SpaceCadetPinball/SpaceCadetPinball/options.h

293 lines
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C
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#pragma once
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enum class Msg : int;
enum class Menu1:int
{
New_Game = 101,
About_Pinball = 102,
High_Scores = 103,
Exit = 105,
Sounds = 201,
Music = 202,
Implement stereo sound. (#138) * Implement stereo sound. Original Space Cadet has mono sound. To achieve stereo, the following steps were accomplished: - Add a game option to turn on/off stereo sound. Default is on. - TPinballComponent objects were extended with a method called get_coordinates() that returns a single 2D point, approximating the on-screen position of the object, re-mapped between 0 and 1 vertically and horizontally, {0, 0} being at the top-left. - For static objects like bumpers and lights, the coordinate refers to the geometric center of the corresponding graphic sprite, and is precalculated at initialization. - For ball objects, the coordinate refers to the geometric center of the ball, calculated during play when requested. - Extend all calls to sound-playing methods so that they include a TPinballComponent* argument that refers to the sound source, e.g. where the sound comes from. For instance, when a flipper is activated, its method call to emit a sound now includes a reference to the flipper object; when a ball goes under a SkillShotGate, its method call to emit a sound now includes a reference to the corresponding light; and so on. For some cases, like light rollovers, the sound source is taken from the ball that triggered the light rollover. For other cases, like holes, flags and targets, the sound source is taken from the object itself. For some special cases like ramp activation, sound source is taken from the nearest light position that makes sense. For all game-progress sounds, like mission completion sounds or ball drain sounds, the sound source is undefined (set to nullptr), and the Sound::PlaySound() method takes care of positioning them at a default location, where speakers on a pinball machine normally are. - Make the Sound::PlaySound() method accept a new argument, a TPinballComponent reference, as described above. If the stereo option is turned on, the Sound::PlaySound() method calls the get_coordinates() method of the TPinballComponent reference to get the sound position. This project uses SDL_mixer and there is a function called Mix_SetPosition() that allows placing a sound in the stereo field, by giving it a distance and an angle. We arbitrarily place the player's ears at the bottom of the table; we set the ears' height to half a table's length. Intensity of the stereo effect is directly related to this value; the farther the player's ears from the table, the narrowest the stereo picture gets, and vice-versa. From there we have all we need to calculate distance and angle; we do just that and position all the sounds. * Copy-paste typo fix.
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SoundStereo = 203,
Help_Topics = 301,
Launch_Ball = 401,
Pause_Resume_Game = 402,
Full_Screen = 403,
Demo = 404,
Select_Table = 405,
Player_Controls = 406,
OnePlayer = 408,
TwoPlayers = 409,
ThreePlayers = 410,
FourPlayers = 411,
Show_Menu = 412,
MaximumResolution = 500,
R640x480 = 501,
R800x600 = 502,
R1024x768 = 503,
WindowUniformScale = 600,
WindowLinearFilter = 601,
WindowIntegerScale = 602,
Prefer3DPBGameData = 700,
};
enum class InputTypes
{
None = 0,
Keyboard,
Mouse,
GameController,
};
struct GameInput
{
InputTypes Type;
int Value;
GameInput() : GameInput(InputTypes::None, -1)
{
}
GameInput(InputTypes type, int value) : Type(type), Value(value)
{
}
bool operator==(const GameInput& other) const
{
return Type == other.Type && Value == other.Value;
}
std::string GetFullInputDescription() const;
std::string GetShortInputDescription() const;
};
enum class GameBindings
{
Min = 0,
LeftFlipper = 0,
RightFlipper,
Plunger,
LeftTableBump,
RightTableBump,
BottomTableBump,
NewGame,
TogglePause,
ToggleFullScreen,
ToggleSounds,
ToggleMusic,
ShowControlDialog,
ToggleMenuDisplay,
Exit,
Max
};
inline GameBindings& operator++(GameBindings& value, int)
{
return value = static_cast<GameBindings>(static_cast<int>(value) + 1);
}
constexpr int operator~(const GameBindings& value)
{
return static_cast<int>(value);
}
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class options
{
public:
// Original does ~120 updates per second.
