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ClientPrefs.hx
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326 lines (300 loc) · 11.1 KB
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package backend;
import flixel.util.FlxSave;
import flixel.input.keyboard.FlxKey;
import flixel.input.gamepad.FlxGamepadInputID;
import states.TitleState;
// Add a variable here and it will get automatically saved
@:structInit
@:nullSafety
class SaveVariables
{
// Mobile and Mobile Controls Releated
public var extraButtons:String = "NONE"; // mobile extra button option
public var hitboxPos:Bool = true; // hitbox extra button position option
public var dynamicColors:Bool = true; // yes cause its cool -Karim
public var controlsAlpha:Float = #if web 0.6 #else FlxG.onMobile ? 0.6 : 0 #end;
#if mobile
public var screensaver:Bool = false;
#end
#if android
public var useExternalStorage:Bool = false;
#end
public var hitboxType:String = "Gradient";
public var gameOverVibration:Bool = false;
// end of Mobile and Mobile Controls Releated
public var downScroll:Bool = false;
public var middleScroll:Bool = false;
public var opponentStrums:Bool = true;
public var flashing:Bool = true;
public var autoPause:Bool = true;
public var antialiasing:Bool = true;
public var noteSkin:String = 'Default';
public var splashSkin:String = 'Psych';
public var splashAlpha:Float = 0.6;
public var lowQuality:Bool = false;
public var shaders:Bool = true;
public var framerate:Int = 60;
public var camZooms:Bool = true;
public var hideHud:Bool = false;
public var uiTheme:String = 'dark';
public var noteOffset:Int = 0;
public var disableRGBNotes:Bool = false;
public var arrowHSV:Array<Array<Int>> = [[0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0]];
public var arrowRGB:Array<Array<FlxColor>> = [
[0xFFC24B99, 0xFFFFFFFF, 0xFF3C1F56],
[0xFF00FFFF, 0xFFFFFFFF, 0xFF1542B7],
[0xFF12FA05, 0xFFFFFFFF, 0xFF0A4447],
[0xFFF9393F, 0xFFFFFFFF, 0xFF651038]
];
public var arrowRGBPixel:Array<Array<FlxColor>> = [
[0xFFE276FF, 0xFFFFF9FF, 0xFF60008D],
[0xFF3DCAFF, 0xFFF4FFFF, 0xFF003060],
[0xFF71E300, 0xFFF6FFE6, 0xFF003100],
[0xFFFF884E, 0xFFFFFAF5, 0xFF6C0000]
];
public var ghostTapping:Bool = true;
public var timeBarType:String = 'Time Left';
public var scoreZoom:Bool = true;
public var noReset:Bool = false;
public var healthBarAlpha:Float = 1;
public var hitsoundVolume:Float = 0;
public var pauseMusic:String = 'Tea Time';
public var comboStacking:Bool = true;
public var gameplaySettings:Map<String, Dynamic> = [
'scrollspeed' => 1.0,
'scrolltype' => 'multiplicative',
// anyone reading this, amod is multiplicative speed mod, cmod is constant speed mod, and xmod is bpm based speed mod.
// an amod example would be chartSpeed * multiplier
// cmod would just be constantSpeed = chartSpeed
// and xmod basically works by basing the speed on the bpm.
// iirc (beatsPerSecond * (conductorToNoteDifference / 1000)) * noteSize (110 or something like that depending on it, prolly just use note.height)
// bps is calculated by bpm / 60
// oh yeah and you'd have to actually convert the difference to seconds which I already do, because this is based on beats and stuff. but it should work
// just fine. but I wont implement it because I don't know how you handle sustains and other stuff like that.
// oh yeah when you calculate the bps divide it by the songSpeed or rate because it wont scroll correctly when speeds exist.
