7 Commits

Author SHA1 Message Date
Anthony Samms
8a595aebb7 Update PyTaikoGreen 2026-01-03 19:14:15 -05:00
Anthony Samms
0236c8676c Update PyTaiko.py 2026-01-03 19:14:11 -05:00
Anthony Samms
bcdb485909 Update settings.py 2026-01-03 16:45:57 -05:00
Anthony Samms
f41ffd71d4 Update settings.py 2026-01-03 16:44:29 -05:00
Anthony Samms
1d901b22bf Update settings.py 2026-01-03 16:30:57 -05:00
Anthony Samms
1781960dcc finish settings menu 2026-01-03 16:28:34 -05:00
Yonokid
655c2683cf settings menu 2026-01-03 11:10:52 -05:00
5 changed files with 476 additions and 266 deletions

View File

@@ -265,7 +265,7 @@ def check_args():
selected_difficulty = args.difficulty
else:
selected_difficulty = max(tja.metadata.course_data.keys())
current_screen = Screens.GAME_PRACTICE if args.practice else Screens.AI_GAME
current_screen = Screens.GAME_PRACTICE if args.practice else Screens.GAME
global_data.session_data[PlayerNum.P1].selected_song = path
global_data.session_data[PlayerNum.P1].selected_difficulty = selected_difficulty
global_data.modifiers[PlayerNum.P1].auto = args.auto
@@ -286,14 +286,15 @@ def check_discord_heartbeat(current_screen):
def draw_fps(last_fps: int):
curr_fps = ray.GetFPS()
pos = 20 * global_tex.screen_scale
if curr_fps != 0 and curr_fps != last_fps:
last_fps = curr_fps
if last_fps < 30:
ray.DrawText(f'{last_fps} FPS'.encode('utf-8'), 20, 20, 20, ray.RED)
pyray.draw_text_ex(global_data.font, f'{last_fps} FPS', (pos, pos), pos, 1, pyray.RED)
elif last_fps < 60:
ray.DrawText(f'{last_fps} FPS'.encode('utf-8'), 20, 20, 20, ray.YELLOW)
pyray.draw_text_ex(global_data.font, f'{last_fps} FPS', (pos, pos), pos, 1, pyray.YELLOW)
else:
ray.DrawText(f'{last_fps} FPS'.encode('utf-8'), 20, 20, 20, ray.LIME)
pyray.draw_text_ex(global_data.font, f'{last_fps} FPS', (pos, pos), pos, 1, pyray.LIME)
def draw_outer_border(screen_width: int, screen_height: int, last_color: pyray.Color):
pyray.draw_rectangle(-screen_width, 0, screen_width, screen_height, last_color)

View File

@@ -3,7 +3,6 @@ from typing import Any
from libs.audio import audio
from libs.texture import tex
from libs.utils import input_state
logger = logging.getLogger(__name__)
@@ -35,7 +34,6 @@ class Screen:
return next_screen
def update(self) -> Any:
input_state.update()
ret_val = self._do_screen_start()
if ret_val:
return ret_val

View File

@@ -1,9 +1,10 @@
import string
import ctypes
import hashlib
import logging
import string
import sys
import logging
import time
from libs.global_data import PlayerNum, global_data
from pathlib import Path
from typing import Optional
@@ -15,7 +16,6 @@ from raylib import (
SHADER_UNIFORM_VEC4,
)
from libs.global_data import PlayerNum, global_data
from libs.texture import TextureWrapper
logger = logging.getLogger(__name__)
@@ -57,25 +57,11 @@ def strip_comments(code: str) -> str:
index += 1
return result
class InputState:
def __init__(self):
self.pressed_keys_this_frame = set()
def update(self):
"""Call this once per frame to drain the key queue"""
self.pressed_keys_this_frame.clear()
key = rl.GetKeyPressed()
while key > 0:
self.pressed_keys_this_frame.add(key)
key = rl.GetKeyPressed()
input_state = InputState()
def is_input_key_pressed(keys: list[int], gamepad_buttons: list[int]):
if global_data.input_locked:
return False
for key in keys:
if key in input_state.pressed_keys_this_frame:
if rl.IsKeyPressed(key):
return True
if rl.IsGamepadAvailable(0):

View File

@@ -1,12 +1,17 @@
import json
import logging
import pyray as ray
from libs.animation import Animation
from libs.audio import audio
from libs.config import save_config
from libs.config import get_key_string, save_config
