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Settings.cpp
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#include "Settings.h"
#include "Menu.h"
Settings::Settings(StateManager& stateManager) : StateScreen(stateManager)
{
using namespace sf;
text.setFont(assetManager->getFont("game font"));
text.setFillColor(Color::White);
}
Settings::~Settings()
{
}
void Settings::keyEvent(const float & dt, sf::Event event)
{
using namespace sf;
using namespace std;
if (event.type != Event::KeyPressed) return;
Keyboard::Key key = event.key.code;
if (isChanging)
{
changeKey(key);
return;
}
ofstream outFile;
switch (key)
{
case Keyboard::Key::Escape:
GameSettings::getInstance()->saveKeys();
GameSettings::getInstance()->saveConfig();
stateManager.addState(std::unique_ptr<StateScreen>(new Menu(stateManager)));
break;
case Keyboard::Key::Down:
setCursor(cursor + 1);
break;
case Keyboard::Key::Up:
setCursor(cursor - 1);
break;
case Keyboard::Key::Return:
isChanging = true;
break;
}
}
void Settings::tick(const float & dt, sf::RenderWindow& window)
{
}
void Settings::render(sf::RenderWindow& window)
{
using namespace sf;
using namespace std;
text.setFillColor(Color::White);
text.setCharacterSize(120);
text.setString("Change key config");
text.setPosition(1024 - text.getLocalBounds().width / 2, 50);
window.draw(text);
for (int i = 0; i < int(Controls_Key::SIZE); i++)
{
Controls_Key key = static_cast<Controls_Key> (i);
drawKeyConfig(fromControlsToString(key), fromKtoS(settings->keybinds[key]), 500, 300 + 80 * i, window, cursor == i, isChanging);
}
drawKeyConfig("SFX", "< " + to_string(settings->sfx) + " >", 500, 300 + 80 * int(Controls_Key::SIZE), window, cursor == int(Controls_Key::SIZE), isChanging);
drawKeyConfig("MUSIC", "< " + to_string(settings->music) + " >", 500, 300 + 80 * (int(Controls_Key::SIZE) + 1), window, cursor == (int(Controls_Key::SIZE) + 1), isChanging);
if (mouseInBox(window, 20, 20, 40, 40)) // back button
{
window.draw(assetManager->getDrawable("back button hl"));
}
else
{
window.draw(assetManager->getDrawable("back button"));
}
}
void Settings::drawKeyConfig(std::string name, std::string key, int x, int y, sf::RenderWindow& window, bool isHighlight, bool changing)
{
using namespace sf;
if (isHighlight)
{
RectangleShape rect(Vector2f(1000, 50));
rect.setPosition(x, y);
rect.setFillColor(Color::White);
window.draw(rect);
if (changing)
{
RectangleShape rect(Vector2f(300, 50));
rect.setPosition(x + 700, y);
rect.setFillColor(Color::Red);
window.draw(rect);
}
text.setFillColor(Color::Black);
}
else
{
text.setFillColor(Color::White);
}
text.setPosition(x, y-15);
text.setCharacterSize(60);
text.setString(name);
window.draw(text);
text.setPosition(x + 750, y-15);
text.setString(key);
window.draw(text);
}
bool Settings::changeKey(sf::Keyboard::Key key)
{
using namespace sf;
using namespace std;
// dismiss special keys
if (key == Keyboard::Key::Escape || key == Keyboard::Key::Unknown || key == Keyboard::Key::R) return false;
if (cursor == 3)
{
if (key == Keyboard::Key::Right)
{
settings->sfx = clamp(settings->sfx + 1, 0, 100);
return true;
}
else if (key == Keyboard::Key::Left)
{
settings->sfx = clamp(settings->sfx - 1, 0, 100);
return true;
}
else if (key == Keyboard::Key::Return)
{
isChanging = false;
return true;
}
return false;
}
else if (cursor == 4)
{
if (key == Keyboard::Key::Right)
{
settings->music = clamp(settings->music + 1, 0, 100);
return true;
}
else if (key == Keyboard::Key::Left)
{
settings->music = clamp(settings->music - 1, 0, 100);
return true;
}
else if (key == Keyboard::Key::Return)
{
isChanging = false;
return true;
}
return false;
}
settings->keybinds[Controls_Key(cursor)] = key;
isChanging = false;
return true;
}
void Settings::mouseEvent(const float & dt, sf::RenderWindow& window, sf::Event event)
{
using namespace sf;
if (event.type == Event::MouseButtonPressed && event.mouseButton.button == Mouse::Left && mouseInBox(window, 20, 20, 40, 40)) // back button
{
GameSettings::getInstance()->saveKeys();
GameSettings::getInstance()->saveConfig();
stateManager.addState(std::unique_ptr<StateScreen>(new Menu(stateManager)));
}
}
void Settings::setCursor(int cursor)
{
// clamping from 0 to 9
this->cursor = std::clamp(cursor, 0, int(Controls_Key::SIZE) - 1 + 2); // + 2 for the SFX + MUSIC option
}
// TODO: Handle invalid input
std::string Settings::fromControlsToString(Controls_Key key)
{
return controlsStringMap.at(key);
}
// TODO: Handle invalid input
std::string Settings::fromKtoS(const sf::Keyboard::Key& k)
{
return keyboardKeyStringMap.at(k);
}