finished the refactor to use abstract-settings-ui-handler
parent
f3d5a2a84e
commit
43b459aba1
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@ -391,6 +391,8 @@ export class InputsController {
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* @param value The intensity or value of the button press, if applicable.
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*/
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gamepadButtonDown(pad: Phaser.Input.Gamepad.Gamepad, button: Phaser.Input.Gamepad.Button, value: number): void {
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if (!this.keyboardConfigs[this.chosenKeyboard]?.padID)
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this.setupKeyboard();
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if (!pad) return;
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if (!this.chosenGamepad)
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this.setChosenGamepad(pad.id);
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@ -2,6 +2,10 @@ import UiHandler from "#app/ui/ui-handler";
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import BattleScene from "#app/battle-scene";
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import {Mode} from "#app/ui/ui";
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import {GamepadConfig} from "#app/inputs-controller";
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import {addWindow} from "#app/ui/ui-theme";
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import {addTextObject, TextStyle} from "#app/ui/text";
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import {getCurrentlyAssignedIconToSettingName, getKeyForSettingName} from "#app/configs/gamepad-utils";
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import {Button} from "#app/enums/buttons";
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export interface InputsIcons {
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[key: string]: Phaser.GameObjects.Sprite;
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@ -40,10 +44,211 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
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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 GamepadConfig, 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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@ -100,6 +305,79 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
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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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@ -135,6 +413,37 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
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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
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if (save) {
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this.saveSettingToLocalStorage(setting, cursor);
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}
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return true; // Return true to indicate the cursor was successfully updated.
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}
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updateSettingsScroll(): void {
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// Return immediately if the options container is not initialized.
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if (!this.optionsContainer) return;
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@ -154,7 +463,6 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
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}
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}
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clear(): void {
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super.clear();
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@ -1,169 +1,29 @@
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import BattleScene from "../../battle-scene";
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import {addTextObject, TextStyle} from "../text";
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import {Mode} from "../ui";
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import {addWindow} from "../ui-theme";
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import {Button} from "../../enums/buttons";
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import {SettingGamepad, settingGamepadDefaults, settingGamepadOptions} from "../../system/settings-gamepad";
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import {truncateString} from "../../utils";
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import {getCurrentlyAssignedIconToSettingName, getKeyForSettingName} from "#app/configs/gamepad-utils";
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import pad_xbox360 from "#app/configs/pad_xbox360";
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import pad_dualshock from "#app/configs/pad_dualshock";
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import pad_unlicensedSNES from "#app/configs/pad_unlicensedSNES";
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import {GamepadConfig} from "#app/inputs-controller";
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import AbstractSettingsUiUiHandler, {InputsIcons} from "#app/ui/settings/abstract-settings-ui-handler";
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import AbstractSettingsUiUiHandler from "#app/ui/settings/abstract-settings-ui-handler";
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export default class SettingsGamepadUiHandler extends AbstractSettingsUiUiHandler {
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constructor(scene: BattleScene, mode?: Mode) {
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super(scene, mode);
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this.titleSelected = 'Gamepad';
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this.settingDevice = SettingGamepad;
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this.settingDeviceDefaults = settingGamepadDefaults;
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this.settingDeviceOptions = settingGamepadOptions;
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this.configs = [pad_xbox360, pad_dualshock, pad_unlicensedSNES]
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this.commonSettingsCount = 2;
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this.localStoragePropertyName = 'settingsGamepad';
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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);
|
||||
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);
|
||||
}
|
||||
super.setup();
|
||||
// If no gamepads are detected, set up a default UI prompt in the settings container.
|
||||
this.layout['noGamepads'] = new Map();
|
||||
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.
|
||||
this.layout['noGamepads'].optionsContainer = optionsContainer;
|
||||
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 {
|
||||
// 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.getActiveConfig();
|
||||
// Set the UI layout for the active configuration. If unsuccessful, exit the function early.
|
||||
if (!this.setLayout(activeConfig)) return;
|
||||
getActiveConfig() {
|
||||
return this.scene.inputController.getActiveConfig();
|
||||
}
|
||||
|
||||
getLocalStorageSetting(): object {
|
||||
// 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')) : {};
|
||||
|
||||
// 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);
|
||||
return settings;
|
||||
}
|
||||
|
||||
setLayout(activeConfig: GamepadConfig): boolean {
|
||||
|
@ -231,91 +62,27 @@ export default class SettingsGamepadUiHandler extends AbstractSettingsUiUiHandle
|
|||
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;
|
||||
|
||||
// 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: // Change the UI mode to SETTINGS mode.
