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SpaceCadetPinball/SpaceCadetPinball/options.cpp
2023-07-11 15:34:51 +03:00

638 lines
15 KiB
C++

#include "pch.h"
#include "options.h"
#include "fullscrn.h"
#include "midi.h"
#include "pb.h"
#include "render.h"
#include "Sound.h"
#include "winmain.h"
#include "translations.h"
constexpr int options::MaxUps, options::MaxFps, options::MinUps, options::MinFps, options::DefUps, options::DefFps;
constexpr int options::MaxSoundChannels, options::MinSoundChannels, options::DefSoundChannels;
constexpr int options::MaxVolume, options::MinVolume, options::DefVolume;
std::unordered_map<std::string, std::string> options::settings{};
bool options::ShowDialog = false;
GameInput* options::ControlWaitingForInput = nullptr;
std::vector<OptionBase*> options::AllOptions{};
optionsStruct options::Options
{
{
{
"Left Flipper key",
Msg::KEYMAPPER_FlipperL,
{InputTypes::Keyboard, SDLK_z},
{InputTypes::Mouse, SDL_BUTTON_LEFT},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_LEFTSHOULDER}
},
{
"Right Flipper key",
Msg::KEYMAPPER_FlipperR,
{InputTypes::Keyboard, SDLK_SLASH},
{InputTypes::Mouse,SDL_BUTTON_RIGHT},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER}
},
{
"Plunger key",
Msg::KEYMAPPER_Plunger,
{InputTypes::Keyboard, SDLK_SPACE},
{InputTypes::Mouse,SDL_BUTTON_MIDDLE},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_A}
},
{
"Left Table Bump key",
Msg::KEYMAPPER_BumpLeft,
{InputTypes::Keyboard, SDLK_x},
{InputTypes::Mouse,SDL_BUTTON_X1},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_LEFT}
},
{
"Right Table Bump key",
Msg::KEYMAPPER_BumpRight,
{InputTypes::Keyboard, SDLK_PERIOD},
{InputTypes::Mouse,SDL_BUTTON_X2},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_RIGHT}
},
{
"Bottom Table Bump key",
Msg::KEYMAPPER_BumpBottom,
{InputTypes::Keyboard, SDLK_UP},
{InputTypes::Mouse,SDL_BUTTON_X2 + 1},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_UP}
},
{
"New Game",
Msg::Menu1_New_Game,
{InputTypes::Keyboard, SDLK_F2},
{},
{}
},
{
"Toggle Pause",
Msg::Menu1_Pause_Resume_Game,
{InputTypes::Keyboard, SDLK_F3},
{},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_START}
},
{
"Toggle FullScreen",
Msg::Menu1_Full_Screen,
{InputTypes::Keyboard, SDLK_F4},
{},
{}
},
{
"Toggle Sounds",
Msg::Menu1_Sounds,
{InputTypes::Keyboard, SDLK_F5},
{},
{}
},
{
"Toggle Music",
Msg::Menu1_Music,
{InputTypes::Keyboard, SDLK_F6},
{},
{}
},
{
"Show Control Dialog",
Msg::Menu1_Player_Controls,
{InputTypes::Keyboard, SDLK_F8},
{},
{}
},
{
"Toggle Menu Display",
Msg::Menu1_ToggleShowMenu,
{InputTypes::Keyboard, SDLK_F9},
{},
{}
},
{
"Exit",
Msg::Menu1_Exit,
{InputTypes::Keyboard, SDLK_ESCAPE},
{},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_BACK}
},
},
{"Sounds", true},
{"Music", false},
{"FullScreen", false},
{"Players", 1},
{"Screen Resolution", -1},
{"UI Scale", 1.0f},
{"Uniform scaling", true},
{"Linear Filtering", true},
{"Frames Per Second", DefFps},
{"Updates Per Second", DefUps},
{"ShowMenu", true},
{"Uncapped Updates Per Second", false},
{"Sound Channels", DefSoundChannels},
{"HybridSleep", false},
{"Prefer 3DPB Game Data", false},
{"Integer Scaling", false},
{"Sound Volume", DefVolume},
{"Music Volume", DefVolume},
{"Stereo Sound Effects", false},
{"Debug Overlay", false},
{"Debug Overlay Grid", true},
{"Debug Overlay All Edges", true},
{"Debug Overlay Ball Position", true},
{"Debug Overlay Ball Edges", true},
{"Debug Overlay Collision Mask", true},
{"Debug Overlay Sprites", true},
{"Debug Overlay Sounds", true},
{"Debug Overlay Ball Depth Grid", true},
{"Debug Overlay AABB", true},
{"FontFileName", ""},
{"Language", translations::GetCurrentLanguage()->ShortName},
{"Hide Cursor", false},
};
void options::InitPrimary()
{
auto imContext = ImGui::GetCurrentContext();
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Pinball";
ini_handler.TypeHash = ImHashStr(ini_handler.TypeName);
ini_handler.ReadOpenFn = MyUserData_ReadOpen;
ini_handler.ReadLineFn = MyUserData_ReadLine;
