commented settings-gamepad-ui-handler.ts
parent
8f340509e5
commit
956379bc31
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@ -12,7 +12,7 @@ export function getKeyFromInputIndex(config: GamepadConfig, index: number): Stri
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}
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// Given a setting name, return the key assigned to it from the config file
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export function getKeyForSettingName(config: GamepadConfig, settingName: SettingGamepad): String | null {
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export function getKeyForSettingName(config: GamepadConfig, settingName: string): String | null {
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for (const key of Object.keys(config.setting)) {
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if (config.setting[key] === settingName) return key;
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}
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@ -28,7 +28,7 @@ export function getCurrenlyAssignedKeyToAction(config: GamepadConfig, action: Bu
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}
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// Given a setting name, return the custom key for the default action from the config file
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export function getCurrentlyAssignedToSettingName(config: GamepadConfig, settingName: SettingGamepad): String {
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export function getCurrentlyAssignedToSettingName(config: GamepadConfig, settingName: string): String {
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const oldKey = getKeyForSettingName(config, settingName)
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const action = config.default[oldKey];
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const key = getCurrenlyAssignedKeyToAction(config, action);
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@ -42,7 +42,7 @@ export function getCurrenlyAssignedIconFromInputIndex(config: GamepadConfig, ind
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}
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// Given a setting name, return the icon currently assigned to this setting name
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export function getCurrentlyAssignedIconToSettingName(config: GamepadConfig, settingName: SettingGamepad) {
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export function getCurrentlyAssignedIconToSettingName(config: GamepadConfig, settingName: string) {
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const key = getCurrentlyAssignedToSettingName(config, settingName);
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return config.icons[key];
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}
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@ -54,6 +54,9 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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// list all the setting keys used in the selected layout (because dualshock has more buttons than xbox)
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private keys: Array<String>;
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// Store the specific settings related to key bindings for the current gamepad configuration.
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private bindingSettings: Array<String>;
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constructor(scene: BattleScene, mode?: Mode) {
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super(scene, mode);
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}
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@ -84,43 +87,55 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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this.settingsContainer.add(gamepadText);
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this.settingsContainer.add(this.optionsBg);
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// for every config, we create a new "screen"
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/// Initialize a new configuration "screen" for each type of gamepad.
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for (const config of [pad_xbox360, pad_dualshock, pad_unlicensedSNES]) {
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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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// this is all the binding this specific config contains
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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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// the setting name - Default Controller, Gamepad Support, Button Action, ...
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const settingLabels = [];
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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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// the option for the setting - Auto, Disabled, ...
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const optionValueLabels = [];
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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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// the sprites for each button to display
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const inputsIcons = {};
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// Object to store sprites for each button configuration.
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const inputsIcons: InputsIcons = {};
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// Default Controller, Gamepad Support
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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(SettingGamepad).slice(0, 2).map(key => SettingGamepad[key]);
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// All the binding of this specific config
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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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// we merge both keys, and we fetch their default values, to change the label color of the selected one
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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(settingGamepadDefaults).filter(s => specificBindingKeys.includes(s)).map(k => settingGamepadDefaults[k]));
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// we filter the SettingGamepad setting to let only the specificBindingKeys, we need the keys from this setting to compute the name to display
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// Filter out settings that are not relevant to the current gamepad configuration.
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const settingGamepadFiltered = Object.keys(SettingGamepad).filter(_key => specificBindingKeys.includes(SettingGamepad[_key]));
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// Loop through the filtered settings to manage display and options.
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settingGamepadFiltered.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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const valueLabels = []
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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 settingGamepadOptions[SettingGamepad[setting]].entries()) {
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// Check if the current setting is for binding keys.
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if (bindingSettings.includes(SettingGamepad[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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@ -128,6 +143,7 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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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, SettingGamepad[setting]);
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const icon = this.scene.add.sprite(0, 0, config.padType);
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icon.setScale(0.1);
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@ -137,71 +153,151 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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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, settingGamepadDefaults[SettingGamepad[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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this.layout[config.padType].optionsContainer = optionsContainer;
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this.layout[config.padType].inputsIcons = inputsIcons;
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this.layout[config.padType].settingLabels = settingLabels;
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this.layout[config.padType].optionValueLabels = optionValueLabels;
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this.layout[config.padType].optionCursors = optionCursors
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this.layout[config.padType].keys = specificBindingKeys
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this.layout[config.padType].bindingSettings = bindingSettings
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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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// If no gamepads are detected, set up a default UI prompt in the settings container.
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this.layout['noGamepads'] = new Map();
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const optionsContainer = this.scene.add.container(0, 0);
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optionsContainer.setVisible(false);
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optionsContainer.setVisible(false); // Initially hide the container as no gamepads are connected.
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const label = addTextObject(this.scene, 8, 28, 'Please plug a controller or press a button', TextStyle.SETTINGS_LABEL);
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label.setOrigin(0, 0);
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optionsContainer.add(label);
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this.settingsContainer.add(optionsContainer);
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// Map the 'noGamepads' layout options for easy access.
