added key list in keyboard setting binding

pull/685/head
Greenlamp 2024-05-12 21:03:48 +02:00
parent d9d455f317
commit c963970adf
5 changed files with 597 additions and 55 deletions

View File

@ -1,12 +1,9 @@
import {SettingGamepad} from "../system/settings-gamepad";
import {Button} from "../enums/buttons";
import {Button} from "#app/enums/buttons";
import {SettingKeyboard} from "#app/system/settings-keyboard";
/**
* 081f-e401 - UnlicensedSNES
*/
const pad_unlicensedSNES = {
const cfg_keyboard_azerty = {
padID: 'keyboard',
padType: 'keyboard',
padType: 'azerty',
gamepadMapping: {
KEY_A: 0,
KEY_B: 0,
@ -80,7 +77,8 @@ const pad_unlicensedSNES = {
KEY_LEFT_BRACKET: 0,
KEY_RIGHT_BRACKET: 0,
KEY_SEMICOLON: 0,
KEY_ASTERISK: 0
KEY_ASTERISK: 0,
T_Backspace_Alt_Key_Dark: 0
},
icons: {
KEY_A: "T_A_Key_Dark.png",
@ -138,23 +136,23 @@ const pad_unlicensedSNES = {
KEY_PAGE_DOWN: "T_PageDown_Key_Dark.png",
KEY_PAGE_UP: "T_PageUp_Key_Dark.png",
KEY_CTRL: "T_CTRL_Key_Dark.png",
KEY_DEL: "T_DEL_Key_Dark.png",
KEY_END: "T_END_Key_Dark.png",
KEY_ENTER: "T_ENTER_Key_Dark.png",
KEY_ESC: "T_ESC_Key_Dark.png",
KEY_HOME: "T_HOME_Key_Dark.png",
KEY_INSERT: "T_INSERT_Key_Dark.png",
KEY_CTRL: "T_Crtl_Key_Dark.png",
KEY_DEL: "T_Del_Key_Dark.png",
KEY_END: "T_End_Key_Dark.png",
KEY_ENTER: "T_Enter_Alt_Key_Dark.png",
KEY_ESC: "T_Esc_Key_Dark.png",
KEY_HOME: "T_Home_Key_Dark.png",
KEY_INSERT: "T_Insert_Key_Dark.png",
KEY_PLUS: "T_PLUS_Key_Dark.png",
KEY_MINUS: "T_MINUS_Key_Dark.png",
KEY_QUOTATION: "T_QUOTATION_Key_Dark.png",
KEY_SHIFT: "T_SHIFT_Key_Dark.png",
KEY_PLUS: "T_Plus_Tall_Key_Dark.png",
KEY_MINUS: "T_Minus_Key_Dark.png",
KEY_QUOTATION: "T_Quotation_Key_Dark.png",
KEY_SHIFT: "T_Shift_Key_Dark.png",
KEY_LEFT_SHIFT: "T_Shift_Super_Wide_Key_Dark.png",
KEY_SPACE: "T_SPACE_Key_Dark.png",
KEY_TAB: "T_TAB_Key_Dark.png",
KEY_TILDE: "T_TILDE_Key_Dark.png",
KEY_SPACE: "T_Space_Key_Dark.png",
KEY_TAB: "T_Tab_Key_Dark.png",
KEY_TILDE: "T_Tilde_Key_Dark.png",
KEY_ARROW_UP: "T_Up_Key_Dark.png",
KEY_ARROW_DOWN: "T_Down_Key_Dark.png",
@ -165,12 +163,48 @@ const pad_unlicensedSNES = {
KEY_RIGHT_BRACKET: "T_Brackets_R_Key_Dark.png",
KEY_SEMICOLON: "T_Semicolon_Key_Dark.png",
KEY_ASTERISK: "T_Asterisk_Key_Dark.png"
KEY_ASTERISK: "T_Asterisk_Key_Dark.png",
KEY_BACKSPACE: "T_Backspace_Alt_Key_Dark.png"
},
setting: {
KEY_ARROW_UP: SettingKeyboard.Button_Up,
KEY_ARROW_DOWN: SettingKeyboard.Button_Down,
KEY_ARROW_LEFT: SettingKeyboard.Button_Left,
KEY_ARROW_RIGHT: SettingKeyboard.Button_Right,
KEY_ENTER: SettingKeyboard.Button_Submit,
KEY_SPACE: SettingKeyboard.Button_Action,
KEY_BACKSPACE: SettingKeyboard.Button_Cancel,
