pokerogue/src/ui/settings/settings-keyboard-ui-handler.ts

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import BattleScene from "../../battle-scene";
import {Mode} from "../ui";
import cfg_keyboard_qwerty from "#app/configs/inputs/cfg_keyboard_qwerty";
import {
setSettingKeyboard,
SettingKeyboard,
settingKeyboardBlackList,
settingKeyboardDefaults,
settingKeyboardOptions
} from "#app/system/settings-keyboard";
import {reverseValueToKeySetting, truncateString} from "#app/utils";
import AbstractSettingsUiUiHandler from "#app/ui/settings/abstract-settings-ui-handler";
import {InterfaceConfig} from "#app/inputs-controller";
import {addTextObject, TextStyle} from "#app/ui/text";
import {deleteBind} from "#app/configs/inputs/configHandler";
import {Device} from "#app/enums/devices";
import {NavigationManager} from "#app/ui/settings/navigationMenu";
/**
* Class representing the settings UI handler for keyboards.
*
* @extends AbstractSettingsUiUiHandler
*/
export default class SettingsKeyboardUiHandler extends AbstractSettingsUiUiHandler {
/**
* Creates an instance of SettingsKeyboardUiHandler.
*
* @param scene - The BattleScene instance.
* @param mode - The UI mode, optional.
*/
constructor(scene: BattleScene, mode?: Mode) {
super(scene, mode);
this.titleSelected = "Keyboard";
this.settingDevice = SettingKeyboard;
this.settingDeviceDefaults = settingKeyboardDefaults;
this.settingDeviceOptions = settingKeyboardOptions;
this.configs = [cfg_keyboard_qwerty];
this.commonSettingsCount = 0;
this.textureOverride = "keyboard";
this.localStoragePropertyName = "settingsKeyboard";
this.settingBlacklisted = settingKeyboardBlackList;
const deleteEvent = scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.DELETE);
const restoreDefaultEvent = scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.HOME);
deleteEvent.on("up", this.onDeleteDown, this);
restoreDefaultEvent.on("up", this.onHomeDown, this);
}
setSetting(scene: BattleScene, setting, value: integer): boolean {
return setSettingKeyboard(scene, setting, value);
}
/**
* Setup UI elements.
*/
setup() {
super.setup();
// If no gamepads are detected, set up a default UI prompt in the settings container.
this.layout["noKeyboard"] = new Map();
const optionsContainer = this.scene.add.container(0, 0);
optionsContainer.setVisible(false); // Initially hide the container as no gamepads are connected.
const label = addTextObject(this.scene, 8, 28, "Please press a key on your keyboard", TextStyle.SETTINGS_LABEL);
label.setOrigin(0, 0);
optionsContainer.add(label);
this.settingsContainer.add(optionsContainer);
const iconDelete = this.scene.add.sprite(0, 0, "keyboard");
iconDelete.setOrigin(0, -0.1);
iconDelete.setPositionRelative(this.actionsBg, this.navigationContainer.width - 260, 4);
this.navigationIcons["BUTTON_DELETE"] = iconDelete;
const deleteText = addTextObject(this.scene, 0, 0, "Delete", TextStyle.SETTINGS_LABEL);
deleteText.setOrigin(0, 0.15);
deleteText.setPositionRelative(iconDelete, -deleteText.width/6-2, 0);
this.settingsContainer.add(iconDelete);
this.settingsContainer.add(deleteText);
// Map the 'noKeyboard' layout options for easy access.
this.layout["noKeyboard"].optionsContainer = optionsContainer;
this.layout["noKeyboard"].label = label;
}
/**
* Handle the home key press event.
*/
onHomeDown(): void {
if (![Mode.SETTINGS_KEYBOARD, Mode.SETTINGS_GAMEPAD].includes(this.scene.ui.getMode())) {
return;
}
this.scene.gameData.resetMappingToFactory();
NavigationManager.getInstance().updateIcons();
}
/**
* Handle the delete key press event.