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this.layout['noGamepads'].optionsContainer = optionsContainer;
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this.layout['noGamepads'].label = label;
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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.scene.inputController.getActiveConfig();
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if (!activeConfig) {
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const layout = this.layout['noGamepads'];
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layout.optionsContainer.setVisible(true);
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return;
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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 = localStorage.hasOwnProperty('settingsGamepad') ? JSON.parse(localStorage.getItem('settingsGamepad')) : {};
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// Update the cursor for each key based on the stored settings or default cursors.
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this.keys.forEach((key, index) => {
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this.setOptionCursor(index, settings.hasOwnProperty(key) ? settings[key] : this.optionCursors[index])
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});
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// If the active configuration has no custom bindings set, exit the function early.
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// by default, if custom does not exists, a default is assigned to it
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// it only means the gamepad is not yet initalized
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if (!activeConfig.custom) return;
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// For each element in the binding settings, update the icon according to the current assignment.
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for (const elm of this.bindingSettings) {
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const key = getKeyForSettingName(activeConfig, elm); // Get the key for the setting name.
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const icon = getCurrentlyAssignedIconToSettingName(activeConfig, elm); // Fetch the currently assigned icon for the setting.
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this.inputsIcons[key].setFrame(icon); // Set the icon frame to the inputs icon object.
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}
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// Set the cursor and scroll cursor to their initial positions.
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this.setCursor(0);
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this.setScrollCursor(0);
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}
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show(args: any[]): boolean {
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super.show(args);
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// Update the bindings for the current active gamepad configuration.
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this.updateBindings();
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// Make the settings container visible to the user.
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this.settingsContainer.setVisible(true);
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// Reset the scroll cursor to the top of the settings container.
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this.setScrollCursor(0);
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// Move the settings container to the end of the UI stack to ensure it is displayed on top.
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this.getUi().moveTo(this.settingsContainer, this.getUi().length - 1);
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// Hide any tooltips that might be visible before showing the settings container.
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this.getUi().hideTooltip();
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// Return true to indicate the UI was successfully shown.
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return true;
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}
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setLayout(activeConfig: GamepadConfig): boolean {
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// Check if there is no active configuration (e.g., no gamepad connected).
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if (!activeConfig) {
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// Retrieve the layout for when no gamepads are connected.
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const layout = this.layout['noGamepads'];
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// Make the options container visible to show message.
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layout.optionsContainer.setVisible(true);
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// Return false indicating the layout application was not successful due to lack of gamepad.
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return false;
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}
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// Extract the type of the gamepad from the active configuration.
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const configType = activeConfig.padType;
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// If a cursor object exists, destroy it to clean up previous UI states.
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this.cursorObj?.destroy();
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// Reset the cursor object and scroll cursor to ensure they are re-initialized correctly.
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this.cursorObj = null;
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this.scrollCursor = null;
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// Retrieve the layout settings based on the type of the gamepad.
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const layout = this.layout[configType];
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// Update the main controller with configuration details from the selected layout.
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this.keys = layout.keys;
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this.optionsContainer = layout.optionsContainer;
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this.optionsContainer.setVisible(true);
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@ -209,35 +305,11 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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this.optionValueLabels = layout.optionValueLabels;
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this.optionCursors = layout.optionCursors;
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this.inputsIcons = layout.inputsIcons;
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const bindingSettings = layout.bindingSettings;
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const settings: object = localStorage.hasOwnProperty('settingsGamepad') ? JSON.parse(localStorage.getItem('settingsGamepad')) : {};
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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 (!activeConfig.custom) return;
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for (const elm of bindingSettings) {
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const key = getKeyForSettingName(activeConfig, elm);
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const icon = getCurrentlyAssignedIconToSettingName(activeConfig, elm);
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this.inputsIcons[key].setFrame(icon);
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}
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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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this.updateBindings();
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this.settingsContainer.setVisible(true);
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this.setScrollCursor(0);
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this.getUi().moveTo(this.settingsContainer, this.getUi().length - 1);
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this.getUi().hideTooltip();
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this.bindingSettings = layout.bindingSettings;
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// Return true indicating the layout was successfully applied.
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return true;
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}
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processInput(button: Button): boolean {
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@ -247,17 +319,19 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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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;
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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:
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if (cursor) {
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case Button.UP: // Move up in the menu.
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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
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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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@ -268,7 +342,7 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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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:
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case Button.DOWN: // Move down in the menu.
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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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@ -283,19 +357,17 @@ export default class SettingsGamepadUiHandler extends UiHandler {
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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:
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case Button.LEFT: // Move selection left within the current option set.
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if (!this.optionCursors) 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:
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case Button.RIGHT: // Move selection right within the current option set.
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if (!this.optionCursors) 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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this.scene.ui.setMode(Mode.SETTINGS)
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success = true;
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case Button.CYCLE_FORM: // Change the UI mode to SETTINGS mode.