// -kade
'songspeed' => 1.0,
'healthgain' => 1.0,
'healthloss' => 1.0,
'instakill' => false,
'practice' => false,
'botplay' => false,
'opponentplay' => false
];
public var comboOffset:Array<Int> = [0, 0, 0, 0];
public var ratingOffset:Int = 0;
public var sickWindow:Int = 45;
public var goodWindow:Int = 90;
public var badWindow:Int = 135;
public var safeFrames:Float = 10;
public var guitarHeroSustains:Bool = false;
public var discordRPC:Bool = true;
public var loadingScreen:Bool = true;
public var popUpRating:Bool = true;
#if native
public var vsync:Bool = false;
#if android
public var downscaleGame:Bool = false;
#end
#end
public var showNoteTiming:Bool = false;
}
class ClientPrefs
{
public static var data:SaveVariables = {};
public static var defaultData:SaveVariables = {};
// Every key has two binds, add your key bind down here and then add your control on options/ControlsSubState.hx and Controls.hx
public static var keyBinds:Map<String, Array<FlxKey>> = [
// Key Bind, Name for ControlsSubState
'note_up' => [J, UP],
'note_left' => [D, LEFT],
'note_down' => [F, DOWN],
'note_right' => [K, RIGHT],
'ui_up' => [W, UP],
'ui_left' => [A, LEFT],
'ui_down' => [S, DOWN],
'ui_right' => [D, RIGHT],
'accept' => [SPACE, ENTER],
'back' => [BACKSPACE, ESCAPE],
'pause' => [ENTER, ESCAPE],
'reset' => [R],
'volume_mute' => [ZERO],
'volume_up' => [NUMPADPLUS, PLUS],
'volume_down' => [NUMPADMINUS, MINUS],
'debug_1' => [SEVEN],
'debug_2' => [EIGHT],
'fullscreen' => [F11],
'fpsCounter' => #if web [THREE] #else [F3] #end
];
public static var gamepadBinds:Map<String, Array<FlxGamepadInputID>> = [
'note_up' => [DPAD_UP, Y],
'note_left' => [DPAD_LEFT, X],
'note_down' => [DPAD_DOWN, A],
'note_right' => [DPAD_RIGHT, B],
'ui_up' => [DPAD_UP, LEFT_STICK_DIGITAL_UP],
'ui_left' => [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT],
'ui_down' => [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN],
'ui_right' => [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT],
'accept' => [A],
'back' => [B],
'pause' => [START],
'reset' => [BACK],
'fullscreen' => [LEFT_STICK_CLICK],
'fpsCounter' => [RIGHT_STICK_CLICK]
];
#if FEATURE_MOBILE_CONTROLS
public static var mobileBinds:Map<String, Array<MobileInputID>> = [
'note_up' => [MobileInputID.NOTE_UP, MobileInputID.UP2],
'note_left' => [MobileInputID.NOTE_LEFT, MobileInputID.LEFT2],
'note_down' => [MobileInputID.NOTE_DOWN, MobileInputID.DOWN2],
'note_right' => [MobileInputID.NOTE_RIGHT, MobileInputID.RIGHT2],
'ui_up' => [MobileInputID.UP, MobileInputID.NOTE_UP],
'ui_left' => [MobileInputID.LEFT, MobileInputID.NOTE_LEFT],
'ui_down' => [MobileInputID.DOWN, MobileInputID.NOTE_DOWN],
'ui_right' => [MobileInputID.RIGHT, MobileInputID.NOTE_RIGHT],
'accept' => [MobileInputID.A],
'back' => [MobileInputID.B],
'pause' => [#if android MobileInputID.NONE #else MobileInputID.P #end],
'reset' => [MobileInputID.NONE],
'fullscreen' => [MobileInputID.NONE],
'fpsCounter' => [MobileInputID.NONE]
];
public static var defaultMobileBinds:Map<String, Array<MobileInputID>> = null;
#end
public static var defaultKeys:Map<String, Array<FlxKey>> = null;
public static var defaultButtons:Map<String, Array<FlxGamepadInputID>> = null;
public static function resetKeys(controller:Null<Bool> = null) // Null = both, False = Keyboard, True = Controller
{
if (controller != true)
for (key in keyBinds.keys())
if (defaultKeys.exists(key))
keyBinds.set(key, defaultKeys.get(key).copy());
if (controller != false)
for (button in gamepadBinds.keys())
if (defaultButtons.exists(button))
gamepadBinds.set(button, defaultButtons.get(button).copy());
}
public static function clearInvalidKeys(key:String)
{
var keyBind:Array<FlxKey> = keyBinds.get(key);
var gamepadBind:Array<FlxGamepadInputID> = gamepadBinds.get(key);
#if FEATURE_MOBILE_CONTROLS
var mobileBind:Array<MobileInputID> = mobileBinds.get(key);