*/
onDeleteDown(): void {
if (this.scene.ui.getMode() !== Mode.SETTINGS_KEYBOARD) {
return;
}
const cursor = this.cursor + this.scrollCursor; // Calculate the absolute cursor position.
const selection = this.settingLabels[cursor].text;
const key = reverseValueToKeySetting(selection);
const settingName = SettingKeyboard[key];
const activeConfig = this.getActiveConfig();
const success = deleteBind(this.getActiveConfig(), settingName);
if (success) {
this.saveCustomKeyboardMappingToLocalStorage(activeConfig);
this.updateBindings();
NavigationManager.getInstance().updateIcons();
}
}
/**
* Get the active configuration.
*
* @returns The active keyboard configuration.
*/
getActiveConfig(): InterfaceConfig {
return this.scene.inputController.getActiveConfig(Device.KEYBOARD);
}
/**
* Get the keyboard settings from local storage.
*
* @returns The keyboard settings from local storage.
*/
getLocalStorageSetting(): object {
// Retrieve the gamepad settings from local storage or use an empty object if none exist.
const settings: object = localStorage.hasOwnProperty("settingsKeyboard") ? JSON.parse(localStorage.getItem("settingsKeyboard")) : {};
return settings;
}
/**
* Set the layout for the active configuration.
*
* @param activeConfig - The active keyboard configuration.
* @returns `true` if the layout was successfully applied, otherwise `false`.
*/
setLayout(activeConfig: InterfaceConfig): boolean {
// Check if there is no active configuration (e.g., no gamepad connected).
if (!activeConfig) {
// Retrieve the layout for when no gamepads are connected.
const layout = this.layout["noKeyboard"];
// Make the options container visible to show message.
layout.optionsContainer.setVisible(true);
// Return false indicating the layout application was not successful due to lack of gamepad.
return false;
}
return super.setLayout(activeConfig);
}
/**
* Navigate to the left menu tab.
*
* @returns `true` indicating the navigation was successful.
*/
navigateMenuLeft(): boolean {
this.scene.ui.setMode(Mode.SETTINGS_GAMEPAD);
return true;
}
/**
* Navigate to the right menu tab.
*
* @returns `true` indicating the navigation was successful.
*/
navigateMenuRight(): boolean {
this.scene.ui.setMode(Mode.SETTINGS);
return true;
}
/**
* Update the display of the chosen keyboard layout.
*/
updateChosenKeyboardDisplay(): void {
// Update any bindings that might have changed since the last update.
this.updateBindings();
// Iterate over the keys in the settingDevice enumeration.
for (const [index, key] of Object.keys(this.settingDevice).entries()) {
const setting = this.settingDevice[key]; // Get the actual setting value using the key.
// Check if the current setting corresponds to the layout setting.
if (setting === this.settingDevice.Default_Layout) {
// Iterate over all layouts excluding the 'noGamepads' special case.
for (const _key of Object.keys(this.layout)) {
if (_key === "noKeyboard") {
continue;
} // Skip updating the no gamepad layout.
// Update the text of the first option label under the current setting to the name of the chosen gamepad,
// truncating the name to 30 characters if necessary.
this.layout[_key].optionValueLabels[index][0].setText(truncateString(this.scene.inputController.selectedDevice[Device.KEYBOARD], 22));
}
}
}
}
/**
* Save the custom keyboard mapping to local storage.
*
* @param config - The configuration to save.
*/
saveCustomKeyboardMappingToLocalStorage(config): void {
this.scene.gameData.saveMappingConfigs(this.scene.inputController?.selectedDevice[Device.KEYBOARD], config);
}
/**
* Save the setting to local storage.
*
* @param settingName - The name of the setting to save.
* @param cursor - The cursor position to save.
*/
saveSettingToLocalStorage(settingName, cursor): void {
if (this.settingDevice[settingName] !== this.settingDevice.Default_Layout) {
this.scene.gameData.saveKeyboardSetting(settingName, cursor);
}
}
}