from libs.global_objects import AllNetIcon, CoinOverlay, Indicator
from libs.screen import Screen
from libs.texture import tex
from libs.utils import (
OutlinedText,
get_current_ms,
global_data,
is_l_don_pressed,
is_l_kat_pressed,
@@ -16,262 +21,482 @@ from libs.utils import (
logger = logging.getLogger(__name__)
class BaseOptionBox:
def __init__(self, name: str, description: str, path: str, values: dict):
self.name = OutlinedText(name, 30, ray.WHITE)
self.setting_header, self.setting_name = path.split('/')
self.description = description
self.is_highlighted = False
self.value = global_data.config[self.setting_header][self.setting_name]
def update(self, current_time):
pass
def move_left(self):
pass
def move_right(self):
pass
def confirm(self):
global_data.config[self.setting_header][self.setting_name] = self.value
def __repr__(self):
return str(self.__dict__)
def draw(self):
tex.draw_texture('background', 'overlay', scale=0.70)
if self.is_highlighted:
tex.draw_texture('background', 'title_highlight')
else:
tex.draw_texture('background', 'title')
text_x = tex.textures['background']['title'].x[0] + (tex.textures['background']['title'].width//2) - (self.name.texture.width//2)
text_y = tex.textures['background']['title'].y[0] + self.name.texture.height//4
self.name.draw(outline_color=ray.BLACK, x=text_x, y=text_y)
ray.draw_text_ex(global_data.font, self.description, (450 * tex.screen_scale, 270 * tex.screen_scale), 25 * tex.screen_scale, 1, ray.BLACK)
class BoolOptionBox(BaseOptionBox):
def __init__(self, name: str, description: str, path: str, values: dict):
super().__init__(name, description, path, values)
language = global_data.config["general"]["language"]
self.on_value = OutlinedText(values["true"].get(language, values["true"]["en"]), int(30 * tex.screen_scale), ray.WHITE)
self.off_value = OutlinedText(values["false"].get(language, values["false"]["en"]), int(30 * tex.screen_scale), ray.WHITE)
def move_left(self):
self.value = False
def move_right(self):
self.value = True
def draw(self):
super().draw()
if not self.value:
tex.draw_texture('option', 'button_on', index=0)
else:
tex.draw_texture('option', 'button_off', index=0)
text_x = tex.textures["option"]["button_on"].x[0] + (tex.textures["option"]["button_on"].width//2) - (self.off_value.texture.width//2)
text_y = tex.textures["option"]["button_on"].y[0] + (tex.textures["option"]["button_on"].height//2) - (self.off_value.texture.height//2)
self.off_value.draw(outline_color=ray.BLACK, x=text_x, y=text_y)
if self.value:
tex.draw_texture('option', 'button_on', index=1)
else:
tex.draw_texture('option', 'button_off', index=1)
text_x = tex.textures["option"]["button_on"].x[1] + (tex.textures["option"]["button_on"].width//2) - (self.on_value.texture.width//2)
text_y = tex.textures["option"]["button_on"].y[1] + (tex.textures["option"]["button_on"].height//2) - (self.on_value.texture.height//2)
self.on_value.draw(outline_color=ray.BLACK, x=text_x, y=text_y)
class IntOptionBox(BaseOptionBox):
def __init__(self, name: str, description: str, path: str, values: dict):
super().__init__(name, description, path, values)
self.value_text = OutlinedText(str(self.value), int(30 * tex.screen_scale), ray.WHITE)
self.flicker_fade = Animation.create_fade(400, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, loop=True)
self.flicker_fade.start()
language = global_data.config["general"]["language"]
self.value_list = []
if values != dict():
self.value_list = list(values.keys())
self.value_index = 0
self.values = values
self.value_text = OutlinedText(self.values[str(self.value)].get(language, self.values[str(self.value)]["en"]), int(30 * tex.screen_scale), ray.WHITE)