ini_handler.WriteAllFn = MyUserData_WriteAll;
imContext->SettingsHandlers.push_back(ini_handler);
// Settings are loaded from disk on the first frame
if (!imContext->SettingsLoaded)
{
ImGui::LoadIniSettingsFromDisk(imContext->IO.IniFilename);
imContext->SettingsLoaded = true;
}
for (const auto opt : AllOptions)
opt->Load();
PostProcessOptions();
}
void options::InitSecondary()
{
auto maxRes = fullscrn::GetMaxResolution();
if (Options.Resolution >= 0 && Options.Resolution > maxRes)
Options.Resolution = maxRes;
fullscrn::SetResolution(Options.Resolution == -1 ? maxRes : Options.Resolution);
}
void options::uninit()
{
Options.Language.V = translations::GetCurrentLanguage()->ShortName;
for (const auto opt : AllOptions)
{
opt->Save();
}
}
int options::get_int(LPCSTR lpValueName, int defaultValue)
{
auto value = GetSetting(lpValueName, std::to_string(defaultValue));
return std::stoi(value);
}
void options::set_int(LPCSTR lpValueName, int data)
{
SetSetting(lpValueName, std::to_string(data));
}
float options::get_float(LPCSTR lpValueName, float defaultValue)
{
auto value = GetSetting(lpValueName, std::to_string(defaultValue));
return std::stof(value);
}
void options::set_float(LPCSTR lpValueName, float data)
{
SetSetting(lpValueName, std::to_string(data));
}
void options::GetInput(const std::string& rowName, GameInput (&values)[3])
{
for (auto i = 0u; i <= 2; i++)
{
auto name = rowName + " " + std::to_string(i);
auto inputType = static_cast<InputTypes>(get_int((name + " type").c_str(), -1));
auto input = get_int((name + " input").c_str(), -1);
if (inputType <= InputTypes::GameController && input != -1)
values[i] = {inputType, input};
}
}
void options::SetInput(const std::string& rowName, GameInput (&values)[3])
{
for (auto i = 0u; i <= 2; i++)
{
auto input = values[i];
auto name = rowName + " " + std::to_string(i);
set_int((name + " type").c_str(), static_cast<int>(input.Type));
set_int((name + " input").c_str(), input.Value);
}
}
void options::toggle(Menu1 uIDCheckItem)
{
switch (uIDCheckItem)
{
case Menu1::Sounds:
Options.Sounds ^= true;
Sound::Enable(Options.Sounds);
return;
case Menu1::SoundStereo:
Options.SoundStereo ^= true;
return;
case Menu1::Music:
Options.Music ^= true;
if (!Options.Music)
midi::music_stop();
else
midi::music_play();
return;
case Menu1::Show_Menu:
Options.ShowMenu ^= true;
fullscrn::window_size_changed();
return;
case Menu1::Full_Screen:
Options.FullScreen ^= true;
fullscrn::set_screen_mode(Options.FullScreen);
return;
case Menu1::OnePlayer:
case Menu1::TwoPlayers:
case Menu1::ThreePlayers:
case Menu1::FourPlayers:
Options.Players = static_cast<int>(uIDCheckItem) - static_cast<int>(Menu1::OnePlayer) + 1;
break;
case Menu1::MaximumResolution:
case Menu1::R640x480:
case Menu1::R800x600:
case Menu1::R1024x768:
{
auto restart = false;
int newResolution = static_cast<int>(uIDCheckItem) - static_cast<int>(Menu1::R640x480);
if (uIDCheckItem == Menu1::MaximumResolution)
{
restart = fullscrn::GetResolution() != fullscrn::GetMaxResolution();
Options.Resolution = -1;
}
else if (newResolution <= fullscrn::GetMaxResolution())
{
restart = newResolution != (Options.Resolution == -1
? fullscrn::GetMaxResolution()
: fullscrn::GetResolution());
Options.Resolution = newResolution;
}
if (restart)
winmain::Restart();
break;
}
case Menu1::WindowUniformScale:
Options.UniformScaling ^= true;
fullscrn::window_size_changed();
break;
case Menu1::WindowLinearFilter:
Options.LinearFiltering ^= true;
render::recreate_screen_texture();
break;
case Menu1::Prefer3DPBGameData:
Options.Prefer3DPBGameData ^= true;
winmain::Restart();
break;
case Menu1::WindowIntegerScale:
Options.IntegerScaling ^= true;
fullscrn::window_size_changed();
break;
default:
break;
}
}
void options::InputDown(GameInput input)
{
if (ControlWaitingForInput)
{
*ControlWaitingForInput = input;
ControlWaitingForInput = nullptr;
}
}
void options::ShowControlDialog()
{
if (!ShowDialog)
{
ControlWaitingForInput = nullptr;
ShowDialog = true;
// Save previous controls in KVP storage.
