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gamejam-22/core/src/main/kotlin/com/last/commit/screen/Settings.kt

170 lines
5.1 KiB
Kotlin

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