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#include "ControlsOptionsSection.h"
#include "MenuResources.h"
#include "RemapControlsSection.h"
#include "TouchControlsOptionsSection.h"
#include "InputDiagnosticsSection.h"
#include "../../PreferencesCache.h"
#include "../../../nCine/Application.h"
#include "../../../nCine/I18n.h"
#include <Utf8.h>
using namespace Jazz2::UI::Menu::Resources;
namespace Jazz2::UI::Menu
{
ControlsOptionsSection::ControlsOptionsSection()
: _isDirty(false)
{
if (ControlScheme::MaxSupportedPlayers > 1) {
for (std::int32_t i = 0; i < ControlScheme::MaxSupportedPlayers; i++) {
// TRANSLATORS: Menu item in Options > Controls section
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::RemapControls, _f("Remap Controls for Player {}", i + 1), false, i });
}
} else {
// TRANSLATORS: Menu item in Options > Controls section
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::RemapControls, _("Remap Controls") });
}
// TRANSLATORS: Menu item in Options > Controls section
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::TouchControls, _("Touch Controls") });
// TRANSLATORS: Menu item in Options > Controls section
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::ToggleRunAction, _("Toggle Run"), true });
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::GamepadButtonLabels, _("Gamepad Button Labels"), true });
#if defined(NCINE_HAS_GAMEPAD_RUMBLE)
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::EnableGamepadRumble, _("Gamepad Rumble"), true });
#endif
#if defined(WITH_SDL)
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::EnablePlayStationExtendedSupport, _("Extended PlayStation™ Support"), true });
#endif
#if defined(NCINE_HAS_NATIVE_BACK_BUTTON)
// TRANSLATORS: Menu item in Options > Controls section (Android only)
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::UseNativeBackButton, _("Native Back Button"), true });
#endif
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::InputDiagnostics, _("Input Diagnostics") });
_items.emplace_back(ControlsOptionsItem { ControlsOptionsItemType::ResetToDefault, _("Reset To Default") });
}
ControlsOptionsSection::~ControlsOptionsSection()
{
if (_isDirty) {
_isDirty = false;
PreferencesCache::Save();
}
}
void ControlsOptionsSection::OnHandleInput()
{
if (!_items.empty() && _items[_selectedIndex].Item.HasBooleanValue && (_root->ActionHit(PlayerAction::Left) || _root->ActionHit(PlayerAction::Right))) {
OnExecuteSelected();
} else {
ScrollableMenuSection::OnHandleInput();
}
}
void ControlsOptionsSection::OnDraw(Canvas* canvas)
{
Recti contentBounds = _root->GetContentBounds();
float centerX = contentBounds.X + contentBounds.W * 0.5f;
float topLine = contentBounds.Y + TopLine;
float bottomLine = contentBounds.Y + contentBounds.H - BottomLine;
_root->DrawElement(MenuDim, centerX, (topLine + bottomLine) * 0.5f, IMenuContainer::BackgroundLayer,
Alignment::Center, Colorf::Black, Vector2f(680.0f, bottomLine - topLine + 2.0f), Vector4f(1.0f, 0.0f, 0.4f, 0.3f));
_root->DrawElement(MenuLine, 0, centerX, topLine, IMenuContainer::MainLayer, Alignment::Center, Colorf::White, 1.6f);
_root->DrawElement(MenuLine, 1, centerX, bottomLine, IMenuContainer::MainLayer, Alignment::Center, Colorf::White, 1.6f);
std::int32_t charOffset = 0;
_root->DrawStringShadow(_("Controls"), charOffset, centerX, topLine - 21.0f, IMenuContainer::FontLayer,
Alignment::Center, Colorf(0.46f, 0.46f, 0.46f, 0.5f), 0.9f, 0.7f, 1.1f, 1.1f, 0.4f, 0.9f);
}
void ControlsOptionsSection::OnLayoutItem(Canvas* canvas, ListViewItem& item)
{
item.Height = (item.Item.HasBooleanValue ? 52 : (item.Item.Type == ControlsOptionsItemType::RemapControls ? (ItemHeight * 4 / 5) : (ItemHeight * 8 / 7)));
}
void ControlsOptionsSection::OnDrawItem(Canvas* canvas, ListViewItem& item, int32_t& charOffset, bool isSelected)
{
float centerX = canvas->ViewSize.X * 0.5f;
if (isSelected) {
float size = 0.5f + IMenuContainer::EaseOutElastic(_animation) * 0.6f;
_root->DrawStringGlow(item.Item.DisplayName, charOffset, centerX, item.Y, IMenuContainer::FontLayer + 10,
Alignment::Center, Font::RandomColor, size, 0.7f, 1.1f, 1.1f, 0.4f, 0.9f);
if (item.Item.HasBooleanValue) {
_root->DrawStringShadow("<"_s, charOffset, centerX - 70.0f - 30.0f * size, item.Y + 22.0f, IMenuContainer::FontLayer + 20,