static constexpr int MaxUps = 360, MaxFps = MaxUps, MinUps = 60, MinFps = MinUps,
DefUps = 120, DefFps = 60;
// Original uses 8 sound channels
static constexpr int MaxSoundChannels = 32, MinSoundChannels = 1, DefSoundChannels = 8;
static constexpr int MaxVolume = MIX_MAX_VOLUME, MinVolume = 0, DefVolume = MaxVolume;
static struct optionsStruct Options;
static std::vector<struct OptionBase*> AllOptions;
static void InitPrimary();
static void InitSecondary();
static void uninit();
static const std::string& GetSetting(const std::string& key, const std::string& defaultValue);
static void SetSetting(const std::string& key, const std::string& value);
static int get_int(LPCSTR lpValueName, int defaultValue);
static void set_int(LPCSTR lpValueName, int data);
static float get_float(LPCSTR lpValueName, float defaultValue);
static void set_float(LPCSTR lpValueName, float data);
static void GetInput(const std::string& rowName, GameInput (&values)[3]);
static void SetInput(const std::string& rowName, GameInput (&values)[3]);
static void toggle(Menu1 uIDCheckItem);
static void InputDown(GameInput input);
static void ShowControlDialog();
static void RenderControlDialog();
static bool WaitingForInput() { return ControlWaitingForInput; }
static std::vector<GameBindings> MapGameInput(GameInput key);
static void ResetAllOptions();
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private:
static std::unordered_map<std::string, std::string> settings;
static bool ShowDialog;
static GameInput* ControlWaitingForInput;
static void MyUserData_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line);
static void* MyUserData_ReadOpen(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);
static void MyUserData_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
static void PostProcessOptions();
};
struct OptionBase
{
LPCSTR Name;
OptionBase(LPCSTR name);
virtual ~OptionBase();
virtual void Load() = 0;
virtual void Save() const = 0;
virtual void Reset() = 0;
};
template <typename T>
struct OptionBaseT : OptionBase
{
const T DefaultValue;
T V;
OptionBaseT(LPCSTR name, T defaultValue) : OptionBase(name), DefaultValue(std::move(defaultValue)), V()
{
}
void Reset() override { V = DefaultValue; }
operator T&() { return V; }
OptionBaseT& operator=(const T& v)
{
V = v;
return *this;
}
};
struct IntOption : OptionBaseT<int>
{
IntOption(LPCSTR name, int defaultValue) : OptionBaseT(name, defaultValue)
{
}
void Load() override { V = options::get_int(Name, DefaultValue); }
void Save() const override { options::set_int(Name, V); }
using OptionBaseT::operator=;
};
struct StringOption : OptionBaseT<std::string>
{
StringOption(LPCSTR name, std::string defaultValue) : OptionBaseT(name, std::move(defaultValue))
{
}
void Load() override { V = options::GetSetting(Name, DefaultValue); }
void Save() const override { options::SetSetting(Name, V); }
};
struct FloatOption : OptionBaseT<float>
{
FloatOption(LPCSTR name, float defaultValue) : OptionBaseT(name, defaultValue)
{
}
void Load() override { V = options::get_float(Name, DefaultValue); }
void Save() const override { options::set_float(Name, V); }
};
struct BoolOption : OptionBaseT<bool>
{
BoolOption(LPCSTR name, bool defaultValue) : OptionBaseT(name, defaultValue)
{
}
void Load() override { V = options::get_int(Name, DefaultValue); }
void Save() const override { options::set_int(Name, V); }
using OptionBaseT::operator=;
};
struct ControlOption : OptionBase
{
const Msg Description;
GameInput Defaults[3];
GameInput Inputs[3];
ControlOption(LPCSTR name, Msg description, GameInput defaultKeyboard, GameInput defaultMouse,
GameInput defaultController) :
OptionBase(name),
Description(description),
Defaults{defaultKeyboard, defaultMouse, defaultController},
Inputs{defaultKeyboard, defaultMouse, defaultController}
{
}
void Load() override
{
for (auto i = 0u; i <= 2; i++)
{
auto name = std::string{ Name } + " " + std::to_string(i);
Inputs[i].Type = static_cast<InputTypes>(options::get_int((name + " type").c_str(),
static_cast<int>(Defaults[i].Type)));
Inputs[i].Value = options::get_int((name + " input").c_str(), Defaults[i].Value);
}
}
void Save() const override
{
for (auto i = 0u; i <= 2; i++)
{
auto name = std::string{ Name } + " " + std::to_string(i);
options::set_int((name + " type").c_str(), static_cast<int>(Inputs[i].Type));
options::set_int((name + " input").c_str(), Inputs[i].Value);
}
}
void Reset() override
{
std::copy(std::begin(Defaults), std::end(Defaults), std::begin(Inputs));
}
std::string GetShortcutDescription() const;
};
struct optionsStruct
{
ControlOption Key[~GameBindings::Max];
BoolOption Sounds;
BoolOption Music;
BoolOption FullScreen;
IntOption Players;
IntOption Resolution;
FloatOption UIScale;
BoolOption UniformScaling;
BoolOption LinearFiltering;
IntOption FramesPerSecond;
IntOption UpdatesPerSecond;
BoolOption ShowMenu;
BoolOption UncappedUpdatesPerSecond;
IntOption SoundChannels;
BoolOption HybridSleep;
BoolOption Prefer3DPBGameData;
BoolOption IntegerScaling;
IntOption SoundVolume;
IntOption MusicVolume;
BoolOption SoundStereo;
BoolOption DebugOverlay;
BoolOption DebugOverlayGrid;
BoolOption DebugOverlayAllEdges;
BoolOption DebugOverlayBallPosition;
BoolOption DebugOverlayBallEdges;
BoolOption DebugOverlayCollisionMask;
BoolOption DebugOverlaySprites;
BoolOption DebugOverlaySounds;
BoolOption DebugOverlayBallDepthGrid;
BoolOption DebugOverlayAabb;
StringOption FontFileName;
StringOption Language;
BoolOption HideCursor;
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};