for (const auto& control : Options.Key)
{
control.Save();
}
}
}
void options::RenderControlDialog()
{
if (!ShowDialog)
return;
ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2{550, 550});
if (ImGui::Begin(pb::get_rc_string(Msg::KEYMAPPER_Caption), &ShowDialog))
{
if (ImGui::TreeNode(pb::get_rc_string(Msg::KEYMAPPER_Groupbox2)))
{
ImGui::TextWrapped("%s", pb::get_rc_string(Msg::KEYMAPPER_Help1));
ImGui::TextWrapped("%s", pb::get_rc_string(Msg::KEYMAPPER_Help2));
ImGui::TreePop();
}
ImGui::Spacing();
ImGui::TextUnformatted(pb::get_rc_string(Msg::KEYMAPPER_Groupbox1));
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{5, 10});
if (ImGui::BeginTable("Controls", 4,
ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders |
ImGuiTableFlags_SizingStretchSame))
{
ImGui::TableSetupColumn("Control");
ImGui::TableSetupColumn("Binding 1");
ImGui::TableSetupColumn("Binding 2");
ImGui::TableSetupColumn("Binding 3");
ImGui::TableHeadersRow();
int rowHash = 0;
for (auto& option : Options.Key)
{
ImGui::TableNextColumn();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{0.5, 0, 0, 1});
if (ImGui::Button(pb::get_rc_string(option.Description), ImVec2(-1, 0)))
{
for (auto& input : option.Inputs)
input = {};
}
ImGui::PopStyleColor(1);
for (auto& input : option.Inputs)
{
ImGui::TableNextColumn();
if (ControlWaitingForInput == &input)
{
if (ImGui::Button("Press the key", ImVec2(-1, 0)))
{
ControlWaitingForInput = &input;
}
}
else
{
auto inputDescription = input.GetFullInputDescription();
if (ImGui::Button((inputDescription + "##" + std::to_string(rowHash++)).c_str(),
ImVec2(-1, 0)))
{
ControlWaitingForInput = &input;
}
}
}
}
ImGui::EndTable();
}
ImGui::PopStyleVar();
ImGui::Spacing();
if (ImGui::Button(pb::get_rc_string(Msg::GenericOk)))
{
ShowDialog = false;
}
ImGui::SameLine();
if (ImGui::Button(pb::get_rc_string(Msg::GenericCancel)))
{
for (auto& control : Options.Key)
{
control.Load();
}
ShowDialog = false;
}
ImGui::SameLine();
if (ImGui::Button(pb::get_rc_string(Msg::KEYMAPPER_Default)))
{
for (auto& control : Options.Key)
{
control.Reset();
}
ControlWaitingForInput = nullptr;
}
}
ImGui::End();
ImGui::PopStyleVar();
if (!ShowDialog)
ControlWaitingForInput = nullptr;
}
std::vector<GameBindings> options::MapGameInput(GameInput key)
{
std::vector<GameBindings> result;
for (auto inputId = GameBindings::Min; inputId < GameBindings::Max; inputId++)
{
for (auto& inputValue : Options.Key[~inputId].Inputs)
{
if (key == inputValue)
{
result.push_back(inputId);
break;
}
}
}
return result;
}
void options::ResetAllOptions()
{
for (const auto opt : AllOptions)
opt->Reset();
PostProcessOptions();
}
void options::MyUserData_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line)
{
auto& keyValueStore = *static_cast<std::unordered_map<std::string, std::string>*>(entry);
std::string keyValue = line;
auto separatorPos = keyValue.find('=');
if (separatorPos != std::string::npos)
{
auto key = keyValue.substr(0, separatorPos);
auto value = keyValue.substr(separatorPos + 1, keyValue.size());
keyValueStore[key] = value;
}
}
void* options::MyUserData_ReadOpen(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name)
{
// There is only one custom entry
return strcmp(name, "Settings") == 0 ? &settings : nullptr;
