end.
|
|
||||||
const successA = this.setCursor(rowsToDisplay - 1);
|
|
||||||
// Then, adjust the scroll to display the bottommost elements of the menu.
|
|
||||||
const successB = this.setScrollCursor(this.optionValueLabels.length - rowsToDisplay);
|
|
||||||
success = successA && successB; // success is just there to play the little validation sound effect
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case Button.DOWN: // Move down in the menu.
|
|
||||||
if (cursor < this.optionValueLabels.length - 1) {
|
|
||||||
if (this.cursor < rowsToDisplay - 1)
|
|
||||||
success = this.setCursor(this.cursor + 1);
|
|
||||||
else if (this.scrollCursor < this.optionValueLabels.length - rowsToDisplay)
|
|
||||||
success = this.setScrollCursor(this.scrollCursor + 1);
|
|
||||||
} else {
|
|
||||||
// When at the bottom of the menu and pressing DOWN, move to the topmost item.
|
|
||||||
// First, set the cursor to the first visible element, resetting the scroll to the top.
|
|
||||||
const successA = this.setCursor(0);
|
|
||||||
// Then, reset the scroll to start from the first element of the menu.
|
|
||||||
const successB = this.setScrollCursor(0);
|
|
||||||
success = successA && successB; // Indicates a successful cursor and scroll adjustment.
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case Button.LEFT: // Move selection left within the current option set.
|
|
||||||
if (!this.optionCursors) return;
|
|
||||||
if (this.optionCursors[cursor])
|
|
||||||
success = this.setOptionCursor(cursor, this.optionCursors[cursor] - 1, true);
|
|
||||||
break;
|
|
||||||
case Button.RIGHT: // Move selection right within the current option set.
|
|
||||||
if (!this.optionCursors) return;
|
|
||||||
if (this.optionCursors[cursor] < this.optionValueLabels[cursor].length - 1)
|
|
||||||
success = this.setOptionCursor(cursor, this.optionCursors[cursor] + 1, true);
|
|
||||||
break;
|
|
||||||
case Button.CYCLE_FORM: // Change the UI mode to SETTINGS mode.
|
|
||||||
this.scene.ui.setMode(Mode.SETTINGS_GAMEPAD)
|
|
||||||
success = true;
|
|
||||||
break;
|
|
||||||
case Button.CYCLE_SHINY:
|
|
||||||
this.scene.ui.setMode(Mode.SETTINGS)
|
|
||||||
success = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// If a change occurred, play the selection sound.
|
|
||||||
if (success)
|
|
||||||
ui.playSelect();
|
|
||||||
|
|
||||||
return success; // Return whether the input resulted in a successful action.
|
|
||||||
}
|
}
|
||||||
|
|
||||||
updateChosenKeyboardDisplay(): void {
|
updateChosenKeyboardDisplay(): void {
|
||||||
// Update any bindings that might have changed since the last update.
|
// Update any bindings that might have changed since the last update.
|
||||||
this.updateBindings();
|
this.updateBindings();
|
||||||
|
|
||||||
// Iterate over the keys in the SettingKeyboard enumeration.
|
// Iterate over the keys in the settingDevice enumeration.
|
||||||
for (const [index, key] of Object.keys(SettingKeyboard).entries()) {
|
for (const [index, key] of Object.keys(this.settingDevice).entries()) {
|
||||||
const setting = SettingKeyboard[key] // Get the actual setting value using the key.
|
const setting = this.settingDevice[key] // Get the actual setting value using the key.
|
||||||
|
|
||||||
// Check if the current setting corresponds to the default controller setting.
|
// Check if the current setting corresponds to the default controller setting.
|
||||||
if (setting === SettingKeyboard.Default_Layout) {
|
if (setting === this.settingDevice.Default_Layout) {
|
||||||
// Iterate over all layouts excluding the 'noGamepads' special case.
|
// Iterate over all layouts excluding the 'noGamepads' special case.
|
||||||
for (const _key of Object.keys(this.layout)) {
|
for (const _key of Object.keys(this.layout)) {
|
||||||
// Update the text of the first option label under the current setting to the name of the chosen gamepad,
|
// Update the text of the first option label under the current setting to the name of the chosen gamepad,
|
||||||
|
@ -295,36 +60,8 @@ export default class SettingsKeyboardUiHandler extends AbstractSettingsUiUiHandl
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
setOptionCursor(settingIndex: integer, cursor: integer, save?: boolean): boolean {
|
saveSettingToLocalStorage(setting, cursor): void {
|
||||||
// Retrieve the specific setting using the settingIndex from the SettingKeyboard enumeration.
|
if (this.settingDevice[setting] !== this.settingDevice.Default_Layout)
|
||||||
const setting = SettingKeyboard[Object.keys(SettingKeyboard)[settingIndex]];
|
this.scene.gameData.saveKeyboardSetting(setting, cursor)
|
||||||
|
|
||||||
// Get the current cursor position for this setting.
|
|
||||||
const lastCursor = this.optionCursors[settingIndex];
|
|
||||||
|
|
||||||
// Check if the setting is not part of the bindings (i.e., it's a regular setting).
|
|
||||||
if (!this.bindingSettings.includes(setting) && !setting.includes('BUTTON_')) {
|
|
||||||
// Get the label of the last selected option and revert its color to the default.
|
|
||||||
const lastValueLabel = this.optionValueLabels[settingIndex][lastCursor];
|
|
||||||
lastValueLabel.setColor(this.getTextColor(TextStyle.WINDOW));
|
|
||||||
lastValueLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true));
|
|
||||||
|
|
||||||
// Update the cursor for the setting to the new position.
|
|
||||||
this.optionCursors[settingIndex] = cursor;
|
|
||||||
|
|
||||||
// Change the color of the new selected option to indicate it's selected.
|
|
||||||
const newValueLabel = this.optionValueLabels[settingIndex][cursor];
|
|
||||||
newValueLabel.setColor(this.getTextColor(TextStyle.SETTINGS_SELECTED));
|
|
||||||
newValueLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
|
|
||||||
}
|
|
||||||
|
|
||||||
// If the save flag is set and the setting is not the default controller setting, save the setting to local storage
|
|
||||||
if (save) {
|
|
||||||
if (SettingKeyboard[setting] !== SettingKeyboard.Default_Layout)
|
|
||||||
this.scene.gameData.saveKeyboardSetting(setting, cursor)
|
|
||||||
}
|
|
||||||
|
|
||||||
return true; // Return true to indicate the cursor was successfully updated.
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
Loading…
Reference in New Issue