def update(self, current_time):
self.flicker_fade.update(current_time)
def move_left(self):
if self.value_list:
self.value_index = max(self.value_index - 1, 0)
self.value = int(self.value_list[self.value_index])
self.value_text = OutlinedText(self.values[str(self.value)].get(global_data.config["general"]["language"], self.values[str(self.value)]["en"]), int(30 * tex.screen_scale), ray.WHITE)
else:
self.value -= 1
self.value_text = OutlinedText(str(self.value), int(30 * tex.screen_scale), ray.WHITE)
def move_right(self):
if self.value_list:
self.value_index = min(self.value_index + 1, len(self.value_list) - 1)
self.value = int(self.value_list[self.value_index])
self.value_text = OutlinedText(self.values[str(self.value)].get(global_data.config["general"]["language"], self.values[str(self.value)]["en"]), int(30 * tex.screen_scale), ray.WHITE)
else:
self.value += 1
self.value_text = OutlinedText(str(self.value), int(30 * tex.screen_scale), ray.WHITE)
def draw(self):
super().draw()
tex.draw_texture('option', 'button_off', index=2)
if self.is_highlighted:
tex.draw_texture('option', 'button_on', index=2, fade=self.flicker_fade.attribute)
text_x = tex.textures["option"]["button_on"].x[2] + (tex.textures["option"]["button_on"].width//2) - (self.value_text.texture.width//2)
text_y = tex.textures["option"]["button_on"].y[2] + (tex.textures["option"]["button_on"].height//2) - (self.value_text.texture.height//2)
self.value_text.draw(outline_color=ray.BLACK, x=text_x, y=text_y)
class StrOptionBox(BaseOptionBox):
def __init__(self, name: str, description: str, path: str, values: dict):
super().__init__(name, description, path, values)
self.flicker_fade = Animation.create_fade(400, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, loop=True)
self.flicker_fade.start()
self.value_list = []
if values != dict():
self.value_list = list(values.keys())
self.value_index = 0
self.values = values
language = global_data.config["general"]["language"]
self.value_text = OutlinedText(self.values[self.value].get(language, self.values[self.value]["en"]), int(30 * tex.screen_scale), ray.WHITE)
else:
self.string = self.value
self.value_text = OutlinedText(self.value, int(30 * tex.screen_scale), ray.WHITE)
def update(self, current_time):
self.flicker_fade.update(current_time)
if self.is_highlighted and self.value_list == []:
if ray.is_key_pressed(ray.KeyboardKey.KEY_BACKSPACE):
self.string = self.string[:-1]
self.value_text = OutlinedText(self.string, int(30 * tex.screen_scale), ray.WHITE)
elif ray.is_key_pressed(ray.KeyboardKey.KEY_ENTER):
self.value = self.string
self.is_highlighted = False
key = ray.get_char_pressed()
if key > 0:
self.string += chr(key)
self.value_text = OutlinedText(self.string, int(30 * tex.screen_scale), ray.WHITE)
def move_left(self):
if self.value_list:
self.value_index = max(self.value_index - 1, 0)
self.value = self.value_list[self.value_index]
self.value_text = OutlinedText(self.values[self.value].get(global_data.config["general"]["language"], self.values[self.value]["en"]), int(30 * tex.screen_scale), ray.WHITE)
def move_right(self):
if self.value_list:
self.value_index = min(self.value_index + 1, len(self.value_list) - 1)
self.value = self.value_list[self.value_index]
self.value_text = OutlinedText(self.values[self.value].get(global_data.config["general"]["language"], self.values[self.value]["en"]), int(30 * tex.screen_scale), ray.WHITE)
def draw(self):
super().draw()
tex.draw_texture('option', 'button_off', index=2)
if self.is_highlighted:
tex.draw_texture('option', 'button_on', index=2, fade=self.flicker_fade.attribute)
