mirror of
https://github.com/FunkinCrew/Funkin.git
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180 lines
7.1 KiB
Haxe
180 lines
7.1 KiB
Haxe
package funkin.ui.options;
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import flixel.FlxCamera;
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import flixel.FlxObject;
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import flixel.FlxSprite;
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import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
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import funkin.ui.AtlasText.AtlasFont;
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import funkin.ui.options.OptionsState.Page;
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import funkin.graphics.FunkinCamera;
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import funkin.ui.TextMenuList.TextMenuItem;
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import funkin.audio.FunkinSound;
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import funkin.ui.options.MenuItemEnums;
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import funkin.ui.options.items.CheckboxPreferenceItem;
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import funkin.ui.options.items.NumberPreferenceItem;
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import funkin.ui.options.items.EnumPreferenceItem;
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class PreferencesMenu extends Page
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{
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var items:TextMenuList;
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var preferenceItems:FlxTypedSpriteGroup<FlxSprite>;
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var menuCamera:FlxCamera;
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var camFollow:FlxObject;
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public function new()
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{
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super();
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menuCamera = new FunkinCamera('prefMenu');
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FlxG.cameras.add(menuCamera, false);
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menuCamera.bgColor = 0x0;
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camera = menuCamera;
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add(items = new TextMenuList());
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add(preferenceItems = new FlxTypedSpriteGroup<FlxSprite>());
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createPrefItems();
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camFollow = new FlxObject(FlxG.width / 2, 0, 140, 70);
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if (items != null) camFollow.y = items.selectedItem.y;
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menuCamera.follow(camFollow, null, 0.06);
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var margin = 160;
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menuCamera.deadzone.set(0, margin, menuCamera.width, 40);
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menuCamera.minScrollY = 0;
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items.onChange.add(function(selected) {
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camFollow.y = selected.y;
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});
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}
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/**
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* Create the menu items for each of the preferences.
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*/
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function createPrefItems():Void
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{
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createPrefItemCheckbox('Naughtyness', 'Toggle displaying raunchy content', function(value:Bool):Void {
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Preferences.naughtyness = value;
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}, Preferences.naughtyness);
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createPrefItemCheckbox('Downscroll', 'Enable to make notes move downwards', function(value:Bool):Void {
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Preferences.downscroll = value;
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}, Preferences.downscroll);
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createPrefItemCheckbox('Flashing Lights', 'Disable to dampen flashing effects', function(value:Bool):Void {
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Preferences.flashingLights = value;
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}, Preferences.flashingLights);
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createPrefItemCheckbox('Camera Zooming on Beat', 'Disable to stop the camera bouncing to the song', function(value:Bool):Void {
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Preferences.zoomCamera = value;
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}, Preferences.zoomCamera);
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createPrefItemCheckbox('Debug Display', 'Enable to show FPS and other debug stats', function(value:Bool):Void {
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Preferences.debugDisplay = value;
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}, Preferences.debugDisplay);
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createPrefItemCheckbox('Auto Pause', 'Automatically pause the game when it loses focus', function(value:Bool):Void {
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Preferences.autoPause = value;
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}, Preferences.autoPause);
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// Indent the selected item.
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items.forEach(function(daItem:TextMenuItem) {
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var thyOffset:Int = 0;
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// Initializing thy text width (if thou text present)
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var thyTextWidth:Int = 0;
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if (Std.isOfType(daItem, EnumPreferenceItem)) thyTextWidth = cast(daItem, EnumPreferenceItem).lefthandText.getWidth();
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else if (Std.isOfType(daItem, NumberPreferenceItem)) thyTextWidth = cast(daItem, NumberPreferenceItem).lefthandText.getWidth();
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if (thyTextWidth != 0)
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{
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// Magic number because of the weird offset thats being added by default
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thyOffset += thyTextWidth - 75;
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}
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if (items.selectedItem == daItem)
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{
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thyOffset += 150;
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}
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else
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{
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thyOffset += 120;
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}
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daItem.x = thyOffset;
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});
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}
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// - Preference item creation methods -
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// Should be moved into a separate PreferenceItems class but you can't access PreferencesMenu.items and PreferencesMenu.preferenceItems from outside.
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/**
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* Creates a pref item that works with booleans
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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*/
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function createPrefItemCheckbox(prefName:String, prefDesc:String, onChange:Bool->Void, defaultValue:Bool):Void
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{
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var checkbox:CheckboxPreferenceItem = new CheckboxPreferenceItem(0, 120 * (items.length - 1 + 1), defaultValue);
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items.createItem(0, (120 * items.length) + 30, prefName, AtlasFont.BOLD, function() {
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var value = !checkbox.currentValue;
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onChange(value);
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checkbox.currentValue = value;
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});
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preferenceItems.add(checkbox);
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}
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/**
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* Creates a pref item that works with general numbers
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param valueFormatter Will get called every time the game needs to display the float value; use this to change how the displayed value looks
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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* @param min Minimum value (example: 0)
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* @param max Maximum value (example: 10)
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* @param step The value to increment/decrement by (default = 0.1)
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* @param precision Rounds decimals up to a `precision` amount of digits (ex: 4 -> 0.1234, 2 -> 0.12)
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*/
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function createPrefItemNumber(prefName:String, prefDesc:String, onChange:Float->Void, ?valueFormatter:Float->String, defaultValue:Int, min:Int, max:Int,
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step:Float = 0.1, precision:Int):Void
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{
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var item = new NumberPreferenceItem(0, (120 * items.length) + 30, prefName, defaultValue, min, max, step, precision, onChange, valueFormatter);
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items.addItem(prefName, item);
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preferenceItems.add(item.lefthandText);
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}
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/**
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* Creates a pref item that works with number percentages
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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* @param min Minimum value (default = 0)
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* @param max Maximum value (default = 100)
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*/
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function createPrefItemPercentage(prefName:String, prefDesc:String, onChange:Int->Void, defaultValue:Int, min:Int = 0, max:Int = 100):Void
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{
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var newCallback = function(value:Float) {
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onChange(Std.int(value));
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};
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var formatter = function(value:Float) {
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return '${value}%';
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};
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var item = new NumberPreferenceItem(0, (120 * items.length) + 30, prefName, defaultValue, min, max, 10, 0, newCallback, formatter);
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items.addItem(prefName, item);
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preferenceItems.add(item.lefthandText);
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}
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/**
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* Creates a pref item that works with enums
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* @param values Maps enum values to display strings _(ex: `NoteHitSoundType.PingPong => "Ping pong"`)_
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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*/
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function createPrefItemEnum(prefName:String, prefDesc:String, values:Map<String, String>, onChange:String->Void, defaultValue:String):Void
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{
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var item = new EnumPreferenceItem(0, (120 * items.length) + 30, prefName, values, defaultValue, onChange);
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items.addItem(prefName, item);
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preferenceItems.add(item.lefthandText);
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}
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}
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