SpaceCadetPinballPPC/SpaceCadetPinball/options.cpp

454 lines
13 KiB
C++

#include "pch.h"
#include "options.h"
#include "fullscrn.h"
#include "midi.h"
#include "render.h"
#include "Sound.h"
#include "winmain.h"
constexpr int options::MaxUps, options::MaxFps, options::MinUps, options::MinFps, options::DefUps, options::DefFps;
constexpr int options::MaxSoundChannels, options::MinSoundChannels, options::DefSoundChannels;
optionsStruct options::Options{};
std::map<std::string, std::string> options::settings{};
ControlsStruct options::RebindControls{};
bool options::ShowDialog = false;
GameInput* options::ControlWaitingForInput = nullptr;
const ControlRef options::Controls[6]
{
{"Left Flipper", RebindControls.LeftFlipper},
{"Right Flipper", RebindControls.RightFlipper},
{"Left Table Bump", RebindControls.LeftTableBump},
{"Right Table Bump", RebindControls.RightTableBump},
{"Bottom Table Bump", RebindControls.BottomTableBump},
{"Plunger", RebindControls.Plunger},
};
void options::init()
{
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::NewFrame();
ImGui::EndFrame();
}
Options.Key = Options.KeyDft =
{
{
{InputTypes::Keyboard, SDLK_z},
{InputTypes::Mouse, SDL_BUTTON_LEFT},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
},
{
{InputTypes::Keyboard, SDLK_SLASH},
{InputTypes::Mouse, SDL_BUTTON_RIGHT},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
},
{
{InputTypes::Keyboard, SDLK_SPACE},
{InputTypes::Mouse, SDL_BUTTON_MIDDLE},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_A},
},
{
{InputTypes::Keyboard, SDLK_x},
{InputTypes::Mouse, SDL_BUTTON_X1},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
},
{
{InputTypes::Keyboard, SDLK_PERIOD},
{InputTypes::Mouse, SDL_BUTTON_X2},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
},
{
{InputTypes::Keyboard, SDLK_UP},
{InputTypes::Mouse, SDL_BUTTON_X2 + 1},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_UP},
},
};
GetInput("Left Flipper key", Options.Key.LeftFlipper);
GetInput("Right Flipper key", Options.Key.RightFlipper);
GetInput("Plunger key", Options.Key.Plunger);
GetInput("Left Table Bump key", Options.Key.LeftTableBump);
GetInput("Right Table Bump key", Options.Key.RightTableBump);
GetInput("Bottom Table Bump key", Options.Key.BottomTableBump);
Options.Sounds = get_int("Sounds", true);
Options.Music = get_int("Music", false);
Options.FullScreen = get_int("FullScreen", false);
Options.Players = get_int("Players", 1);
Options.UniformScaling = get_int("Uniform scaling", true);
ImGui::GetIO().FontGlobalScale = get_float("UI Scale", 1.0f);
Options.Resolution = get_int("Screen Resolution", -1);
Options.LinearFiltering = get_int("Linear Filtering", true);
Options.FramesPerSecond = std::min(MaxFps, std::max(MinUps, get_int("Frames Per Second", DefFps)));
Options.UpdatesPerSecond = std::min(MaxUps, std::max(MinUps, get_int("Updates Per Second", DefUps)));
Options.UpdatesPerSecond = std::max(Options.UpdatesPerSecond, Options.FramesPerSecond);
Options.ShowMenu = get_int("ShowMenu", true);
Options.UncappedUpdatesPerSecond = get_int("Uncapped Updates Per Second", false);
Options.SoundChannels = get_int("Sound Channels", DefSoundChannels);
Options.SoundChannels = std::min(MaxSoundChannels, std::max(MinSoundChannels, Options.SoundChannels));
winmain::UpdateFrameRate();
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()
{
SetInput("Left Flipper key", Options.Key.LeftFlipper);
SetInput("Right Flipper key", Options.Key.RightFlipper);
SetInput("Plunger key", Options.Key.Plunger);
SetInput("Left Table Bump key", Options.Key.LeftTableBump);
SetInput("Right Table Bump key", Options.Key.RightTableBump);
SetInput("Bottom Table Bump key", Options.Key.BottomTableBump);
set_int("Sounds", Options.Sounds);
set_int("Music", Options.Music);
set_int("FullScreen", Options.FullScreen);
set_int("Players", Options.Players);
set_int("Screen Resolution", Options.Resolution);
set_int("Uniform scaling", Options.UniformScaling);
set_float("UI Scale", ImGui::GetIO().FontGlobalScale);
set_int("Linear Filtering", Options.LinearFiltering);
set_int("Frames Per Second", Options.FramesPerSecond);
set_int("Updates Per Second", Options.UpdatesPerSecond);
set_int("ShowMenu", Options.ShowMenu);
set_int("Uncapped Updates Per Second", Options.UncappedUpdatesPerSecond);
set_int("Sound Channels", Options.SoundChannels);
}
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));
}
std::string options::get_string(LPCSTR lpValueName, LPCSTR defaultValue)
{
return GetSetting(lpValueName, defaultValue);
}
void options::set_string(LPCSTR lpValueName, LPCSTR value)
{
SetSetting(lpValueName, value);
}
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 (&defaultValues)[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)
defaultValues[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::Music:
Options.Music ^= true;
if (!Options.Music)
midi::music_stop();
else
midi::play_pb_theme();
return;
case Menu1::Show_Menu:
Options.ShowMenu = Options.ShowMenu == 0;
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;
default:
break;
}
}
void options::InputDown(GameInput input)
{
if (ControlWaitingForInput)
{
// Skip function keys, just in case.