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case Button.CYCLE_SHINY:
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this.scene.ui.setMode(Mode.SETTINGS)
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success = true;
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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;
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return success; // Return whether the input resulted in a successful action.
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}
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setCursor(cursor: integer): boolean {
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const ret = super.setCursor(cursor);
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// If the optionsContainer is not initialized, return the result from the parent class directly.
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if (!this.optionsContainer) return ret;
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// Check if the cursor object exists, if not, create it.
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if (!this.cursorObj) {
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this.cursorObj = this.scene.add.nineslice(0, 0, 'summary_moves_cursor', null, (this.scene.game.canvas.width / 6) - 10, 16, 1, 1, 1, 1);
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this.cursorObj.setOrigin(0, 0);
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this.optionsContainer.add(this.cursorObj);
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this.cursorObj.setOrigin(0, 0); // Set the origin to the top-left corner.
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this.optionsContainer.add(this.cursorObj); // Add the cursor to the options container.
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}
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// Update the position of the cursor object relative to the options background based on the current cursor and scroll positions.
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this.cursorObj.setPositionRelative(this.optionsBg, 4, 4 + (this.cursor + this.scrollCursor) * 16);
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||||
|
||||
return ret;
|
||||
return ret; // Return the result from the parent class's setCursor method.
|
||||
}
|
||||
|
||||
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]
|
||||
const setting = SettingGamepad[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) {
|
||||
// Iterate over all layouts excluding the 'noGamepads' special case.
|
||||
for (const _key of Object.keys(this.layout)) {
|
||||
if (_key === 'noGamepads') continue;
|
||||
if (_key === 'noGamepads') continue; // Skip updating the no gamepad layout.
|
||||
|
||||
// Update the text of the first option label under the current setting to the name of the chosen gamepad,
|
||||
// truncating the name to 30 characters if necessary.
|
||||
this.layout[_key].optionValueLabels[index][0].setText(truncateString(this.scene.inputController.chosenGamepad, 30));
|
||||
}
|
||||
}
|
||||
|
@ -338,48 +423,67 @@ export default class SettingsGamepadUiHandler extends UiHandler {
|
|||
}
|
||||
|
||||
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];
|
||||
|
||||
if (!noOptionsCursors.includes(setting)) {
|
||||
// Check if the setting is not part of the bindings (i.e., it's a regular setting).
|
||||
if (!this.bindingSettings.includes(setting)) {
|
||||
// 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; // Return true to indicate the cursor was successfully updated.
|
||||
}
|
||||
|
||||
setScrollCursor(scrollCursor: integer): boolean {
|
||||
// Check if the new scroll position is the same as the current one; if so, do not update.
|
||||
if (scrollCursor === this.scrollCursor)
|
||||
return false;
|
||||
|
||||
// Update the internal scroll cursor state
|
||||
this.scrollCursor = scrollCursor;
|
||||
|
||||
// Apply the new scroll position to the settings UI.
|
||||
this.updateSettingsScroll();
|
||||
|
||||
// Reset the cursor to its current position to adjust its visibility after scrolling.
|
||||
this.setCursor(this.cursor);
|
||||
|
||||
return true;
|
||||
return true; // Return true to indicate the scroll cursor was successfully updated.
|
||||
}
|
||||
|
||||
updateSettingsScroll(): void {
|
||||
// Return immediately if the options container is not initialized.
|
||||
if (!this.optionsContainer) return;
|
||||
|
||||
// Set the vertical position of the options container based on the current scroll cursor, multiplying by the item height.
|
||||
this.optionsContainer.setY(-16 * this.scrollCursor);
|
||||
|
||||
// Iterate over all setting labels to update their visibility.
|
||||
for (let s = 0; s < this.settingLabels.length; s++) {
|
||||
// Determine if the current setting should be visible based on the scroll position.
|
||||
const visible = s >= this.scrollCursor && s < this.scrollCursor + 9;
|
||||
|
||||
// Set the visibility of the setting label and its corresponding options.
|
||||
this.settingLabels[s].setVisible(visible);
|
||||
for (let option of this.optionValueLabels[s])
|
||||
option.setVisible(visible);
|
||||
|
@ -388,13 +492,20 @@ export default class SettingsGamepadUiHandler extends UiHandler {
|
|||
|
||||
clear(): void {
|
||||
super.clear();
|
||||
|
||||
// Hide the settings container to remove it from the view.
|
||||
this.settingsContainer.setVisible(false);
|
||||
|
||||
// Remove the cursor from the UI.
|
||||
this.eraseCursor();
|
||||
}
|
||||
|
||||
eraseCursor(): void {
|
||||
// Check if a cursor object exists.
|
||||
if (this.cursorObj)
|
||||
this.cursorObj.destroy();
|
||||
this.cursorObj.destroy(); // Destroy the cursor object to clean up resources.
|
||||
|
||||
// Set the cursor object reference to null to fully dereference it.
|
||||
this.cursorObj = null;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue