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mirror of https://github.com/k4zmu2a/SpaceCadetPinball.git synced 2024-11-22 02:32:39 +01:00

Options refactor part 2.1: fixed control option labels.

This commit is contained in:
Muzychenko Andrey 2023-02-10 08:46:09 +03:00
parent d99fbb092e
commit 8df996f452
3 changed files with 44 additions and 45 deletions

View File

@ -23,36 +23,42 @@ optionsStruct options::Options
{
{
"Left Flipper key",
Msg::KEYMAPPER_FlipperL,
{InputTypes::Keyboard, SDLK_z},
{InputTypes::Mouse, SDL_BUTTON_LEFT},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_LEFTSHOULDER}
},
{
"Right Flipper key",
Msg::KEYMAPPER_FlipperR,
{InputTypes::Keyboard, SDLK_SLASH},
{InputTypes::Mouse,SDL_BUTTON_RIGHT},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER}
},
{
"Plunger key",
Msg::KEYMAPPER_Plunger,
{InputTypes::Keyboard, SDLK_SPACE},
{InputTypes::Mouse,SDL_BUTTON_MIDDLE},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_A}
},
{
"Left Table Bump key",
Msg::KEYMAPPER_BumpLeft,
{InputTypes::Keyboard, SDLK_x},
{InputTypes::Mouse,SDL_BUTTON_X1},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_LEFT}
},
{
"Right Table Bump key",
Msg::KEYMAPPER_BumpRight,
{InputTypes::Keyboard, SDLK_PERIOD},
{InputTypes::Mouse,SDL_BUTTON_X2},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_RIGHT}
},
{
"Bottom Table Bump key",
Msg::KEYMAPPER_BumpBottom,
{InputTypes::Keyboard, SDLK_UP},
{InputTypes::Mouse,SDL_BUTTON_X2 + 1},
{InputTypes::GameController, SDL_CONTROLLER_BUTTON_DPAD_UP}
@ -62,33 +68,33 @@ optionsStruct options::Options
{"Music", false},
{"FullScreen", false},
{"Players", 1},
{"Screen Resolution", -1 },
{"Screen Resolution", -1},
{"UI Scale", 1.0f},
{"Uniform scaling", true},
{"Linear Filtering", true },
{"Frames Per Second", DefFps },
{"Updates Per Second", DefUps },
{"ShowMenu", true },
{"Uncapped Updates Per Second", false },
{"Sound Channels", DefSoundChannels },
{"HybridSleep", false },
{"Prefer 3DPB Game Data", false },
{"Integer Scaling", false },
{"Sound Volume", DefVolume },
{"Music Volume", DefVolume },
{"Stereo Sound Effects", false },
{"Debug Overlay", false },
{"Debug Overlay Grid", true },
{"Debug Overlay All Edges", true },
{"Debug Overlay Ball Position", true },
{"Debug Overlay Ball Edges", true },
{"Debug Overlay Collision Mask", true },
{"Debug Overlay Sprites", true },
{"Debug Overlay Sounds", true },
{"Debug Overlay Ball Depth Grid", true },
{"Debug Overlay AABB", true },
{"FontFileName", "" },
{"Language", translations::GetCurrentLanguage()->ShortName },
{"Linear Filtering", true},
{"Frames Per Second", DefFps},
{"Updates Per Second", DefUps},
{"ShowMenu", true},
{"Uncapped Updates Per Second", false},
{"Sound Channels", DefSoundChannels},
{"HybridSleep", false},
{"Prefer 3DPB Game Data", false},
{"Integer Scaling", false},
{"Sound Volume", DefVolume},
{"Music Volume", DefVolume},
{"Stereo Sound Effects", false},
{"Debug Overlay", false},
{"Debug Overlay Grid", true},
{"Debug Overlay All Edges", true},
{"Debug Overlay Ball Position", true},
{"Debug Overlay Ball Edges", true},
{"Debug Overlay Collision Mask", true},
{"Debug Overlay Sprites", true},
{"Debug Overlay Sounds", true},
