403 lines
9.7 KiB
Haxe
403 lines
9.7 KiB
Haxe
package funkin;
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import funkin.save.Save;
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import funkin.util.WindowUtil;
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/**
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* A core class which provides a store of user-configurable, globally relevant values.
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*/
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class Preferences
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{
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/**
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* FPS
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* @default `60`
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*/
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public static var framerate(get, set):Int;
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static function get_framerate():Int
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{
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#if web
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return 60;
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#else
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return Save?.instance?.options?.framerate ?? 60;
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#end
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}
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static function set_framerate(value:Int):Int
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{
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#if web
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return 60;
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#else
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var save:Save = Save.instance;
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save.options.framerate = value;
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save.flush();
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FlxG.updateFramerate = value;
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FlxG.drawFramerate = value;
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return value;
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#end
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}
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/**
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* Whether some particularly foul language is displayed.
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* @default `true`
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*/
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public static var naughtyness(get, set):Bool;
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static function get_naughtyness():Bool
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{
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return Save?.instance?.options?.naughtyness;
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}
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static function set_naughtyness(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.naughtyness = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, the strumline is at the bottom of the screen rather than the top.
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* @default `false`
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*/
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public static var downscroll(get, set):Bool;
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static function get_downscroll():Bool
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{
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return Save?.instance?.options?.downscroll;
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}
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static function set_downscroll(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.downscroll = value;
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save.flush();
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return value;
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}
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/**
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* If disabled, flashing lights in the main menu and other areas will be less intense.
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* @default `true`
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*/
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public static var flashingLights(get, set):Bool;
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static function get_flashingLights():Bool
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{
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return Save?.instance?.options?.flashingLights ?? true;
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}
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static function set_flashingLights(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.flashingLights = value;
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save.flush();
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return value;
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}
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/**
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* If disabled, the camera bump synchronized to the beat.
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* @default `false`
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*/
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public static var zoomCamera(get, set):Bool;
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static function get_zoomCamera():Bool
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{
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return Save?.instance?.options?.zoomCamera;
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}
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static function set_zoomCamera(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.zoomCamera = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, an FPS and memory counter will be displayed even if this is not a debug build.
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* @default `false`
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*/
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public static var debugDisplay(get, set):Bool;
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static function get_debugDisplay():Bool
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{
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return Save?.instance?.options?.debugDisplay;
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}
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static function set_debugDisplay(value:Bool):Bool
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{
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if (value != Save.instance.options.debugDisplay)
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{
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toggleDebugDisplay(value);
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}
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var save = Save.instance;
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save.options.debugDisplay = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, the game will automatically pause when tabbing out.
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* @default `true`
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*/
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public static var autoPause(get, set):Bool;
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static function get_autoPause():Bool
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{
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return Save?.instance?.options?.autoPause ?? true;
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}
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static function set_autoPause(value:Bool):Bool
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{
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if (value != Save.instance.options.autoPause) FlxG.autoPause = value;
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var save:Save = Save.instance;
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save.options.autoPause = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, the game will automatically launch in fullscreen on startup.
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* @default `true`
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*/
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public static var autoFullscreen(get, set):Bool;
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static function get_autoFullscreen():Bool
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{
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return Save?.instance?.options?.autoFullscreen ?? true;
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}
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static function set_autoFullscreen(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.autoFullscreen = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, the game will utilize VSync (or adaptive VSync) on startup.
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* @default `OFF`
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*/
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public static var vsyncMode(get, set):lime.ui.WindowVSyncMode;
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static function get_vsyncMode():lime.ui.WindowVSyncMode
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{
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return Save?.instance?.options?.vsyncMode ?? lime.ui.WindowVSyncMode.OFF;
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}
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static function set_vsyncMode(value:lime.ui.WindowVSyncMode):lime.ui.WindowVSyncMode
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{
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WindowUtil.setVSyncMode(value);
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var save:Save = Save.instance;
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save.options.vsyncMode = value;
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save.flush();
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return value;
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}
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public static var unlockedFramerate(get, set):Bool;
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static function get_unlockedFramerate():Bool
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{
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return Save?.instance?.options?.unlockedFramerate;
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}
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static function set_unlockedFramerate(value:Bool):Bool
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{
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if (value != Save.instance.options.unlockedFramerate)
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{
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#if web
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toggleFramerateCap(value);
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#end
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}
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var save:Save = Save.instance;
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save.options.unlockedFramerate = value;
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save.flush();
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return value;
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}
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#if web
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// We create a haxe version of this just for readability.