KEY_ESC: SettingKeyboard.Button_Menu,
KEY_C: SettingKeyboard.Button_Stats,
KEY_R: SettingKeyboard.Button_Cycle_Shiny,
KEY_F: SettingKeyboard.Button_Cycle_Form,
KEY_G: SettingKeyboard.Button_Cycle_Gender,
KEY_E: SettingKeyboard.Button_Cycle_Ability,
KEY_N: SettingKeyboard.Button_Cycle_Nature,
KEY_V: SettingKeyboard.Button_Cycle_Variant,
KEY_PLUS: SettingKeyboard.Button_Speed_Up,
KEY_MINUS: SettingKeyboard.Button_Slow_Down,
},
default: {
KEY_ARROW_UP: Button.UP,
KEY_ARROW_DOWN: Button.DOWN,
KEY_ARROW_LEFT: Button.LEFT,
KEY_ARROW_RIGHT: Button.RIGHT,
KEY_ENTER: Button.SUBMIT,
KEY_SPACE: Button.ACTION,
KEY_BACKSPACE: Button.CANCEL,
KEY_ESC: Button.MENU,
KEY_C: Button.STATS,
KEY_R: Button.CYCLE_SHINY,
KEY_F: Button.CYCLE_FORM,
KEY_G: Button.CYCLE_GENDER,
KEY_E: Button.CYCLE_ABILITY,
KEY_N: Button.CYCLE_NATURE,
KEY_V: Button.CYCLE_VARIANT,
KEY_PLUS: Button.SPEED_UP,
KEY_MINUS: Button.SLOW_DOWN,
}
};
export default pad_unlicensedSNES;
export default cfg_keyboard_azerty;

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@ -12,6 +12,8 @@ import {
getCurrenlyAssignedIconFromInputIndex, getCurrentlyAssignedIconToSettingName,
getKeyFromInputIndex, getCurrentlyAssignedToSettingName
} from "./configs/gamepad-utils";
import SettingsKeyboardUiHandler from "#app/ui/settings/settings-keyboard-ui-handler";
import cfg_keyboard_azerty from "#app/configs/cfg_keyboard_azerty";
export interface GamepadMapping {
[key: string]: number;
@ -74,10 +76,12 @@ export class InputsController {
private interactions: Map<Button, Map<string, boolean>> = new Map();
private time: Phaser.Time.Clock;
private configs: Map<string, GamepadConfig> = new Map();
private keyboardConfigs: Map<string, GamepadConfig> = new Map();
private gamepadSupport: boolean = true;
public chosenGamepad: String;
public chosenKeyboard: string = "azerty";
private disconnectedGamepads: Array<String> = new Array();
private pauseUpdate: boolean = false;
@ -154,8 +158,9 @@ export class InputsController {
this.scene.input.gamepad.on('down', this.gamepadButtonDown, this);
this.scene.input.gamepad.on('up', this.gamepadButtonUp, this);
this.scene.input.keyboard.on('keydown', this.keyboardKeyDown, this);
this.scene.input.keyboard.on('keyup', this.keyboardKeyUp, this);
}
// Keyboard
this.setupKeyboardControls();
}
@ -198,6 +203,10 @@ export class InputsController {
this.deactivatePressedKey();
this.initChosenGamepad(gamepad)
}
setChosenKeyboardLayout(layoutKeyboard: String): void {
this.deactivatePressedKey();
this.initChosenLayoutKeyboard(layoutKeyboard)
}
/**
* Updates the interaction handling by processing input states.