if (input.Type == InputTypes::Keyboard && input.Value >= SDLK_F1 && input.Value <= SDLK_F12)
return;
// Start is reserved for pause
if (input.Type == InputTypes::GameController && input.Value == SDL_CONTROLLER_BUTTON_START)
return;
*ControlWaitingForInput = input;
ControlWaitingForInput = nullptr;
}
}
void options::ShowControlDialog()
{
if (!ShowDialog)
{
ControlWaitingForInput = nullptr;
RebindControls = Options.Key;
ShowDialog = true;
}
}
void options::RenderControlDialog()
{
static const char* mouseButtons[]
{
nullptr,
"Mouse Left",
"Mouse Middle",
"Mouse Right",
"Mouse X1",
"Mouse X2",
};
if (!ShowDialog)
return;
ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2{550, 450});
if (ImGui::Begin("3D Pinball: Player Controls", &ShowDialog))
{
ImGui::TextUnformatted("Instructions");
ImGui::Separator();
ImGui::TextWrapped(
"To change game controls, click the control button, press the new key, and then choose OK.");
ImGui::TextWrapped(
"To restore 3D Pinball to its original settings, choose Default, and then choose OK.");
ImGui::Spacing();
ImGui::TextUnformatted("Control Options");
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{5, 10});
if (ImGui::BeginTable("Controls", 4, ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
{
ImGui::TableSetupColumn("Control");
ImGui::TableSetupColumn("Binding 1");
ImGui::TableSetupColumn("Binding 2");
ImGui::TableSetupColumn("Binding 3");
ImGui::TableHeadersRow();
int index = 0;
for (auto& row : Controls)
{
ImGui::TableNextColumn();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{0.5, 0, 0, 1});
if (ImGui::Button(row.Name))
{
for (auto i = 0u; i <= 2; i++)
row.Option[i] = {};
}
ImGui::PopStyleColor(1);
for (auto i = 0u; i <= 2; i++)
{
auto& ctrl = row.Option[i];
ImGui::TableNextColumn();
if (ControlWaitingForInput == &ctrl)
{
ImGui::Button("Press the key", ImVec2(-1, 0));
}
else
{
std::string tmp;
const char* keyName;
switch (ctrl.Type)
{
case InputTypes::Keyboard:
keyName = SDL_GetKeyName(ctrl.Value);
break;
case InputTypes::Mouse:
if (ctrl.Value >= SDL_BUTTON_LEFT && ctrl.Value <= SDL_BUTTON_X2)
keyName = mouseButtons[ctrl.Value];
else
keyName = (tmp += "Mouse " + std::to_string(ctrl.Value)).c_str();
break;
case InputTypes::GameController:
keyName = SDL_GameControllerGetStringForButton(
static_cast<SDL_GameControllerButton>(ctrl.Value));
break;
case InputTypes::None:
default:
keyName = "Unused";
}
if (!keyName || !keyName[0])
keyName = "Unknown key";
if (ImGui::Button((std::string{keyName} + "##" + std::to_string(index++)).c_str(),
ImVec2(-1, 0)))
{
ControlWaitingForInput = &ctrl;
}
}
}
}
ImGui::EndTable();
}
ImGui::PopStyleVar();
ImGui::Spacing();
if (ImGui::Button("OK"))
{
Options.Key = RebindControls;
ShowDialog = false;
}
ImGui::SameLine();
if (ImGui::Button("Cancel"))
{
ShowDialog = false;
}
ImGui::SameLine();
if (ImGui::Button("Default"))
{
RebindControls = Options.KeyDft;
ControlWaitingForInput = nullptr;
}
}
ImGui::End();
ImGui::PopStyleVar();
if (!ShowDialog)
ControlWaitingForInput = nullptr;
}
void options::MyUserData_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line)
{
auto& keyValueStore = *static_cast<std::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");
}
const std::string& options::GetSetting(const std::string& key, const std::string& value)
{
auto setting = settings.find(key);
if (setting == settings.end())
{
settings[key] = value;
if (ImGui::GetCurrentContext())
ImGui::MarkIniSettingsDirty();
return value;
}
return setting->second;
}
void options::SetSetting(const std::string& key, const std::string& value)
{
settings[key] = value;
if (ImGui::GetCurrentContext())
ImGui::MarkIniSettingsDirty();
}