text_x = tex.textures["option"]["button_on"].x[2] + (tex.textures["option"]["button_on"].width//2) - (self.value_text.texture.width//2)
text_y = tex.textures["option"]["button_on"].y[2] + (tex.textures["option"]["button_on"].height//2) - (self.value_text.texture.height//2)
self.value_text.draw(outline_color=ray.BLACK, x=text_x, y=text_y)
class KeybindOptionBox(BaseOptionBox):
def __init__(self, name: str, description: str, path: str, values: dict):
super().__init__(name, description, path, values)
if isinstance(self.value, list):
text = ', '.join([get_key_string(key) for key in self.value])
else:
text = get_key_string(self.value)
self.value_text = OutlinedText(text, int(30 * tex.screen_scale), ray.WHITE)
self.flicker_fade = Animation.create_fade(400, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, loop=True)
self.flicker_fade.start()
def update(self, current_time):
self.flicker_fade.update(current_time)
if self.is_highlighted:
key = ray.get_key_pressed()
if key > 0:
self.value = key
audio.play_sound('don', 'sound')
self.value_text = OutlinedText(get_key_string(self.value), int(30 * tex.screen_scale), ray.WHITE)
self.is_highlighted = False
def draw(self):
super().draw()
tex.draw_texture('option', 'button_off', index=2)
if self.is_highlighted:
tex.draw_texture('option', 'button_on', index=2, fade=self.flicker_fade.attribute)
text_x = tex.textures["option"]["button_on"].x[2] + (tex.textures["option"]["button_on"].width//2) - (self.value_text.texture.width//2)
text_y = tex.textures["option"]["button_on"].y[2] + (tex.textures["option"]["button_on"].height//2) - (self.value_text.texture.height//2)
self.value_text.draw(outline_color=ray.BLACK, x=text_x, y=text_y)
class KeyBindControllerOptionBox(BaseOptionBox):
def __init__(self, name: str, description: str, path: str, values: dict):
super().__init__(name, description, path, values)
if isinstance(self.value, list):
text = ', '.join([str(key) for key in self.value])
else:
text = str(self.value)
self.value_text = OutlinedText(text, int(30 * tex.screen_scale), ray.WHITE)
self.flicker_fade = Animation.create_fade(400, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, loop=True)
self.flicker_fade.start()
def update(self, current_time):
self.flicker_fade.update(current_time)
if self.is_highlighted:
key = ray.get_gamepad_button_pressed()
if key > 0:
self.value = key
audio.play_sound('don', 'sound')
self.value_text = OutlinedText(str(self.value), int(30 * tex.screen_scale), ray.WHITE)
self.is_highlighted = False
def draw(self):
super().draw()
tex.draw_texture('option', 'button_off', index=2)
if self.is_highlighted:
tex.draw_texture('option', 'button_on', index=2, fade=self.flicker_fade.attribute)
text_x = tex.textures["option"]["button_on"].x[2] + (tex.textures["option"]["button_on"].width//2) - (self.value_text.texture.width//2)
text_y = tex.textures["option"]["button_on"].y[2] + (tex.textures["option"]["button_on"].height//2) - (self.value_text.texture.height//2)
self.value_text.draw(outline_color=ray.BLACK, x=text_x, y=text_y)
class FloatOptionBox(BaseOptionBox):
def __init__(self, name: str, description: str, path: str, values: dict):
super().__init__(name, description, path, values)
self.value_text = OutlinedText(str(int(self.value*100)) + "%", int(30 * tex.screen_scale), ray.WHITE)
self.flicker_fade = Animation.create_fade(400, initial_opacity=0.0, final_opacity=1.0, reverse_delay=0, loop=True)
self.flicker_fade.start()
def update(self, current_time):
self.flicker_fade.update(current_time)
def move_left(self):
self.value = ((self.value*100) - 1) / 100