@ -261,6 +270,17 @@ export class InputsController {
handler && handler.updateChosenGamepadDisplay()
}
initChosenLayoutKeyboard(layoutKeyboard?: String): void {
let name = layoutKeyboard;
if (layoutKeyboard)
this.chosenKeyboard = layoutKeyboard;
else
name = this.chosenKeyboard;
localStorage.setItem('chosenKeyboardLayout', name);
const handler = this.scene.ui?.handlers[Mode.SETTINGS_KEYBOARD] as SettingsKeyboardUiHandler;
handler && handler.updateChosenKeyboardDisplay()
}
/**
* Handles the disconnection of a gamepad by adding its identifier to a list of disconnected gamepads.
* This is necessary because Phaser retains memory of previously connected gamepads, and without tracking
@ -320,6 +340,16 @@ export class InputsController {
if (this.chosenGamepad === thisGamepad.id) this.initChosenGamepad(this.chosenGamepad)
}
setupKeyboard(): void {
for (const layout of ['azerty']) {
const config = this.getConfigKeyboard(layout);
config.custom = this.keyboardConfigs[layout]?.custom || {...config.default};
this.keyboardConfigs[layout] = config;
this.scene.gameData?.saveCustomKeyboardMapping(this.chosenKeyboard, this.keyboardConfigs[layout]?.custom);
}
this.initChosenLayoutKeyboard(this.chosenKeyboard)
}
/**
* Refreshes and re-indexes the list of connected gamepads.
*
@ -339,6 +369,17 @@ export class InputsController {
}
}
keyboardKeyDown(event): void {
const keyDown = event.key;
const keyCode = event.keyCode
if (!this.keyboardConfigs[this.chosenKeyboard]?.padID)
this.setupKeyboard();
}
keyboardKeyUp(event): void {
}
/**
* Handles button press events on a gamepad. This method sets the gamepad as chosen on the first input if no gamepad is currently chosen.
* It checks if gamepad support is enabled and if the event comes from the chosen gamepad. If so, it maps the button press to a specific
@ -504,6 +545,13 @@ export class InputsController {
return pad_generic;
}
getConfigKeyboard(id: string): GamepadConfig {
if (id === 'azerty')
return cfg_keyboard_azerty;
return cfg_keyboard_azerty;
}
/**
* repeatInputDurationJustPassed returns true if @param button has been held down long
* enough to fire a repeated input. A button must claim the buttonLock before
@ -655,6 +703,17 @@ export class InputsController {
return null;
}
/**
* Retrieves the active configuration for the currently chosen gamepad.
* It checks if a specific gamepad ID is stored under the chosen gamepad's configurations and returns it.
*
* @returns GamepadConfig The configuration object for the active gamepad, or null if not set.
*/
getActiveKeyboardConfig(): GamepadConfig | null {
if (this.keyboardConfigs[this.chosenKeyboard]?.padID) return this.keyboardConfigs[this.chosenKeyboard]
return null;
}
/**
* Determines icon for a button pressed on the currently chosen gamepad based on its configuration.