}
void options::MyUserData_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
{
buf->appendf("[%s][%s]\n", handler->TypeName, "Settings");
for (const auto& setting : settings)
{
buf->appendf("%s=%s\n", setting.first.c_str(), setting.second.c_str());
}
buf->append("\n");
}
void options::PostProcessOptions()
{
winmain::ImIO->FontGlobalScale = Options.UIScale;
Options.FramesPerSecond = Clamp(Options.FramesPerSecond.V, MinFps, MaxFps);
Options.UpdatesPerSecond = Clamp(Options.UpdatesPerSecond.V, MinUps, MaxUps);
Options.UpdatesPerSecond = std::max(Options.UpdatesPerSecond.V, Options.FramesPerSecond.V);
Options.SoundChannels = Clamp(Options.SoundChannels.V, MinSoundChannels, MaxSoundChannels);
Options.SoundVolume = Clamp(Options.SoundVolume.V, MinVolume, MaxVolume);
Options.MusicVolume = Clamp(Options.MusicVolume.V, MinVolume, MaxVolume);
translations::SetCurrentLanguage(Options.Language.V.c_str());
winmain::UpdateFrameRate();
}
std::string GameInput::GetFullInputDescription() const
{
std::string prefix;
switch (Type)
{
case InputTypes::Keyboard:
prefix = "Keyboard\n";
break;
case InputTypes::Mouse:
prefix = "Mouse\n";
break;
case InputTypes::GameController:
prefix = "Controller\n";
break;
case InputTypes::None:
default:
return "Unused";
}
return prefix + GetShortInputDescription();
}
std::string GameInput::GetShortInputDescription() const
{
static LPCSTR mouseButtons[]
{
nullptr,
"Left",
"Middle",
"Right",
"X1",
"X2",
};
static LPCSTR controllerButtons[] =
{
"A",
"B",
"X",
"Y",
"Back",
"Guide",
"Start",
"LeftStick",
"RightStick",
"LeftShoulder",
"RightShoulder",
"DpUp",
"DpDown",
"DpLeft",
"DpRight",
"Misc1",
"Paddle1",
"Paddle2",
"Paddle3",
"Paddle4",
"Touchpad",
};
std::string keyName;
switch (Type)
{
case InputTypes::Keyboard:
keyName = SDL_GetKeyName(Value);
break;
case InputTypes::Mouse:
if (Value >= SDL_BUTTON_LEFT && Value <= SDL_BUTTON_X2)
keyName = mouseButtons[Value];
else
keyName = "MButton" + std::to_string(Value);
break;
case InputTypes::GameController:
if (Value >= SDL_CONTROLLER_BUTTON_A && Value < std::min(static_cast<int>(SDL_CONTROLLER_BUTTON_MAX), 21))
keyName = controllerButtons[Value];
else
keyName = "CButton" + std::to_string(Value);
break;
case InputTypes::None:
default:
break;
}
return keyName;
}
const std::string& options::GetSetting(const std::string& key, const std::string& defaultValue)
{
auto setting = settings.find(key);
if (setting == settings.end())
{
settings[key] = defaultValue;
if (ImGui::GetCurrentContext())
ImGui::MarkIniSettingsDirty();
return defaultValue;
}
return setting->second;
}
void options::SetSetting(const std::string& key, const std::string& value)
{
settings[key] = value;
if (ImGui::GetCurrentContext())
ImGui::MarkIniSettingsDirty();
}
OptionBase::OptionBase(LPCSTR name): Name(name)
{
options::AllOptions.push_back(this);
}
OptionBase::~OptionBase()
{
auto& vec = options::AllOptions;
auto position = std::find(vec.begin(), vec.end(), this);
if (position != vec.end())
vec.erase(position);
}
std::string ControlOption::GetShortcutDescription() const
{
std::string result;
for (const auto& input : Inputs)
{
if (input.Type != InputTypes::None)
{
result = input.GetShortInputDescription();
break;
}
}
return result;
}