doodle/pkg/windows/settings.go
Noah Petherbridge a10a09a818 Cheats Menu UI
* Added a Cheats Menu UI accessible from the Settings window's "Experimental"
  tab and from there you can enable the Cheats Menu from the "Help" screen of
  the gameplay mode.
* Commonly used cheats all have corresponding buttons to click on, especially
  helpful for touchscreen devices like the Pinephone where keyboard input
  doesn't always work reliably.
* The buttons in the Cheats Menu just automate entry of the cheat commands.
* `boolProp` command has a new `flip` option to toggle their value (e.g.
  `boolProp show-hidden-doodads flip`)
2023-01-02 12:36:12 -08:00

579 lines
13 KiB
Go

package windows
import (
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/gamepad"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/native"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
magicform "git.kirsle.net/SketchyMaze/doodle/pkg/uix/magic-form"
"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// Settings window.
type Settings struct {
// Settings passed in by doodle
Supervisor *ui.Supervisor
Engine render.Engine
// Boolean bindings.
DebugOverlay *bool
DebugCollision *bool
HorizontalToolbars *bool
EnableFeatures *bool
CrosshairSize *int
CrosshairColor *render.Color
HideTouchHints *bool
DisableAutosave *bool
ControllerStyle *int
// Configuration options.
SceneName string // name of scene which called this window
ActiveTab string // specify the tab to open
OnApply func()
OnOpenCheatsWindow func() *ui.Window // user opens the Cheats Menu
// The Settings window owns the Cheats window to ensure only one opens at a time.
cheatsWindow *ui.Window
}
// MakeSettingsWindow initializes a settings window for any scene.
// The window width/height are the actual SDL2 window dimensions.
func MakeSettingsWindow(windowWidth, windowHeight int, cfg Settings) *ui.Window {
win := NewSettingsWindow(cfg)
win.Compute(cfg.Engine)
win.Supervise(cfg.Supervisor)
// Center the window.
size := win.Size()
win.MoveTo(render.Point{
X: (windowWidth / 2) - (size.W / 2),
Y: (windowHeight / 2) - (size.H / 2),
})
return win
}
// NewSettingsWindow initializes the window.
func NewSettingsWindow(cfg Settings) *ui.Window {
var (
Width = 400
Height = 360
)
window := ui.NewWindow("Settings")
window.SetButtons(ui.CloseButton)
window.Configure(ui.Config{
Width: Width,
Height: Height,
Background: render.Grey,
})
///////////
// Tab Bar
tabFrame := ui.NewTabFrame("Tab Frame")
tabFrame.SetBackground(render.DarkGrey)
window.Pack(tabFrame, ui.Pack{
Side: ui.N,
FillX: true,
})
// Make the tabs
cfg.makeOptionsTab(tabFrame, Width, Height)
cfg.makeControlsTab(tabFrame, Width, Height)
cfg.makeControllerTab(tabFrame, Width, Height)
cfg.makeExperimentalTab(tabFrame, Width, Height)
tabFrame.Supervise(cfg.Supervisor)
return window
}
// saveGameSettings controls pkg/usercfg to write the user settings
// to disk, based on the settings toggle-able from the UI window.
func saveGameSettings() {
log.Info("Saving game settings")
if err := usercfg.Save(); err != nil {
log.Error("Couldn't save game settings: %s", err)
}
}
// Settings Window "Options" Tab
func (c Settings) makeOptionsTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
tab := tabFrame.AddTab("Options", ui.NewLabel(ui.Label{
Text: "Options",
Font: balance.TabFont,
}))
tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
// Common click handler for all settings,
// so we can write the updated info to disk.
onClick := func() {
saveGameSettings()
}
// The CrosshairSize is ideally a 0-100 (percent) how big the editor
// crosshair is, but options now are only 0% or 100% so it presents
// this as a checkbox for now.