self.value_text = OutlinedText(str(int(self.value*100))+"%", int(30 * tex.screen_scale), ray.WHITE)
def move_right(self):
self.value = ((self.value*100) + 1) / 100
self.value_text = OutlinedText(str(int(self.value*100))+"%", int(30 * tex.screen_scale), ray.WHITE)
def draw(self):
super().draw()
tex.draw_texture('option', 'button_off', index=2)
if self.is_highlighted:
tex.draw_texture('option', 'button_on', index=2, fade=self.flicker_fade.attribute)
text_x = tex.textures["option"]["button_on"].x[2] + (tex.textures["option"]["button_on"].width//2) - (self.value_text.texture.width//2)
text_y = tex.textures["option"]["button_on"].y[2] + (tex.textures["option"]["button_on"].height//2) - (self.value_text.texture.height//2)
self.value_text.draw(outline_color=ray.BLACK, x=text_x, y=text_y)
class Box:
"""Box class for the entry screen"""
OPTION_BOX_MAP = {
"int": IntOptionBox,
"bool": BoolOptionBox,
"string": StrOptionBox,
"keybind": KeybindOptionBox,
"keybind_controller": KeyBindControllerOptionBox,
"float": FloatOptionBox
}
def __init__(self, name: str, text: str, box_options: dict):
self.name = name
self.text = OutlinedText(text, tex.skin_config["entry_box_text"].font_size - int(5*tex.screen_scale), ray.WHITE, outline_thickness=5)
self.x = 10 * tex.screen_scale
self.y = -50 * tex.screen_scale
self.move = tex.get_animation(0)
self.blue_arrow_fade = tex.get_animation(1)
self.blue_arrow_move = tex.get_animation(2)
self.is_selected = False
self.in_box = False
self.outline_color = ray.Color(109, 68, 24, 255)
self.direction = 1
self.target_position = float('inf')
self.start_position = self.y
self.option_index = 0
language = global_data.config["general"]["language"]
self.options = [Box.OPTION_BOX_MAP[
box_options[option]["type"]](box_options[option]["name"].get(language, box_options[option]["name"]["en"]),
box_options[option]["description"].get(language, box_options[option]["description"]["en"]), box_options[option]["path"],
box_options[option]["values"]) for option in box_options]
def __repr__(self):
return str(self.__dict__)
def move_left(self):
"""Move the box left"""
if self.y != self.target_position and self.target_position != float('inf'):
return False
self.move.start()
self.direction = 1
self.start_position = self.y
self.target_position = self.y + (100 * tex.screen_scale * self.direction)
if self.target_position >= 650:
self.target_position = -50 + (self.target_position - 650)
return True
def move_right(self):
"""Move the box right"""
if self.y != self.target_position and self.target_position != float('inf'):
return False
self.move.start()
self.start_position = self.y
self.direction = -1
self.target_position = self.y + (100 * tex.screen_scale * self.direction)
if self.target_position < -50:
self.target_position = 650 + (self.target_position + 50)
return True
def move_option_left(self):
if self.options[self.option_index].is_highlighted:
self.options[self.option_index].move_left()
return True
else:
if self.option_index == 0:
self.in_box = False
return False
self.option_index -= 1
return True
def move_option_right(self):
if self.options[self.option_index].is_highlighted:
self.options[self.option_index].move_right()
else:
self.option_index = min(self.option_index + 1, len(self.options) - 1)
def select_option(self):
self.options[self.option_index].is_highlighted = not self.options[self.option_index].is_highlighted
self.options[self.option_index].confirm()
def select(self):
self.in_box = True
def update(self, current_time_ms: float, is_selected: bool):
self.move.update(current_time_ms)
self.blue_arrow_fade.update(current_time_ms)
self.blue_arrow_move.update(current_time_ms)
self.is_selected = is_selected