*

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@ -31,6 +31,7 @@ import { OutdatedPhase, ReloadSessionPhase } from "#app/phases";
import { Variant, variantData } from "#app/data/variant";
import {setSettingGamepad, SettingGamepad, settingGamepadDefaults} from "./settings-gamepad";
import {MappingLayout} from "#app/inputs-controller";
import {setSettingKeyboard, SettingKeyboard, settingKeyboardDefaults} from "#app/system/settings-keyboard";
const saveKey = 'x0i2O7WRiANTqPmZ'; // Temporary; secure encryption is not yet necessary
@ -500,6 +501,15 @@ export class GameData {
return true;
}
public saveCustomKeyboardMapping(keyboardLayout: string, mapping: MappingLayout): boolean {
let customKeyboardMappings: object = {};
if (localStorage.hasOwnProperty('customKeyboardMappings'))
customKeyboardMappings = JSON.parse(localStorage.getItem('customKeyboardMappings'));
customKeyboardMappings[keyboardLayout] = mapping;
localStorage.setItem('customKeyboardMappings', JSON.stringify(customKeyboardMappings));
return true;
}
public loadCustomMapping(): boolean {
console.log('loadCustomMapping');
if (!localStorage.hasOwnProperty('customMapping'))
@ -524,6 +534,20 @@ export class GameData {
return true;
}
public saveKeyboardSetting(setting: SettingKeyboard, valueIndex: integer): boolean {
let settingsKeyboard: object = {};
if (localStorage.hasOwnProperty('settingsKeyboard'))
settingsKeyboard = JSON.parse(localStorage.getItem('settingsKeyboard'));
setSettingKeyboard(this.scene, setting as SettingKeyboard, valueIndex);
Object.keys(settingKeyboardDefaults).forEach(s => {
if (s === setting)
settingsKeyboard[s] = valueIndex;
});
localStorage.setItem('settingsKeyboard', JSON.stringify(settingsKeyboard));
return true;
}
private loadSettings(): boolean {
Object.values(Setting).map(setting => setting as Setting).forEach(setting => setSetting(this.scene, setting, settingDefaults[setting]));

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@ -1,10 +1,15 @@
import {SettingDefaults, SettingOptions} from "#app/system/settings";
import {Button} from "#app/enums/buttons";
import BattleScene from "#app/battle-scene";
import {SettingGamepad} from "#app/system/settings-gamepad";
import {Mode} from "#app/ui/ui";
import SettingsKeyboardUiHandler from "#app/ui/settings/settings-keyboard-ui-handler";
export enum SettingKeyboard {
Default_Layout = "DEFAULT_LAYOUT",
Button_Up = "BUTTON_UP",
Button_Down = "BUTTON_DOWN",
Button_Left = "BUTTON_LEFT",
Button_Right = "BUTTON_RIGHT",
Button_Action = "BUTTON_ACTION",
Button_Cancel = "BUTTON_CANCEL",
Button_Menu = "BUTTON_MENU",
@ -21,6 +26,11 @@ export enum SettingKeyboard {
}
export const settingKeyboardOptions: SettingOptions = {
[SettingKeyboard.Default_Layout]: ['Default', 'Change'],
[SettingKeyboard.Button_Up]: [`KEY ${Button.UP.toString()}`, 'Change'],
[SettingKeyboard.Button_Down]: [`KEY ${Button.DOWN.toString()}`, 'Change'],
[SettingKeyboard.Button_Left]: [`KEY ${Button.LEFT.toString()}`, 'Change'],
[SettingKeyboard.Button_Right]: [`KEY ${Button.RIGHT.toString()}`, 'Change'],
[SettingKeyboard.Button_Action]: [`KEY ${Button.ACTION.toString()}`, 'Change'],
[SettingKeyboard.Button_Cancel]: [`KEY ${Button.CANCEL.toString()}`, 'Change'],
[SettingKeyboard.Button_Menu]: [`KEY ${Button.MENU.toString()}`, 'Change'],
@ -37,6 +47,11 @@ export const settingKeyboardOptions: SettingOptions = {
};
export const settingKeyboardDefaults: SettingDefaults = {
[SettingKeyboard.Default_Layout]: 0,
[SettingKeyboard.Button_Up]: 0,
[SettingKeyboard.Button_Down]: 0,
[SettingKeyboard.Button_Left]: 0,
[SettingKeyboard.Button_Right]: 0,
[SettingKeyboard.Button_Action]: 0,
[SettingKeyboard.Button_Cancel]: 0,
[SettingKeyboard.Button_Menu]: 0,
@ -55,6 +70,10 @@ export const settingKeyboardDefaults: SettingDefaults = {
export function setSettingKeyboard(scene: BattleScene, setting: SettingKeyboard, value: integer): boolean {