Alignment::Right, Colorf(0.5f, 0.5f, 0.5f, 0.5f * std::min(1.0f, 0.6f + _animation)), 0.8f, 1.1f, -1.1f, 0.4f, 0.4f);
_root->DrawStringShadow(">"_s, charOffset, centerX + 80.0f + 30.0f * size, item.Y + 22.0f, IMenuContainer::FontLayer + 20,
Alignment::Right, Colorf(0.5f, 0.5f, 0.5f, 0.5f * std::min(1.0f, 0.6f + _animation)), 0.8f, 1.1f, 1.1f, 0.4f, 0.4f);
}
} else {
_root->DrawStringShadow(item.Item.DisplayName, charOffset, centerX, item.Y, IMenuContainer::FontLayer,
Alignment::Center, Font::DefaultColor, 0.9f);
}
if (item.Item.HasBooleanValue) {
StringView customText;
bool enabled = false;
switch (item.Item.Type) {
case ControlsOptionsItemType::ToggleRunAction: enabled = PreferencesCache::ToggleRunAction; break;
case ControlsOptionsItemType::GamepadButtonLabels:
switch (PreferencesCache::GamepadButtonLabels) {
default:
case GamepadType::Xbox: customText = "Xbox"_s; break;
case GamepadType::PlayStation: customText = "PlayStation™"_s; break;
case GamepadType::Steam: customText = "Steam Deck"_s; break;
case GamepadType::Switch: customText = "Switch"_s; break;
}
break;
#if defined(NCINE_HAS_GAMEPAD_RUMBLE)
case ControlsOptionsItemType::EnableGamepadRumble:
customText = (PreferencesCache::GamepadRumble == 2
// TRANSLATORS: Option for Gamepad Rumble in Options > Controls section
? _("Strong")
: (PreferencesCache::GamepadRumble == 1
// TRANSLATORS: Option for Gamepad Rumble in Options > Controls section
? _("Weak")
: _("Disabled")));
break;
#endif
#if defined(WITH_SDL)
case ControlsOptionsItemType::EnablePlayStationExtendedSupport: enabled = PreferencesCache::PlayStationExtendedSupport; break;
#endif
#if defined(NCINE_HAS_NATIVE_BACK_BUTTON)
case ControlsOptionsItemType::UseNativeBackButton: enabled = PreferencesCache::UseNativeBackButton; break;
#endif
}
_root->DrawStringShadow(!customText.empty() ? customText : (enabled ? _("Enabled") : _("Disabled")), charOffset, centerX, item.Y + 22.0f, IMenuContainer::FontLayer - 10,
Alignment::Center, (isSelected ? Colorf(0.46f, 0.46f, 0.46f, 0.5f) : Font::DefaultColor), 0.8f);
}
}
void ControlsOptionsSection::OnExecuteSelected()
{
_root->PlaySfx("MenuSelect"_s, 0.6f);
switch (_items[_selectedIndex].Item.Type) {
case ControlsOptionsItemType::RemapControls: _root->SwitchToSection<RemapControlsSection>(_items[_selectedIndex].Item.PlayerIndex); break;
case ControlsOptionsItemType::TouchControls: _root->SwitchToSection<TouchControlsOptionsSection>(); break;
case ControlsOptionsItemType::ToggleRunAction:
PreferencesCache::ToggleRunAction = !PreferencesCache::ToggleRunAction;
_isDirty = true;
_animation = 0.0f;
break;
case ControlsOptionsItemType::GamepadButtonLabels:
switch (PreferencesCache::GamepadButtonLabels) {
default:
case GamepadType::Xbox: PreferencesCache::GamepadButtonLabels = GamepadType::PlayStation; break;
case GamepadType::PlayStation: PreferencesCache::GamepadButtonLabels = GamepadType::Steam; break;
case GamepadType::Steam: PreferencesCache::GamepadButtonLabels = GamepadType::Switch; break;
case GamepadType::Switch: PreferencesCache::GamepadButtonLabels = GamepadType::Xbox; break;
}
_isDirty = true;
_animation = 0.0f;
break;
#if defined(NCINE_HAS_GAMEPAD_RUMBLE)
case ControlsOptionsItemType::EnableGamepadRumble:
PreferencesCache::GamepadRumble = (PreferencesCache::GamepadRumble == 1
? 2
: (PreferencesCache::GamepadRumble == 2 ? 0 : 1));
_isDirty = true;
_animation = 0.0f;
break;
#endif
#if defined(WITH_SDL)
case ControlsOptionsItemType::EnablePlayStationExtendedSupport:
PreferencesCache::PlayStationExtendedSupport = !PreferencesCache::PlayStationExtendedSupport;
theApplication().EnablePlayStationExtendedSupport(PreferencesCache::PlayStationExtendedSupport);
_isDirty = true;
_animation = 0.0f;
break;
#endif
#if defined(NCINE_HAS_NATIVE_BACK_BUTTON)
case ControlsOptionsItemType::UseNativeBackButton:
PreferencesCache::UseNativeBackButton = !PreferencesCache::UseNativeBackButton;
_isDirty = true;
_animation = 0.0f;
break;
#endif
case ControlsOptionsItemType::InputDiagnostics:
_root->SwitchToSection<InputDiagnosticsSection>();
break;
case ControlsOptionsItemType::ResetToDefault:
ControlScheme::Reset();
_isDirty = true;
_animation = 0.0f;
break;
}
}
}
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