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CodenameEngine/source/funkin/options/Options.hx
T

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Haxe

package funkin.options;
import flixel.FlxG;
import funkin.system.Controls;
import openfl.Lib;
import flixel.util.FlxSave;
import flixel.input.keyboard.FlxKey;
class Options
{
@:dox(hide) public static var __save:FlxSave;
@:dox(hide) private static var __eventAdded = false;
/**
* SETTINGS
*/
public static var naughtyness:Bool = true;
public static var downscroll:Bool = false;
public static var flashingMenu:Bool = true;
public static var camZoomOnBeat:Bool = true;
public static var fpsCounter:Bool = true;
public static var autoPause:Bool = true;
public static var antialiasing:Bool = true;
public static var volume:Float = 1;
/**
* PLAYER 1 CONTROLS
*/
public static var P1_NOTE_LEFT:Array<FlxKey> = [A];
public static var P1_NOTE_DOWN:Array<FlxKey> = [S];
public static var P1_NOTE_UP:Array<FlxKey> = [W];
public static var P1_NOTE_RIGHT:Array<FlxKey> = [D];
public static var P1_LEFT:Array<FlxKey> = [A];
public static var P1_DOWN:Array<FlxKey> = [S];
public static var P1_UP:Array<FlxKey> = [W];
public static var P1_RIGHT:Array<FlxKey> = [D];
public static var P1_ACCEPT:Array<FlxKey> = [ENTER];
public static var P1_BACK:Array<FlxKey> = [BACKSPACE];
public static var P1_PAUSE:Array<FlxKey> = [ENTER];
public static var P1_RESET:Array<FlxKey> = [R];
/**
* PLAYER 2 CONTROLS (ALT)
*/
public static var P2_NOTE_LEFT:Array<FlxKey> = [LEFT];
public static var P2_NOTE_DOWN:Array<FlxKey> = [DOWN];
public static var P2_NOTE_UP:Array<FlxKey> = [UP];
public static var P2_NOTE_RIGHT:Array<FlxKey> = [RIGHT];
public static var P2_LEFT:Array<FlxKey> = [LEFT];
public static var P2_DOWN:Array<FlxKey> = [DOWN];
public static var P2_UP:Array<FlxKey> = [UP];
public static var P2_RIGHT:Array<FlxKey> = [RIGHT];
public static var P2_ACCEPT:Array<FlxKey> = [SPACE];
public static var P2_BACK:Array<FlxKey> = [ESCAPE];
public static var P2_PAUSE:Array<FlxKey> = [ESCAPE];
public static var P2_RESET:Array<FlxKey> = [];
/**
* SOLO GETTERS & SETTERS
*/
public static var SOLO_NOTE_LEFT(get, null):Array<FlxKey>;
public static var SOLO_NOTE_DOWN(get, null):Array<FlxKey>;
public static var SOLO_NOTE_UP(get, null):Array<FlxKey>;
public static var SOLO_NOTE_RIGHT(get, null):Array<FlxKey>;
public static var SOLO_LEFT(get, null):Array<FlxKey>;
public static var SOLO_DOWN(get, null):Array<FlxKey>;
public static var SOLO_UP(get, null):Array<FlxKey>;
public static var SOLO_RIGHT(get, null):Array<FlxKey>;
public static var SOLO_ACCEPT(get, null):Array<FlxKey>;
public static var SOLO_BACK(get, null):Array<FlxKey>;
public static var SOLO_PAUSE(get, null):Array<FlxKey>;
public static var SOLO_RESET(get, null):Array<FlxKey>;
// GETTERS REGION
#if REGION
private static function get_SOLO_LEFT() {
var a:Array<FlxKey> = [];
for(e in P1_LEFT) a.push(e);
for(e in P2_LEFT) a.push(e);
return a;
}
private static function get_SOLO_DOWN() {
var a:Array<FlxKey> = [];
for(e in P1_DOWN) a.push(e);
for(e in P2_DOWN) a.push(e);
return a;
}
private static function get_SOLO_UP() {
var a:Array<FlxKey> = [];
for(e in P1_UP) a.push(e);
for(e in P2_UP) a.push(e);
return a;
}
private static function get_SOLO_RIGHT() {
var a:Array<FlxKey> = [];
for(e in P1_RIGHT) a.push(e);
for(e in P2_RIGHT) a.push(e);
return a;
}
private static function get_SOLO_NOTE_LEFT() {
var a:Array<FlxKey> = [];
for(e in P1_NOTE_LEFT) a.push(e);
for(e in P2_NOTE_LEFT) a.push(e);
return a;
}
private static function get_SOLO_NOTE_DOWN() {
var a:Array<FlxKey> = [];
for(e in P1_NOTE_DOWN) a.push(e);
for(e in P2_NOTE_DOWN) a.push(e);
return a;
}
private static function get_SOLO_NOTE_UP() {
var a:Array<FlxKey> = [];
for(e in P1_NOTE_UP) a.push(e);
for(e in P2_NOTE_UP) a.push(e);
return a;
}
private static function get_SOLO_NOTE_RIGHT() {
var a:Array<FlxKey> = [];
for(e in P1_NOTE_RIGHT) a.push(e);
for(e in P2_NOTE_RIGHT) a.push(e);
return a;
}
private static function get_SOLO_ACCEPT() {
var a:Array<FlxKey> = [];
for(e in P1_ACCEPT) a.push(e);
for(e in P2_ACCEPT) a.push(e);
return a;
}
private static function get_SOLO_BACK() {
var a:Array<FlxKey> = [];
for(e in P1_BACK) a.push(e);
for(e in P2_BACK) a.push(e);
return a;
}
private static function get_SOLO_PAUSE() {
var a:Array<FlxKey> = [];
for(e in P1_PAUSE) a.push(e);
for(e in P2_PAUSE) a.push(e);
return a;
}
private static function get_SOLO_RESET() {
var a:Array<FlxKey> = [];
for(e in P1_RESET) a.push(e);
for(e in P2_RESET) a.push(e);
return a;
}
#end
public static function load() {
if (__save == null) __save = new FlxSave();
__save.bind("options");
for(field in Reflect.fields(__save.data)) {
var obj = Reflect.field(__save.data, field);
Reflect.setProperty(Options, field, obj);
}
if (!__eventAdded) {
Lib.application.onExit.add(function(i:Int) {
trace("Saving settings...");
save();
});
__eventAdded = true;
}
applySettings();
}
public static function applySettings() {
PlayerSettings.player1.setKeyboardScheme(Solo);
FlxG.game.stage.quality = (FlxG.forceNoAntialiasing = !antialiasing) ? LOW : BEST;
FlxG.autoPause = autoPause;
FlxG.sound.volume = volume;
}
public static function save() {
volume = FlxG.sound.volume;
for(field in Type.getClassFields(Options)) {
var obj = Reflect.field(Options, field);
if (Reflect.isFunction(obj) || obj is FlxSave) continue;
Reflect.setField(__save.data, field, obj);
}
__save.flush();
}
}