if self.move.is_finished:
self.y = self.target_position
else:
self.y = self.start_position + (self.move.attribute * self.direction)
for option in self.options:
option.update(current_time_ms)
def _draw_highlighted(self):
tex.draw_texture('box', 'box_highlight', x=self.x, y=self.y)
def _draw_text(self):
text_x = self.x + (tex.textures['box']['box'].width//2) - (self.text.texture.width//2)
text_y = self.y + (tex.textures['box']['box'].height//2) - (self.text.texture.height//2)
if self.is_selected:
self.text.draw(outline_color=ray.BLACK, x=text_x, y=text_y)
else:
if self.name == 'exit':
self.text.draw(outline_color=ray.RED, x=text_x, y=text_y)
else:
self.text.draw(outline_color=self.outline_color, x=text_x, y=text_y)
def draw(self):
tex.draw_texture('box', 'box', x=self.x, y=self.y)
if self.is_selected:
self._draw_highlighted()
if self.in_box:
self.options[self.option_index].draw()
if not self.options[self.option_index].is_highlighted:
tex.draw_texture('background', 'blue_arrow', index=0, x=-self.blue_arrow_move.attribute, fade=self.blue_arrow_fade.attribute)
if self.option_index != len(self.options) - 1:
tex.draw_texture('background', 'blue_arrow', index=1, x=self.blue_arrow_move.attribute, fade=self.blue_arrow_fade.attribute, mirror='horizontal')
self._draw_text()
class BoxManager:
"""BoxManager class for the entry screen"""
def __init__(self, settings_template: dict):
language = global_data.config["general"]["language"]
self.boxes = [Box(config_name, settings_template[config_name]["name"].get(language, settings_template[config_name]["name"]["en"]), settings_template[config_name]["options"]) for config_name in settings_template]
self.num_boxes = len(self.boxes)
self.selected_box_index = 3
self.box_selected = False
for i, box in enumerate(self.boxes):
box.y += 100*i
box.start_position += 100*i
def move_left(self):
"""Move the cursor to the left"""
if self.box_selected:
box = self.boxes[self.selected_box_index]
self.box_selected = box.move_option_left()
else:
moved = True
for box in self.boxes:
if not box.move_left():
moved = False
if moved:
self.selected_box_index = (self.selected_box_index - 1) % self.num_boxes
def move_right(self):
"""Move the cursor to the right"""
if self.box_selected:
box = self.boxes[self.selected_box_index]
box.move_option_right()
else:
moved = True
for box in self.boxes:
if not box.move_right():
moved = False
if moved:
self.selected_box_index = (self.selected_box_index + 1) % self.num_boxes
def select_box(self):
if self.boxes[self.selected_box_index].name == "exit":
return "exit"
if self.box_selected:
box = self.boxes[self.selected_box_index]
box.select_option()
else:
self.box_selected = True
self.boxes[self.selected_box_index].in_box = True
def update(self, current_time_ms: float):
for i, box in enumerate(self.boxes):
is_selected = i == self.selected_box_index and not self.box_selected
box.update(current_time_ms, is_selected)
def draw(self):
for box in self.boxes:
box.draw()
class SettingsScreen(Screen):
def on_screen_start(self):
super().on_screen_start()
self.config = global_data.config
self.headers = list(self.config.keys())
self.headers.append('Exit')
self.header_index = 0
self.setting_index = 0
self.in_setting_edit = False
self.editing_key = False
self.editing_gamepad = False
self.indicator = Indicator(Indicator.State.SELECT)
self.template = json.loads((tex.graphics_path / "settings_template.json").read_text(encoding='utf-8'))
self.box_manager = BoxManager(self.template)
self.coin_overlay = CoinOverlay()
self.allnet_indicator = AllNetIcon()
audio.play_sound('bgm', 'music')
def on_screen_end(self, next_screen: str):
save_config(self.config)