switch (setting) {
case SettingKeyboard.Button_Up:
case SettingKeyboard.Button_Down:
case SettingKeyboard.Button_Left:
case SettingKeyboard.Button_Right:
case SettingKeyboard.Button_Action:
case SettingKeyboard.Button_Cancel:
case SettingKeyboard.Button_Menu:
@ -81,6 +100,30 @@ export function setSettingKeyboard(scene: BattleScene, setting: SettingKeyboard,
}
}
break;
case SettingKeyboard.Default_Layout:
if (value && scene.ui) {
const cancelHandler = () => {
scene.ui.revertMode();
(scene.ui.getHandler() as SettingsKeyboardUiHandler).setOptionCursor(Object.values(SettingKeyboard).indexOf(SettingKeyboard.Default_Layout), 0, true);
(scene.ui.getHandler() as SettingsKeyboardUiHandler).updateBindings();
return false;
};
const changeKeyboardHandler = (keyboardLayout: string) => {
scene.inputController.setChosenKeyboardLayout(keyboardLayout);
cancelHandler();
return true;
};
scene.ui.setOverlayMode(Mode.OPTION_SELECT, {
options: [{
label: 'azerty',
handler: changeKeyboardHandler,
}, {
label: 'qwerty',
handler: changeKeyboardHandler,
}]
});
return false;
}
}
return true;

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@ -2,26 +2,239 @@ import UiHandler from "../ui-handler";
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 {InputsIcons, LayoutConfig} from "#app/ui/settings/settings-gamepad-ui-handler";
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";
export default class SettingsKeyboardUiHandler extends UiHandler {
private settingsContainer: Phaser.GameObjects.Container;
private optionsContainer: Phaser.GameObjects.Container;
private scrollCursor: integer;
private optionCursors: integer[];
private cursorObj: Phaser.GameObjects.NineSlice;
private optionsBg: Phaser.GameObjects.NineSlice;
private settingLabels: Phaser.GameObjects.Text[];
private optionValueLabels: Phaser.GameObjects.Text[][];
// layout will contain the 3 Gamepad tab for each config - dualshock, xbox, snes
private layout: Map<string, LayoutConfig> = new Map<string, LayoutConfig>();
// Will contain the input icons from the selected layout
private inputsIcons: InputsIcons;
// list all the setting keys used in the selected layout (because dualshock has more buttons than xbox)
private keys: Array<String>;
// Store the specific settings related to key bindings for the current gamepad configuration.
private bindingSettings: Array<String>;
constructor(scene: BattleScene, mode?: Mode) {
super(scene, mode);
}
setup() {
const ui = this.getUi();
this.settingsContainer = this.scene.add.container(1, -(this.scene.game.canvas.height / 6) + 1);
this.settingsContainer.setInteractive(new Phaser.Geom.Rectangle(0, 0, this.scene.game.canvas.width / 6, this.scene.game.canvas.height / 6), Phaser.Geom.Rectangle.Contains);
const headerBg = addWindow(this.scene, 0, 0, (this.scene.game.canvas.width / 6) - 2, 24);
headerBg.setOrigin(0, 0);
const headerText = addTextObject(this.scene, 0, 0, 'General', TextStyle.SETTINGS_LABEL);
headerText.setOrigin(0, 0);
headerText.setPositionRelative(headerBg, 8, 4);
const gamepadText = addTextObject(this.scene, 0, 0, 'Gamepad', TextStyle.SETTINGS_LABEL);
gamepadText.setOrigin(0, 0);
gamepadText.setPositionRelative(headerBg, 50, 4);
const keyboardText = addTextObject(this.scene, 0, 0, 'Keyboard', TextStyle.SETTINGS_SELECTED);
keyboardText.setOrigin(0, 0);
keyboardText.setPositionRelative(headerBg, 97, 4);
this.optionsBg = addWindow(this.scene, 0, headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - headerBg.height - 2);
this.optionsBg.setOrigin(0, 0);
this.settingsContainer.add(headerBg);
this.settingsContainer.add(headerText);
this.settingsContainer.add(gamepadText);
this.settingsContainer.add(keyboardText);
this.settingsContainer.add(this.optionsBg);
for (const config of [cfg_keyboard_azerty]) {
// Create a map to store layout settings based on the pad type.