var crosshairEnabled = *c.CrosshairSize > 0
form := magicform.Form{
Supervisor: c.Supervisor,
Engine: c.Engine,
Vertical: true,
LabelWidth: 150,
}
form.Create(tab, []magicform.Field{
{
Label: "Game Options",
Font: balance.LabelFont,
},
{
Label: "Hide touchscreen control hints during Play Mode",
Font: balance.UIFont,
BoolVariable: c.HideTouchHints,
OnClick: onClick,
},
{
Label: "Level & Doodad Editor",
Font: balance.LabelFont,
},
{
Label: "Horizontal instead of vertical toolbars",
Font: balance.UIFont,
BoolVariable: c.HorizontalToolbars,
OnClick: onClick,
Tooltip: ui.Tooltip{
Text: "Note: reload your level after changing this option.\n" +
"Playtesting and returning will do.",
Edge: ui.Top,
},
},
{
Label: "Disable auto-save in the Editor",
Font: balance.UIFont,
BoolVariable: c.DisableAutosave,
OnClick: onClick,
},
{
Label: "Draw a crosshair at the mouse cursor.",
Font: balance.UIFont,
BoolVariable: &crosshairEnabled,
OnClick: func() {
if crosshairEnabled {
*c.CrosshairSize = 100
} else {
*c.CrosshairSize = 0
}
onClick()
},
},
{
Type: magicform.Color,
Label: "Crosshair color:",
Font: balance.UIFont,
Color: c.CrosshairColor,
OnClick: func() {
onClick()
},
},
{
Label: "My Custom Content",
Font: balance.LabelFont,
},
{
Label: "Levels and doodads you create in-game are placed in your\n" +
"Profile Directory, which you can access below:",
Font: balance.UIFont,
},
{
Buttons: []magicform.Field{
{
Label: "Open profile directory",
Font: balance.UIFont,
ButtonStyle: &balance.ButtonPrimary,
OnClick: func() {
path := strings.ReplaceAll(userdir.ProfileDirectory, "\\", "/")
if path[0] != '/' {
path = "/" + path
}
native.OpenURL("file://" + path)
},
},
},
},
})
return tab
}
// Settings Window "Controls" Tab
func (c Settings) makeControlsTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
frame := tabFrame.AddTab("Controls", ui.NewLabel(ui.Label{
Text: "Controls",
Font: balance.TabFont,
}))
frame.Resize(render.NewRect(Width-4, Height-frame.Size().H-46))
var (
halfWidth = (Width - 4) / 2 // the 4 is for window borders, TODO
shortcutTabWidth = float64(halfWidth) * 0.5
infoTabWidth = float64(halfWidth) * 0.5
rowHeight = 20
shortcutTabSize = render.NewRect(int(shortcutTabWidth), rowHeight)
infoTabSize = render.NewRect(int(infoTabWidth), rowHeight)
)
controls := []struct {
Header string
Label string
Shortcut string
}{
{
Header: "Universal Shortcut Keys",
},
{
Shortcut: "Escape",
Label: "Exit game",
},
{
Shortcut: "F1",
Label: "Guidebook",
},
{
Shortcut: "`",
Label: "Dev console",
},
{
Header: "Gameplay Controls (Play Mode)",
},
{
Shortcut: "Up or W",
Label: "Jump",
},
{
Shortcut: "Space",
Label: "Activate",
},
{
Shortcut: "Left or A",
Label: "Move left",
},
{
Shortcut: "Right or D",
Label: "Move right",
},
{
Header: "Level Editor Shortcuts",
},
{
Shortcut: "Ctrl-N",
Label: "New level",
},
{
Shortcut: "Ctrl-O",
Label: "Open drawing",
},
{
Shortcut: "Ctrl-S",
Label: "Save drawing",
},
{
Shortcut: "Shift-Ctrl-S",
Label: "Save a copy",
},
{
Shortcut: "Ctrl-Z",
Label: "Undo stroke",
},
{
Shortcut: "Ctrl-Y",
Label: "Redo stroke",
},
{
Shortcut: "P",
Label: "Playtest",
},
{
Shortcut: "0",
Label: "Scroll to origin",
},
{
Shortcut: "q",
Label: "Doodads",
},
{
Shortcut: "f",
Label: "Pencil Tool",
},
{
Shortcut: "l",
Label: "Line Tool",
},
{
Shortcut: "r",
Label: "Rectangle Tool",
},
{
Shortcut: "c",
Label: "Ellipse Tool",
},
{
Shortcut: "x",
Label: "Eraser Tool",
},
}
var curFrame = ui.NewFrame("Frame")
frame.Pack(curFrame, ui.Pack{
Side: ui.N,
FillX: true,
})
var i = -1 // manually controlled
for _, row := range controls {
i++
row := row
if row.Header != "" {
// Close out a previous Frame?
if i != 0 {
curFrame = ui.NewFrame("Header Row")
frame.Pack(curFrame, ui.Pack{
Side: ui.N,
FillX: true,
})
}
label := ui.NewLabel(ui.Label{
Text: row.Header,
Font: balance.LabelFont,
})
curFrame.Pack(label, ui.Pack{
Side: ui.W,
})
// Set up the next series of shortcut keys.
i = -1
curFrame = ui.NewFrame("Frame")
frame.Pack(curFrame, ui.Pack{
Side: ui.N,
FillX: true,
})
continue
}
// Cut a new frame every 2 items.