global_data.config = self.config
save_config(global_data.config)
audio.close_audio_device()
audio.device_type = global_data.config["audio"]["device_type"]
sample_rate = global_data.config["audio"]["sample_rate"]
if sample_rate < 0:
sample_rate = 44100
audio.target_sample_rate = sample_rate
audio.target_sample_rate = global_data.config["audio"]["sample_rate"]
audio.buffer_size = global_data.config["audio"]["buffer_size"]
audio.volume_presets = global_data.config["volume"]
audio.init_audio_device()
logger.info("Settings saved and audio device re-initialized")
return next_screen
return super().on_screen_end(next_screen)
def get_current_settings(self):
"""Get the current section's settings as a list"""
current_header = self.headers[self.header_index]
if current_header == 'Exit' or current_header not in self.config:
return []
return list(self.config[current_header].items())
def handle_boolean_toggle(self, section, key):
"""Toggle boolean values"""
self.config[section][key] = not self.config[section][key]
logger.info(f"Toggled boolean setting: {section}.{key} -> {self.config[section][key]}")
def handle_numeric_change(self, section, key, increment):
"""Handle numeric value changes"""
current_value = self.config[section][key]
# Define step sizes for different settings
step_sizes = {
'judge_offset': 1,
'visual_offset': 1,
'sample_rate': 1000,
}
step = step_sizes.get(key, 1)
new_value = current_value + (step * increment)
if key == 'sample_rate':
valid_rates = [-1, 22050, 44100, 48000, 88200, 96000]
current_idx = valid_rates.index(current_value) if current_value in valid_rates else 2
new_idx = max(0, min(len(valid_rates) - 1, current_idx + increment))
new_value = valid_rates[new_idx]
if key == 'buffer_size':
valid_sizes = [-1, 32, 64, 128, 256, 512, 1024]
current_idx = valid_sizes.index(current_value) if current_value in valid_sizes else 2
new_idx = max(0, min(len(valid_sizes) - 1, current_idx + increment))
new_value = valid_sizes[new_idx]
self.config[section][key] = new_value
logger.info(f"Changed numeric setting: {section}.{key} -> {new_value}")
def handle_string_cycle(self, section, key):
"""Cycle through predefined string values"""
current_value = self.config[section][key]
options = {
'language': ['ja', 'en'],
}
if key in options:
values = options[key]
try:
current_idx = values.index(current_value)
new_idx = (current_idx + 1) % len(values)
self.config[section][key] = values[new_idx]
except ValueError:
self.config[section][key] = values[0]
logger.info(f"Cycled string setting: {section}.{key} -> {self.config[section][key]}")
def handle_key_binding(self, section, key):
"""Handle key binding changes"""
self.editing_key = True
logger.info(f"Started key binding edit for: {section}.{key}")
def update_key_binding(self):
"""Update key binding based on input"""
key_pressed = ray.get_key_pressed()
if key_pressed != 0:
# Convert keycode to character
if 65 <= key_pressed <= 90: # A-Z
new_key = chr(key_pressed)
current_header = self.headers[self.header_index]
settings = self.get_current_settings()
if settings:
setting_key, _ = settings[self.setting_index]
self.config[current_header][setting_key] = [new_key]
self.editing_key = False
logger.info(f"Key binding updated: {current_header}.{setting_key} -> {new_key}")
elif key_pressed == global_data.config["keys"]["back_key"]:
self.editing_key = False
logger.info("Key binding edit cancelled")
def handle_gamepad_binding(self, section, key):
self.editing_gamepad = True
logger.info(f"Started gamepad binding edit for: {section}.{key}")
def update_gamepad_binding(self):
"""Update gamepad binding based on input"""