this.layout[config.padType] = new Map();
// Create a container for gamepad options in the scene, initially hidden.
const optionsContainer = this.scene.add.container(0, 0);
optionsContainer.setVisible(false);
// Gather all gamepad binding settings from the configuration.
const bindingSettings = Object.keys(config.setting).map(k => config.setting[k]);
// Array to hold labels for different settings such as 'Default Controller', 'Gamepad Support', etc.
const settingLabels: Phaser.GameObjects.Text[] = [];
// Array to hold options for each setting, e.g., 'Auto', 'Disabled'.
const optionValueLabels: Phaser.GameObjects.Text[][] = [];
// Object to store sprites for each button configuration.
const inputsIcons: InputsIcons = {};
// Fetch common setting keys such as 'Default Controller' and 'Gamepad Support' from gamepad settings.
const commonSettingKeys = Object.keys(SettingKeyboard).slice(0, 1).map(key => SettingKeyboard[key]);
// Combine common and specific bindings into a single array.
const specificBindingKeys = [...commonSettingKeys, ...Object.keys(config.setting).map(k => config.setting[k])];
// Fetch default values for these settings and prepare to highlight selected options.
const optionCursors = Object.values(Object.keys(settingKeyboardDefaults).filter(s => specificBindingKeys.includes(s)).map(k => settingKeyboardDefaults[k]));
// Filter out settings that are not relevant to the current gamepad configuration.
const SettingKeyboardFiltered = Object.keys(SettingKeyboard).filter(_key => specificBindingKeys.includes(SettingKeyboard[_key]));
// Loop through the filtered settings to manage display and options.
SettingKeyboardFiltered.forEach((setting, s) => {
// Convert the setting key from format 'Key_Name' to 'Key name' for display.
let settingName = setting.replace(/\_/g, ' ');
// Create and add a text object for the setting name to the scene.
settingLabels[s] = addTextObject(this.scene, 8, 28 + s * 16, settingName, TextStyle.SETTINGS_LABEL);
settingLabels[s].setOrigin(0, 0);
optionsContainer.add(settingLabels[s]);
// Initialize an array to store the option labels for this setting.
const valueLabels: Phaser.GameObjects.Text[] = []
// Process each option for the current setting.
for (const [o, option] of settingKeyboardOptions[SettingKeyboard[setting]].entries()) {
// Check if the current setting is for binding keys.
if (bindingSettings.includes(SettingKeyboard[setting])) {
// Create a label for non-null options, typically indicating actionable options like 'change'.
if (o) {
const valueLabel = addTextObject(this.scene, 0, 0, option, TextStyle.WINDOW);
valueLabel.setOrigin(0, 0);
optionsContainer.add(valueLabel);
valueLabels.push(valueLabel);
continue;
}
// For null options, add an icon for the key.
const key = getKeyForSettingName(config as GamepadConfig, SettingKeyboard[setting]);
const icon = this.scene.add.sprite(0, 0, 'keyboard');
icon.setScale(0.1);
icon.setOrigin(0, -0.1);
inputsIcons[key] = icon;
optionsContainer.add(icon);
valueLabels.push(icon);
continue;
}
// For regular settings like 'Gamepad support', create a label and determine if it is selected.
const valueLabel = addTextObject(this.scene, 0, 0, option, settingKeyboardDefaults[SettingKeyboard[setting]] === o ? TextStyle.SETTINGS_SELECTED : TextStyle.WINDOW);
valueLabel.setOrigin(0, 0);
optionsContainer.add(valueLabel);
//if a setting has 2 options, valueLabels will be an array of 2 elements
valueLabels.push(valueLabel);
}
// Collect all option labels for this setting into the main array.