|
||||
navigateMenuLeft(): boolean {
|
||||
this.scene.ui.setMode(Mode.SETTINGS)
|
||||
success = true;
|
||||
break;
|
||||
case Button.CYCLE_SHINY:
|
||||
return true;
|
||||
}
|
||||
|
||||
navigateMenuRight(): boolean {
|
||||
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.
|
||||
return true;
|
||||
}
|
||||
|
||||
updateChosenGamepadDisplay(): void {
|
||||
// Update any bindings that might have changed since the last update.
|
||||
this.updateBindings();
|
||||
|
||||
// Iterate over the keys in the SettingGamepad enumeration.
|
||||
for (const [index, key] of Object.keys(SettingGamepad).entries()) {
|
||||
const setting = SettingGamepad[key] // Get the actual setting value using the key.
|
||||
// Iterate over the keys in the settingDevice enumeration.
|
||||
for (const [index, key] of Object.keys(this.settingDevice).entries()) {
|
||||
const setting = this.settingDevice[key] // Get the actual setting value using the key.
|
||||
|
||||
// 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.
|
||||
for (const _key of Object.keys(this.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 {
|
||||
// Retrieve the specific setting using the settingIndex from the SettingGamepad enumeration.
|
||||
const setting = SettingGamepad[Object.keys(SettingGamepad)[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) {
|
||||
if (SettingGamepad[setting] !== SettingGamepad.Default_Controller)
|
||||
saveSettingToLocalStorage(setting, cursor): void {
|
||||
if (this.settingDevice[setting] !== this.settingDevice.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 {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 {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 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 {
|
||||
constructor(scene: BattleScene, mode?: 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() {
|
||||
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', 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);
|
||||
|
||||
getActiveConfig() {
|
||||
return this.scene.inputController.getActiveKeyboardConfig();
|
||||
}
|
||||
|
||||
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.scene.inputController.getActiveKeyboardConfig();
|
||||
// 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.
|
||||
const settings: object = localStorage.hasOwnProperty('settingsKeyboard') ? JSON.parse(localStorage.getItem('settingsKeyboard')) : {};
|
||||
|
||||
// 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.
|
||||
return settings;
|
||||
}
|
||||
|
||||
// Set the cursor and scroll cursor to their initial positions.
|
||||
this.setCursor(0);
|
||||
this.setScrollCursor(0);
|
||||
|
||||
}
|
||||
|
||||
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 (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.
|
||||
navigateMenuLeft(): boolean {
|
||||
this.scene.ui.setMode(Mode.SETTINGS_GAMEPAD)
|
||||
success = true;
|
||||
break;
|
||||
case Button.CYCLE_SHINY:
|
||||
return true;
|
||||
}
|
||||
|
||||
navigateMenuRight(): boolean {
|
||||
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.
|
||||
return true;
|
||||
}
|
||||
|
||||
updateChosenKeyboardDisplay(): void {
|
||||
// Update any bindings that might have changed since the last update.
|
||||
this.updateBindings();
|
||||
|
||||
// Iterate over the keys in the SettingKeyboard enumeration.
|
||||
for (const [index, key] of Object.keys(SettingKeyboard).entries()) {
|
||||
const setting = SettingKeyboard[key] // Get the actual setting value using the key.
|
||||
// Iterate over the keys in the settingDevice enumeration.
|
||||
for (const [index, key] of Object.keys(this.settingDevice).entries()) {
|
||||
const setting = this.settingDevice[key] // Get the actual setting value using the key.
|
||||
|
||||
// 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.
|
||||
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,
|
||||
|
@ -295,36 +60,8 @@ export default class SettingsKeyboardUiHandler extends AbstractSettingsUiUiHandl
|
|||
|
||||
}
|
||||
|
||||
setOptionCursor(settingIndex: integer, cursor: integer, save?: boolean): boolean {
|
||||
// Retrieve the specific setting using the settingIndex from the SettingKeyboard enumeration.
|
||||
const setting = SettingKeyboard[Object.keys(SettingKeyboard)[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) {
|
||||
if (SettingKeyboard[setting] !== SettingKeyboard.Default_Layout)
|
||||
saveSettingToLocalStorage(setting, cursor): void {
|
||||
if (this.settingDevice[setting] !== this.settingDevice.Default_Layout)
|
||||
this.scene.gameData.saveKeyboardSetting(setting, cursor)
|
||||
}
|
||||
|
||||
return true; // Return true to indicate the cursor was successfully updated.
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in New Issue