while (mobileBind != null && mobileBind.contains(NONE))
mobileBind.remove(NONE);
#end
while (keyBind != null && keyBind.contains(NONE))
keyBind.remove(NONE);
while (gamepadBind != null && gamepadBind.contains(NONE))
gamepadBind.remove(NONE);
}
public static function loadDefaultKeys()
{
defaultKeys = keyBinds.copy();
defaultButtons = gamepadBinds.copy();
#if FEATURE_MOBILE_CONTROLS
defaultMobileBinds = mobileBinds.copy();
#end
}
public static function saveSettings()
{
for (key in Reflect.fields(data))
Reflect.setField(FlxG.save.data, key, Reflect.field(data, key));
FlxG.save.flush();
// Placing this in a separate save so that it can be manually deleted without removing your Score and stuff
var save:FlxSave = new FlxSave();
save.bind('controls_v3', CoolUtil.getSavePath());
save.data.keyboard = keyBinds;
save.data.gamepad = gamepadBinds;
#if FEATURE_MOBILE_CONTROLS
save.data.mobile = mobileBinds;
#end
save.flush();
FlxG.log.add("Settings saved!");
}
public static function loadPrefs()
{
for (key in Reflect.fields(data))
if (key != 'gameplaySettings' && Reflect.hasField(FlxG.save.data, key))
Reflect.setField(data, key, Reflect.field(FlxG.save.data, key));
FlxG.autoPause = ClientPrefs.data.autoPause;
if (FlxG.save.data.framerate == null)
{
final refreshRate:Int = FlxG.stage.application.window.displayMode.refreshRate;
data.framerate = Std.int(FlxMath.bound(refreshRate, 60, 240));
}
if (data.framerate > FlxG.drawFramerate)
{
FlxG.updateFramerate = data.framerate;
FlxG.drawFramerate = data.framerate;
}
else
{
FlxG.drawFramerate = data.framerate;
FlxG.updateFramerate = data.framerate;
}
if (FlxG.save.data.gameplaySettings != null)
{
var savedMap:Map<String, Dynamic> = FlxG.save.data.gameplaySettings;
for (name => value in savedMap)
data.gameplaySettings.set(name, value);
}
// flixel automatically saves your volume!
if (FlxG.save.data.volume != null)
FlxG.sound.volume = FlxG.save.data.volume;
if (FlxG.save.data.mute != null)
FlxG.sound.muted = FlxG.save.data.mute;
#if FEATURE_DISCORD_RPC
DiscordClient.check();
#end
// controls on a separate save file
var save:FlxSave = new FlxSave();
save.bind('controls_v3', CoolUtil.getSavePath());
if (save != null)
{
if (save.data.keyboard != null)
{
var loadedControls:Map<String, Array<FlxKey>> = save.data.keyboard;
for (control => keys in loadedControls)
if (keyBinds.exists(control))
keyBinds.set(control, keys);
}
if (save.data.gamepad != null)
{
var loadedControls:Map<String, Array<FlxGamepadInputID>> = save.data.gamepad;
for (control => keys in loadedControls)
if (gamepadBinds.exists(control))
gamepadBinds.set(control, keys);
}
#if FEATURE_MOBILE_CONTROLS
if (save.data.mobile != null)
{
var loadedControls:Map<String, Array<MobileInputID>> = save.data.mobile;
for (control => keys in loadedControls)
if (mobileBinds.exists(control))
mobileBinds.set(control, keys);
}
#end
reloadVolumeKeys();
}
}
inline public static function getGameplaySetting(name:String, defaultValue:Dynamic = null, ?customDefaultValue:Bool = false):Dynamic
{
if (!customDefaultValue)
defaultValue = defaultData.gameplaySettings.get(name);
return /*PlayState.isStoryMode ? defaultValue : */ (data.gameplaySettings.exists(name) ? data.gameplaySettings.get(name) : defaultValue);
}
public static function reloadVolumeKeys()
{
TitleState.muteKeys = keyBinds.get('volume_mute').copy();
TitleState.volumeDownKeys = keyBinds.get('volume_down').copy();
TitleState.volumeUpKeys = keyBinds.get('volume_up').copy();
toggleVolumeKeys(true);
}
public static function toggleVolumeKeys(?turnOn:Bool = true)
{
FlxG.sound.muteKeys = (turnOn && !Controls.instance.mobileC) ? TitleState.muteKeys : [];
FlxG.sound.volumeDownKeys = (turnOn && !Controls.instance.mobileC) ? TitleState.volumeDownKeys : [];
FlxG.sound.volumeUpKeys = (turnOn && !Controls.instance.mobileC) ? TitleState.volumeUpKeys : [];
}
}