optionValueLabels.push(valueLabels);
// Calculate the total width of all option labels within a specific setting
// This is achieved by summing the width of each option label
const totalWidth = optionValueLabels[s].map(o => o.width).reduce((total, width) => total += width, 0);
// Define the minimum width for a label, ensuring it's at least 78 pixels wide or the width of the setting label plus some padding
const labelWidth = Math.max(78, settingLabels[s].displayWidth + 8);
// Calculate the total available space for placing option labels next to their setting label
// We reserve space for the setting label and then distribute the remaining space evenly
const totalSpace = (300 - labelWidth) - totalWidth / 6;
// Calculate the spacing between options based on the available space divided by the number of gaps between labels
const optionSpacing = Math.floor(totalSpace / (optionValueLabels[s].length - 1));
// Initialize xOffset to zero, which will be used to position each option label horizontally
let xOffset = 0;
// Start positioning each option label one by one
for (let value of optionValueLabels[s]) {
// Set the option label's position right next to the setting label, adjusted by xOffset
value.setPositionRelative(settingLabels[s], labelWidth + xOffset, 0);
// Move the xOffset to the right for the next label, ensuring each label is spaced evenly
xOffset += value.width / 6 + optionSpacing;
}
});
// Assigning the newly created components to the layout map under the specific gamepad type.
this.layout[config.padType].optionsContainer = optionsContainer; // Container for this pad's options.
this.layout[config.padType].inputsIcons = inputsIcons; // Icons for each input specific to this pad.
this.layout[config.padType].settingLabels = settingLabels; // Text labels for each setting available on this pad.
this.layout[config.padType].optionValueLabels = optionValueLabels; // Labels for values corresponding to each setting.
this.layout[config.padType].optionCursors = optionCursors; // Cursors to navigate through the options.
this.layout[config.padType].keys = specificBindingKeys; // Keys that identify each setting specifically bound to this pad.
this.layout[config.padType].bindingSettings = bindingSettings; // Settings that define how the keys are bound.
// Add the options container to the overall settings container to be displayed in the UI.
this.settingsContainer.add(optionsContainer);
}
// Add the settings container to the UI.
ui.add(this.settingsContainer);
// Initially hide the settings container until needed (e.g., when a gamepad is connected or a button is pressed).
this.settingsContainer.setVisible(false);
}
updateBindings(): void {
// Hide the options container for all layouts to reset the UI visibility.
Object.keys(this.layout).forEach((key) => this.layout[key].optionsContainer.setVisible(false));
// Fetch the active gamepad configuration from the input controller.
const activeConfig = this.scene.inputController.getActiveKeyboardConfig();
// Set the UI layout for the active configuration. If unsuccessful, exit the function early.
if (!this.setLayout(activeConfig)) return;
// Retrieve the gamepad settings from local storage or use an empty object if none exist.
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.
}
// Set the cursor and scroll cursor to their initial positions.
this.setCursor(0);
this.setScrollCursor(0);
}
show(args: any[]): boolean {
super.show(args);
this.updateBindings();
// Make the settings container visible to the user.
this.settingsContainer.setVisible(true);
// Reset the scroll cursor to the top of the settings container.
this.setScrollCursor(0);
// Move the settings container to the end of the UI stack to ensure it is displayed on top.
// this.getUi().moveTo(this.settingsContainer, this.getUi().length - 1);
this.getUi().moveTo(this.settingsContainer, this.getUi().length - 1);
// Hide any tooltips that might be visible before showing the settings container.
this.getUi().hideTooltip();
@ -30,48 +243,217 @@ export default class SettingsKeyboardUiHandler extends UiHandler {
return true;
}
setLayout(activeConfig: GamepadConfig): boolean {
// Extract the type of the gamepad from the active configuration.
const configType = activeConfig.padType;
// If a cursor object exists, destroy it to clean up previous UI states.
this.cursorObj?.destroy();
// Reset the cursor object and scroll cursor to ensure they are re-initialized correctly.
this.cursorObj = null;
this.scrollCursor = null;
// Retrieve the layout settings based on the type of the gamepad.
