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170 lines
5.1 KiB
Kotlin
170 lines
5.1 KiB
Kotlin
package com.last.commit.screen
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Screen
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import com.badlogic.gdx.graphics.GL20
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import com.badlogic.gdx.math.MathUtils
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import com.badlogic.gdx.scenes.scene2d.Actor
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import com.badlogic.gdx.scenes.scene2d.Stage
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import com.badlogic.gdx.scenes.scene2d.ui.*
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import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener
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import com.badlogic.gdx.utils.viewport.ScreenViewport
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import com.last.commit.ColorState
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import com.last.commit.Game
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import com.last.commit.TimeTravelAssetManager
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import com.last.commit.audio.SoundEngine
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class Settings(val parent: Game) : Screen {
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val stage = Stage(ScreenViewport())
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lateinit var skin: Skin
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lateinit var titleLabel: Label
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lateinit var volumeMusicLabel: Label
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lateinit var volumeSoundLabel: Label
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lateinit var musicOnOffLabel: Label
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lateinit var soundOnOffLabel: Label
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lateinit var sfxMusicSlider: Slider
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lateinit var volumeMusicSlider: Slider
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lateinit var musicCheckbox: CheckBox
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lateinit var soundEffectsCheckbox: CheckBox
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lateinit var backButton: Button
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val state = ColorState()
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val table = Table()
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override fun show() {
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stage.clear()
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Gdx.input.setInputProcessor(stage)
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skin = TimeTravelAssetManager.getSkin()
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// music volume
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volumeMusicSlider = Slider(0f, 1f, 0.1f, false, skin)
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volumeMusicSlider.value = SoundEngine.musicVolume
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volumeMusicSlider.addListener {
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SoundEngine.musicVolume = volumeMusicSlider.value
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// updateVolumeLabel();
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false
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}
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// sound volume
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sfxMusicSlider = Slider(0f, 1f, 0.1f, false, skin)
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sfxMusicSlider.value = SoundEngine.sfxVolume
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sfxMusicSlider.addListener {
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SoundEngine.sfxVolume = sfxMusicSlider.value
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// updateVolumeLabel();
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false
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}
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// music on/off
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musicCheckbox = CheckBox(null, skin)
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musicCheckbox.isChecked = SoundEngine.musicVolume > 0
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musicCheckbox.addListener {
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val enabled: Boolean = musicCheckbox.isChecked()
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//TODO: reimplement this
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SoundEngine.musicVolume = if (enabled) 0.5f else 0f
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false
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}
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// sound on/off
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soundEffectsCheckbox = CheckBox(null, skin)
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soundEffectsCheckbox.isChecked = SoundEngine.sfxVolume > 0
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soundEffectsCheckbox.addListener {
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val enabled: Boolean = soundEffectsCheckbox.isChecked()
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//TODO: reimplement this
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SoundEngine.sfxVolume = if (enabled) 0.5f else 0f
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false
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}
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// return to main screen button
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backButton = TextButton("Back", skin)
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backButton.addListener(object : ChangeListener() {
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override fun changed(event: ChangeEvent?, actor: Actor?) {
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parent.changeScreen(Screens.MAIN_MENU)
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}
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})
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}
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fun renderTable(x: Float, y: Float) {
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table.reset()
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table.setFillParent(true)
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//table.setDebug(true);
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stage.addActor(table)
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titleLabel = Label("Preferences", skin)
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volumeMusicLabel = Label("Music Volume", skin)
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volumeSoundLabel = Label("Sound Volume", skin)
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musicOnOffLabel = Label("Music", skin)
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soundOnOffLabel = Label("Sound Effect", skin)
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table.add(titleLabel).colspan(2)
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table.row().pad(10F, 0F, 0F, 10F)
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table.row().size(x, y);
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table.add(volumeMusicLabel).left()
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table.add(volumeMusicSlider)
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table.row().size(x, y);
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table.row().pad(10F, 0F, 0F, 10F)
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table.add(musicOnOffLabel).left()
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table.add(musicCheckbox)
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table.row().size(x, y);
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table.row().pad(10F, 0F, 0F, 10F)
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table.add(volumeSoundLabel).left()
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table.add(sfxMusicSlider)
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table.row().size(x, y);
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table.row().pad(10F, 0F, 0F, 10F)
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table.add(soundOnOffLabel).left()
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table.add(soundEffectsCheckbox)
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table.row().size(x, y);
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table.row().pad(10F, 0F, 0F, 10F)
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table.add(backButton).colspan(2)
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}
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override fun render(delta: Float) {
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state.step((delta * 1000).toLong())
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// Draw your screen here. "delta" is the time since last render in seconds.
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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var red = MathUtils.clamp(state.red, 0.1F, 0.5F)
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var blue = MathUtils.clamp(state.green, 0.1F, 0.5F)
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var green = MathUtils.clamp(state.blue, 0.1F, 0.5F)
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Gdx.gl.glClearColor(red, green, blue, 1f)
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// tell our stage to do actions and draw itself
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stage.act(Math.min(delta, 1 / 30f))
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stage.draw()
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}
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override fun resize(width: Int, height: Int) {
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println("width $width, height $height")
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stage.viewport.update(width, height, true);
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val y = stage.viewport.screenHeight.toFloat() / 6
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val x = stage.viewport.screenWidth.toFloat() / 4
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renderTable(x, y)
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}
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override fun pause() {
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}
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override fun resume() {
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}
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override fun hide() {
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}
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override fun dispose() {
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stage.dispose();
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}
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} |