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https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
Options refactor part 2.1: fixed control option labels.
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parent
d99fbb092e
commit
8df996f452
@ -23,36 +23,42 @@ optionsStruct options::Options
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{
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{
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{
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{
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"Left Flipper key",
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"Left Flipper key",
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Msg::KEYMAPPER_FlipperL,
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{InputTypes::Keyboard, SDLK_z},
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{InputTypes::Keyboard, SDLK_z},
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{InputTypes::Mouse, SDL_BUTTON_LEFT},
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{InputTypes::Mouse, SDL_BUTTON_LEFT},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_LEFTSHOULDER}
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_LEFTSHOULDER}
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},
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},
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{
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{
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"Right Flipper key",
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"Right Flipper key",
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Msg::KEYMAPPER_FlipperR,
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{InputTypes::Keyboard, SDLK_SLASH},
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{InputTypes::Keyboard, SDLK_SLASH},
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{InputTypes::Mouse,SDL_BUTTON_RIGHT},
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{InputTypes::Mouse,SDL_BUTTON_RIGHT},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER}
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER}
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},
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},
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{
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{
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"Plunger key",
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"Plunger key",
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Msg::KEYMAPPER_Plunger,
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{InputTypes::Keyboard, SDLK_SPACE},
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{InputTypes::Keyboard, SDLK_SPACE},
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{InputTypes::Mouse,SDL_BUTTON_MIDDLE},
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{InputTypes::Mouse,SDL_BUTTON_MIDDLE},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_A}
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_A}
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},
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},
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{
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{
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"Left Table Bump key",
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"Left Table Bump key",
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Msg::KEYMAPPER_BumpLeft,
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{InputTypes::Keyboard, SDLK_x},
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{InputTypes::Keyboard, SDLK_x},
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{InputTypes::Mouse,SDL_BUTTON_X1},
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{InputTypes::Mouse,SDL_BUTTON_X1},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_LEFT}
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_LEFT}
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},
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},
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{
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{
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"Right Table Bump key",
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"Right Table Bump key",
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Msg::KEYMAPPER_BumpRight,
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{InputTypes::Keyboard, SDLK_PERIOD},
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{InputTypes::Keyboard, SDLK_PERIOD},
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{InputTypes::Mouse,SDL_BUTTON_X2},
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{InputTypes::Mouse,SDL_BUTTON_X2},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_RIGHT}
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_RIGHT}
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},
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},
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{
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{
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"Bottom Table Bump key",
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"Bottom Table Bump key",
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Msg::KEYMAPPER_BumpBottom,
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{InputTypes::Keyboard, SDLK_UP},
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{InputTypes::Keyboard, SDLK_UP},
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{InputTypes::Mouse,SDL_BUTTON_X2 + 1},
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{InputTypes::Mouse,SDL_BUTTON_X2 + 1},
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_UP}
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{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_UP}
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@ -62,33 +68,33 @@ optionsStruct options::Options
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{"Music", false},
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{"Music", false},
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{"FullScreen", false},
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{"FullScreen", false},
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{"Players", 1},
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{"Players", 1},
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{"Screen Resolution", -1 },
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{"Screen Resolution", -1},
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{"UI Scale", 1.0f},
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{"UI Scale", 1.0f},
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{"Uniform scaling", true},
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{"Uniform scaling", true},
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{"Linear Filtering", true },
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{"Linear Filtering", true},
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{"Frames Per Second", DefFps },
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{"Frames Per Second", DefFps},
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{"Updates Per Second", DefUps },
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{"Updates Per Second", DefUps},
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{"ShowMenu", true },
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{"ShowMenu", true},
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{"Uncapped Updates Per Second", false },
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{"Uncapped Updates Per Second", false},
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{"Sound Channels", DefSoundChannels },
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{"Sound Channels", DefSoundChannels},
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{"HybridSleep", false },
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{"HybridSleep", false},
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{"Prefer 3DPB Game Data", false },
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{"Prefer 3DPB Game Data", false},
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{"Integer Scaling", false },
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{"Integer Scaling", false},
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{"Sound Volume", DefVolume },
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{"Sound Volume", DefVolume},
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{"Music Volume", DefVolume },
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{"Music Volume", DefVolume},
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{"Stereo Sound Effects", false },
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{"Stereo Sound Effects", false},
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{"Debug Overlay", false },
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{"Debug Overlay", false},
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{"Debug Overlay Grid", true },
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{"Debug Overlay Grid", true},
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{"Debug Overlay All Edges", true },
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{"Debug Overlay All Edges", true},
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{"Debug Overlay Ball Position", true },
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{"Debug Overlay Ball Position", true},
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{"Debug Overlay Ball Edges", true },
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{"Debug Overlay Ball Edges", true},
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{"Debug Overlay Collision Mask", true },
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{"Debug Overlay Collision Mask", true},
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{"Debug Overlay Sprites", true },
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{"Debug Overlay Sprites", true},
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{"Debug Overlay Sounds", true },
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{"Debug Overlay Sounds", true},
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{"Debug Overlay Ball Depth Grid", true },
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{"Debug Overlay Ball Depth Grid", true},
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{"Debug Overlay AABB", true },
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{"Debug Overlay AABB", true},
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{"FontFileName", "" },
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{"FontFileName", ""},
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{"Language", translations::GetCurrentLanguage()->ShortName },
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{"Language", translations::GetCurrentLanguage()->ShortName},
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};
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};
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void options::InitPrimary()
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void options::InitPrimary()
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@ -109,7 +115,7 @@ void options::InitPrimary()
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imContext->SettingsLoaded = true;
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imContext->SettingsLoaded = true;
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}
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}
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for(const auto opt : AllOptions)
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for (const auto opt : AllOptions)
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{
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{
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opt->Load();
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opt->Load();
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}
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}
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@ -290,7 +296,7 @@ void options::ShowControlDialog()
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ControlWaitingForInput = nullptr;
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ControlWaitingForInput = nullptr;
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ShowDialog = true;
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ShowDialog = true;
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// Save previous controls in KVP storage.