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// We use these to override `window.requestAnimationFrame` in Javascript to uncap the framerate / "animation" request rate
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// Javascript is crazy since u can just do stuff like that lol
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public static function unlockedFramerateFunction(callback, element)
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{
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var currTime = Date.now().getTime();
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var timeToCall = 0;
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var id = js.Browser.window.setTimeout(function() {
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callback(currTime + timeToCall);
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}, timeToCall);
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return id;
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}
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// Lime already implements their own little framerate cap, so we can just use that
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// This also gets set in the init function in Main.hx, since we need to definitely override it
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public static var lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
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#end
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/**
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* If >0, the game will display a semi-opaque background under the notes.
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* `0` for no background, `100` for solid black if you're freaky like that
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* @default `0`
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*/
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public static var strumlineBackgroundOpacity(get, set):Int;
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static function get_strumlineBackgroundOpacity():Int
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{
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return (Save?.instance?.options?.strumlineBackgroundOpacity ?? 0);
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}
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static function set_strumlineBackgroundOpacity(value:Int):Int
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{
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var save:Save = Save.instance;
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save.options.strumlineBackgroundOpacity = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, the game will hide the mouse when taking a screenshot.
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* @default `true`
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*/
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public static var shouldHideMouse(get, set):Bool;
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static function get_shouldHideMouse():Bool
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{
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return Save?.instance?.options?.screenshot?.shouldHideMouse ?? true;
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}
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static function set_shouldHideMouse(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.screenshot.shouldHideMouse = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, the game will show a preview after taking a screenshot.
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* @default `true`
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*/
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public static var fancyPreview(get, set):Bool;
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static function get_fancyPreview():Bool
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{
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return Save?.instance?.options?.screenshot?.fancyPreview ?? true;
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}
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static function set_fancyPreview(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.screenshot.fancyPreview = value;
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save.flush();
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return value;
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}
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/**
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* If enabled, the game will show the preview only after a screenshot is saved.
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* @default `true`
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*/
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public static var previewOnSave(get, set):Bool;
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static function get_previewOnSave():Bool
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{
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return Save?.instance?.options?.screenshot?.previewOnSave ?? true;
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}
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static function set_previewOnSave(value:Bool):Bool
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{
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var save:Save = Save.instance;
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save.options.screenshot.previewOnSave = value;
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save.flush();
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return value;
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}
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/**
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* The game will save any screenshots taken to this format.
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* @default `PNG`
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*/
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public static var saveFormat(get, set):Any;
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static function get_saveFormat():Any
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{
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return Save?.instance?.options?.screenshot?.saveFormat ?? 'PNG';
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}
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static function set_saveFormat(value):Any
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{
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var save:Save = Save.instance;
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save.options.screenshot.saveFormat = value;
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save.flush();
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return value;
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}
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/**
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* The game will save JPEG screenshots with this quality percentage.
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* @default `80`
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*/
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public static var jpegQuality(get, set):Int;
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static function get_jpegQuality():Int
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{
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return Save?.instance?.options?.screenshot?.jpegQuality ?? 80;
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}
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static function set_jpegQuality(value:Int):Int
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{
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var save:Save = Save.instance;
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save.options.screenshot.jpegQuality = value;
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save.flush();
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return value;
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}
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/**
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* Loads the user's preferences from the save data and apply them.
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*/
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public static function init():Void
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{
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// Apply the autoPause setting (enables automatic pausing on focus lost).
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FlxG.autoPause = Preferences.autoPause;
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// WindowUtil.setVSyncMode(Preferences.vsyncMode);
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// Apply the debugDisplay setting (enables the FPS and RAM display).
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toggleDebugDisplay(Preferences.debugDisplay);
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#if web
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toggleFramerateCap(Preferences.unlockedFramerate);
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#end
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// Apply the autoFullscreen setting (launches the game in fullscreen automatically)
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FlxG.fullscreen = Preferences.autoFullscreen;
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}
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static function toggleFramerateCap(unlocked:Bool):Void
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{
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#if web
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var framerateFunction = unlocked ? unlockedFramerateFunction : lockedFramerateFunction;
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untyped js.Syntax.code("window.requestAnimationFrame = framerateFunction;");
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#end
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}
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static function toggleDebugDisplay(show:Bool):Void
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{
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if (show)
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{
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// Enable the debug display.
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FlxG.stage.addChild(Main.fpsCounter);
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#if !html5
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FlxG.stage.addChild(Main.memoryCounter);
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#end
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}
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else
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{
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// Disable the debug display.
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FlxG.stage.removeChild(Main.fpsCounter);
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#if !html5
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FlxG.stage.removeChild(Main.memoryCounter);
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#end
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}
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}
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}
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