{"Debug Overlay Ball Depth Grid", true},
{"Debug Overlay AABB", true},
{"FontFileName", ""},
{"Language", translations::GetCurrentLanguage()->ShortName},
};
void options::InitPrimary()
@ -109,7 +115,7 @@ void options::InitPrimary()
imContext->SettingsLoaded = true;
}
for(const auto opt : AllOptions)
for (const auto opt : AllOptions)
{
opt->Load();
}
@ -290,7 +296,7 @@ void options::ShowControlDialog()
ControlWaitingForInput = nullptr;
ShowDialog = true;
// Save previous controls in KVP storage.
for(const auto& control: Options.Key)
for (const auto& control : Options.Key)
{
control.Save();
}
@ -299,16 +305,6 @@ void options::ShowControlDialog()
void options::RenderControlDialog()
{
static const Msg controlDescriptions[6]
{
Msg::KEYMAPPER_FlipperL,
Msg::KEYMAPPER_FlipperR,
Msg::KEYMAPPER_BumpLeft,
Msg::KEYMAPPER_BumpRight,
Msg::KEYMAPPER_BumpBottom,
Msg::KEYMAPPER_Plunger,
};
if (!ShowDialog)
return;
@ -325,7 +321,9 @@ void options::RenderControlDialog()
ImGui::TextUnformatted(pb::get_rc_string(Msg::KEYMAPPER_Groupbox1));
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2{5, 10});
if (ImGui::BeginTable("Controls", 4, ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders| ImGuiTableFlags_SizingStretchSame))
if (ImGui::BeginTable("Controls", 4,
ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders |
ImGuiTableFlags_SizingStretchSame))
{
ImGui::TableSetupColumn("Control");
ImGui::TableSetupColumn("Binding 1");
@ -334,13 +332,11 @@ void options::RenderControlDialog()
ImGui::TableHeadersRow();
int rowHash = 0;
for (auto inputId = GameBindings::Min; inputId < GameBindings::Max; inputId++)
for (auto& option : Options.Key)
{
auto& option = Options.Key[~inputId];
ImGui::TableNextColumn();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{0.5, 0, 0, 1});
if (ImGui::Button(pb::get_rc_string(controlDescriptions[~inputId])))
if (ImGui::Button(pb::get_rc_string(option.Description), ImVec2(-1, 0)))
{
for (auto& input : option.Inputs)
input = {};
@ -352,7 +348,7 @@ void options::RenderControlDialog()
ImGui::TableNextColumn();
if (ControlWaitingForInput == &input)
{
if(ImGui::Button("Press the key", ImVec2(-1, 0)))
if (ImGui::Button("Press the key", ImVec2(-1, 0)))
{
ControlWaitingForInput = &input;
}

View File

@ -191,11 +191,14 @@ struct BoolOption : OptionBaseT<bool>
struct ControlOption : OptionBase
{
const Msg Description;
GameInput Defaults[3];
GameInput Inputs[3];
ControlOption(LPCSTR name, GameInput defaultKeyboard, GameInput defaultMouse, GameInput defaultController) :
ControlOption(LPCSTR name, Msg description, GameInput defaultKeyboard, GameInput defaultMouse,
GameInput defaultController) :
OptionBase(name),
Description(description),
Defaults{defaultKeyboard, defaultMouse, defaultController},
Inputs{
{InputTypes::Keyboard, -1},

View File

@ -5469,7 +5469,7 @@ const TextArray translations::Translations =
{ Lang::Danish, "Bump nedefra" },
{ Lang::German, "Tischstoß unten" },
{ Lang::Greek, "Χτύπημα από κάτω" },
{ Lang::English, "BottomTable Bump" },
{ Lang::English, "Bottom Table Bump" },
{ Lang::Spanish, "Golpear de frente" },
{ Lang::Finnish, "Alareunan tönäisy" },
{ Lang::French, "Bourrage en bas" },