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// Save previous controls in KVP storage.
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for(const auto& control: Options.Key)
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for (const auto& control : Options.Key)
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{
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{
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control.Save();
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control.Save();
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}
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}
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@ -299,16 +305,6 @@ void options::ShowControlDialog()
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void options::RenderControlDialog()
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void options::RenderControlDialog()
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{
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{
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static const Msg controlDescriptions[6]
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{
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Msg::KEYMAPPER_FlipperL,
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Msg::KEYMAPPER_FlipperR,
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Msg::KEYMAPPER_BumpLeft,
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Msg::KEYMAPPER_BumpRight,
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Msg::KEYMAPPER_BumpBottom,
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Msg::KEYMAPPER_Plunger,
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};
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if (!ShowDialog)
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if (!ShowDialog)
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return;
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return;
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@ -325,7 +321,9 @@ void options::RenderControlDialog()
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ImGui::TextUnformatted(pb::get_rc_string(Msg::KEYMAPPER_Groupbox1));
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ImGui::TextUnformatted(pb::get_rc_string(Msg::KEYMAPPER_Groupbox1));
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{5, 10});
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{5, 10});
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if (ImGui::BeginTable("Controls", 4, ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders| ImGuiTableFlags_SizingStretchSame))
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if (ImGui::BeginTable("Controls", 4,
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ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders |
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ImGuiTableFlags_SizingStretchSame))
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{
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{
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ImGui::TableSetupColumn("Control");
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ImGui::TableSetupColumn("Control");
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ImGui::TableSetupColumn("Binding 1");
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ImGui::TableSetupColumn("Binding 1");
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@ -334,13 +332,11 @@ void options::RenderControlDialog()
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ImGui::TableHeadersRow();
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ImGui::TableHeadersRow();
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int rowHash = 0;
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int rowHash = 0;
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for (auto inputId = GameBindings::Min; inputId < GameBindings::Max; inputId++)
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for (auto& option : Options.Key)
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{
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{
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auto& option = Options.Key[~inputId];
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ImGui::TableNextColumn();
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{0.5, 0, 0, 1});
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{0.5, 0, 0, 1});
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if (ImGui::Button(pb::get_rc_string(controlDescriptions[~inputId])))
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if (ImGui::Button(pb::get_rc_string(option.Description), ImVec2(-1, 0)))
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{
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{
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for (auto& input : option.Inputs)
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for (auto& input : option.Inputs)
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input = {};
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input = {};
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@ -352,7 +348,7 @@ void options::RenderControlDialog()
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ImGui::TableNextColumn();
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ImGui::TableNextColumn();
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if (ControlWaitingForInput == &input)
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if (ControlWaitingForInput == &input)
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{
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{
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if(ImGui::Button("Press the key", ImVec2(-1, 0)))
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if (ImGui::Button("Press the key", ImVec2(-1, 0)))
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{
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{
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ControlWaitingForInput = &input;
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ControlWaitingForInput = &input;
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}
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}
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@ -191,11 +191,14 @@ struct BoolOption : OptionBaseT<bool>
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struct ControlOption : OptionBase
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struct ControlOption : OptionBase
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{
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{
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const Msg Description;
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GameInput Defaults[3];
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GameInput Defaults[3];
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GameInput Inputs[3];
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GameInput Inputs[3];
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ControlOption(LPCSTR name, GameInput defaultKeyboard, GameInput defaultMouse, GameInput defaultController) :
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ControlOption(LPCSTR name, Msg description, GameInput defaultKeyboard, GameInput defaultMouse,
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GameInput defaultController) :
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OptionBase(name),
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OptionBase(name),
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Description(description),
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Defaults{defaultKeyboard, defaultMouse, defaultController},
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Defaults{defaultKeyboard, defaultMouse, defaultController},
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Inputs{
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Inputs{
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{InputTypes::Keyboard, -1},
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{InputTypes::Keyboard, -1},
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@ -5469,7 +5469,7 @@ const TextArray translations::Translations =
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{ Lang::Danish, "Bump nedefra" },
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{ Lang::Danish, "Bump nedefra" },
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{ Lang::German, "Tischstoß unten" },
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{ Lang::German, "Tischstoß unten" },
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{ Lang::Greek, "Χτύπημα από κάτω" },
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{ Lang::Greek, "Χτύπημα από κάτω" },
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{ Lang::English, "BottomTable Bump" },
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{ Lang::English, "Bottom Table Bump" },
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{ Lang::Spanish, "Golpear de frente" },
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{ Lang::Spanish, "Golpear de frente" },
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{ Lang::Finnish, "Alareunan tönäisy" },
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{ Lang::Finnish, "Alareunan tönäisy" },
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{ Lang::French, "Bourrage en bas" },
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{ Lang::French, "Bourrage en bas" },
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