if i > 0 && i%2 == 0 {
curFrame = ui.NewFrame("Frame")
frame.Pack(curFrame, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 1,
})
}
keyLabel := ui.NewLabel(ui.Label{
Text: row.Shortcut,
Font: balance.CodeLiteralFont,
})
keyLabel.Configure(ui.Config{
Background: render.RGBA(255, 255, 220, 255),
BorderSize: 1,
BorderStyle: ui.BorderSunken,
BorderColor: render.DarkGrey,
})
keyLabel.Resize(shortcutTabSize)
curFrame.Pack(keyLabel, ui.Pack{
Side: ui.W,
PadX: 1,
})
helpLabel := ui.NewLabel(ui.Label{
Text: row.Label,
Font: balance.UIFont,
})
helpLabel.Resize(infoTabSize)
curFrame.Pack(helpLabel, ui.Pack{
Side: ui.W,
PadX: 1,
})
}
return frame
}
// Settings Window "Experimental" Tab
func (c Settings) makeExperimentalTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
tab := tabFrame.AddTab("Experimental", ui.NewLabel(ui.Label{
Text: "Experimental",
Font: balance.TabFont,
}))
tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
// Common click handler for all settings,
// so we can write the updated info to disk.
onClick := func() {
saveGameSettings()
}
form := magicform.Form{
Supervisor: c.Supervisor,
Engine: c.Engine,
Vertical: true,
LabelWidth: 150,
}
form.Create(tab, []magicform.Field{
{
Label: "Enable Experimental Features",
Font: balance.LabelFont,
},
{
Label: "The setting below can enable experimental features in this\n" +
"game. These are features which are still in development and\n" +
"may have unstable or buggy behavior.",
Font: balance.UIFont,
},
{
Label: "Viewport window",
Font: balance.LabelFont,
},
{
Label: "This option in the Level menu opens another view into\n" +
"the level. Has glitchy wallpaper problems.",
Font: balance.UIFont,
},
{
BoolVariable: c.EnableFeatures,
Label: "Enable experimental features",
Font: balance.UIFont,
OnClick: onClick,
},
{
Label: "Restart the game for changes to take effect.",
Font: balance.UIFont,
},
{
Label: "Cheat Codes",
Font: balance.LabelFont,
},
{
Label: "The ` (or ~) key will open a developer console into which you\n" +
"can enter cheat codes (see your guidebook). For touch-only\n" +
"devices, most of the useful cheats may be toggled via the\n" +
"Cheats Menu which you can launch by clicking below:",
Font: balance.UIFont,
},
{
Buttons: []magicform.Field{
{
ButtonStyle: &balance.ButtonPrimary,
Label: "Open Cheats Window",
Font: balance.UIFont.Update(render.Text{
PadY: 0,
}),
OnClick: func() {
if c.OnOpenCheatsWindow != nil {
if c.cheatsWindow != nil {
c.cheatsWindow.Hide()
c.cheatsWindow.Destroy()
c.cheatsWindow = nil
}
c.cheatsWindow = c.OnOpenCheatsWindow()
c.cheatsWindow.Show()
} else {
shmem.FlashError("OnOpenCheatsWindow not handled")
}
},
},
},
},
})
return tab
}
// Settings Window "Controller" Tab
func (c Settings) makeControllerTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
tab := tabFrame.AddTab("Gamepad", ui.NewLabel(ui.Label{
Text: "Gamepad",
Font: balance.TabFont,
}))
tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
// Render the form.
form := magicform.Form{
Supervisor: c.Supervisor,
Engine: c.Engine,
Vertical: true,
LabelWidth: 150,
}
form.Create(tab, []magicform.Field{
{
Label: "Play with an Xbox or Nintendo controller!",
Font: balance.LabelFont,
},
{
Label: "If you have a Nintendo-style controller (your A button is on\n" +
"the right and B button on bottom), pick 'N Style' to reverse\n" +
"the A/B and X/Y buttons.",
Font: balance.UIFont,
},
{
Label: "Button Style:",
Font: balance.LabelFont,
Type: magicform.Selectbox,
Options: []magicform.Option{
{
Label: "X Style (default)",
Value: int(gamepad.XStyle),
},
{
Label: "N Style",
Value: int(gamepad.NStyle),
},
},
SelectValue: &c.ControllerStyle,
OnSelect: func(v interface{}) {
style, _ := v.(int)
log.Error("style: %d", style)
gamepad.SetStyle(gamepad.Style(style))
*c.ControllerStyle = style
saveGameSettings()
},
},
{
Label: "The gamepad controls vary between two modes:",
Font: balance.UIFont,
},
{
Label: "Mouse Mode (outside of gameplay)",
Font: balance.LabelFont,
},
{
Label: "The left analog stick moves a mouse cursor around.\n" +
"The right analog stick scrolls the level around.\n" +
"A or X: Left-click B or Y: Right-click\n" +
"L1: Middle-click L2: Close window",
Font: balance.UIFont,
},
{
Label: "Gameplay Mode",
Font: balance.LabelFont,
},
{
Label: "Left stick or D-Pad to move the player around.\n" +
"A or X: 'Use' B or Y: 'Jump'\n" +
"R1: Toggle between Mouse and Gameplay controls.",
Font: balance.UIFont,
},
})
return tab
}