const layout = this.layout[configType];
// Update the main controller with configuration details from the selected layout.
this.keys = layout.keys;
this.optionsContainer = layout.optionsContainer;
this.optionsContainer.setVisible(true);
this.settingLabels = layout.settingLabels;
this.optionValueLabels = layout.optionValueLabels;
this.optionCursors = layout.optionCursors;
this.inputsIcons = layout.inputsIcons;
this.bindingSettings = layout.bindingSettings;
// Return true indicating the layout was successfully applied.
return true;
}
processInput(button: Button): boolean {
const ui = this.getUi();
return false;
// 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.
this.scene.ui.setMode(Mode.SETTINGS_GAMEPAD)
success = true;
break;
case Button.CYCLE_SHINY:
this.scene.ui.setMode(Mode.SETTINGS)
success = true;
break;
}
}
// If a change occurred, play the selection sound.
if (success)
ui.playSelect();
return success; // Return whether the input resulted in a successful action.
}
setCursor(cursor: integer): boolean {
const ret = super.setCursor(cursor);
return ret;
// If the optionsContainer is not initialized, return the result from the parent class directly.
if (!this.optionsContainer) return ret;
// Check if the cursor object exists, if not, create it.
if (!this.cursorObj) {
this.cursorObj = this.scene.add.nineslice(0, 0, 'summary_moves_cursor', null, (this.scene.game.canvas.width / 6) - 10, 16, 1, 1, 1, 1);
this.cursorObj.setOrigin(0, 0); // Set the origin to the top-left corner.
this.optionsContainer.add(this.cursorObj); // Add the cursor to the options container.
}
// Update the position of the cursor object relative to the options background based on the current cursor and scroll positions.
this.cursorObj.setPositionRelative(this.optionsBg, 4, 4 + (this.cursor + this.scrollCursor) * 16);
return ret; // Return the result from the parent class's setCursor method.
}
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.
// Check if the current setting corresponds to the default controller setting.
if (setting === SettingKeyboard.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,
// truncating the name to 30 characters if necessary.
this.layout[_key].optionValueLabels[index][0].setText(truncateString(this.scene.inputController.chosenKeyboard, 30));
}
}
}
}
setOptionCursor(settingIndex: integer, cursor: integer, save?: boolean): boolean {
return true;
// 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)
this.scene.gameData.saveKeyboardSetting(setting, cursor)
}
return true; // Return true to indicate the cursor was successfully updated.
}
setScrollCursor(scrollCursor: integer): boolean {
return true;
// 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 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);
// }
// }
updateSettingsScroll(): void {
// Return immediately if the options container is not initialized.
if (!this.optionsContainer) return;
// Set the vertical position of the options container based on the current scroll cursor, multiplying by the item height.
this.optionsContainer.setY(-16 * this.scrollCursor);
// Iterate over all setting labels to update their visibility.
for (let s = 0; s < this.settingLabels.length; s++) {
// Determine if the current setting should be visible based on the scroll position.
const visible = s >= this.scrollCursor && s < this.scrollCursor + 9;
// Set the visibility of the setting label and its corresponding options.
this.settingLabels[s].setVisible(visible);
for (let option of this.optionValueLabels[s])
option.setVisible(visible);
}
}
clear(): void {
super.clear();
// Hide the settings container to remove it from the view.
// this.settingsContainer.setVisible(false);
this.settingsContainer.setVisible(false);
// Remove the cursor from the UI.
this.eraseCursor();
@ -79,11 +461,11 @@ export default class SettingsKeyboardUiHandler extends UiHandler {
eraseCursor(): void {
// Check if a cursor object exists.
// if (this.cursorObj)
// this.cursorObj.destroy(); // Destroy the cursor object to clean up resources.
//
// // Set the cursor object reference to null to fully dereference it.
// this.cursorObj = null;
if (this.cursorObj)
this.cursorObj.destroy(); // Destroy the cursor object to clean up resources.
// Set the cursor object reference to null to fully dereference it.
this.cursorObj = null;
}
}