button_pressed = ray.get_gamepad_button_pressed()
if button_pressed != 0:
current_header = self.headers[self.header_index]
settings = self.get_current_settings()
if settings:
setting_key, _ = settings[self.setting_index]
self.config[current_header][setting_key] = [button_pressed]
self.editing_gamepad = False
logger.info(f"Gamepad binding updated: {current_header}.{setting_key} -> {button_pressed}")
if ray.is_key_pressed(global_data.config["keys"]["back_key"]):
self.editing_gamepad = False
logger.info("Gamepad binding edit cancelled")
def handle_input(self):
if is_l_kat_pressed():
audio.play_sound('kat', 'sound')
self.box_manager.move_left()
elif is_r_kat_pressed():
audio.play_sound('kat', 'sound')
self.box_manager.move_right()
elif is_l_don_pressed() or is_r_don_pressed():
audio.play_sound('don', 'sound')
box_name = self.box_manager.select_box()
if box_name == 'exit':
return self.on_screen_end("ENTRY")
def update(self):
super().update()
# Handle key binding editing
if self.editing_key:
self.update_key_binding()
return
if self.editing_gamepad:
self.update_gamepad_binding()
return
current_header = self.headers[self.header_index]
# Exit handling
if current_header == 'Exit' and (is_l_don_pressed() or is_r_don_pressed()):
logger.info("Exiting settings screen")
return self.on_screen_end("ENTRY")
# Navigation between sections
if not self.in_setting_edit:
if is_r_kat_pressed():
self.header_index = (self.header_index + 1) % len(self.headers)
self.setting_index = 0
logger.info(f"Navigated to next section: {self.headers[self.header_index]}")
elif is_l_kat_pressed():
self.header_index = (self.header_index - 1) % len(self.headers)
self.setting_index = 0
logger.info(f"Navigated to previous section: {self.headers[self.header_index]}")
elif (is_l_don_pressed() or is_r_don_pressed()) and current_header != 'Exit':
self.in_setting_edit = True
logger.info(f"Entered section edit: {current_header}")
else:
# Navigation within settings
settings = self.get_current_settings()
if not settings:
self.in_setting_edit = False
return
if is_r_kat_pressed():
self.setting_index = (self.setting_index + 1) % len(settings)
logger.info(f"Navigated to next setting: {settings[self.setting_index][0]}")
elif is_l_kat_pressed():
self.setting_index = (self.setting_index - 1) % len(settings)
logger.info(f"Navigated to previous setting: {settings[self.setting_index][0]}")
elif is_r_don_pressed():
# Modify setting value
setting_key, setting_value = settings[self.setting_index]
if isinstance(setting_value, bool):
self.handle_boolean_toggle(current_header, setting_key)
elif isinstance(setting_value, (int, float)):
self.handle_numeric_change(current_header, setting_key, 1)
elif isinstance(setting_value, str):
if 'keys' in current_header:
self.handle_key_binding(current_header, setting_key)
elif 'gamepad' in current_header:
self.handle_gamepad_binding(current_header, setting_key)
else:
self.handle_string_cycle(current_header, setting_key)
elif isinstance(setting_value, list) and len(setting_value) > 0:
if isinstance(setting_value[0], str) and len(setting_value[0]) == 1:
# Key binding
self.handle_key_binding(current_header, setting_key)
elif isinstance(setting_value[0], int):
self.handle_gamepad_binding(current_header, setting_key)
elif is_l_don_pressed():
# Modify setting value (reverse direction for numeric)
setting_key, setting_value = settings[self.setting_index]
if isinstance(setting_value, bool):
self.handle_boolean_toggle(current_header, setting_key)
elif isinstance(setting_value, (int, float)):
self.handle_numeric_change(current_header, setting_key, -1)
elif isinstance(setting_value, str):
if ('keys' not in current_header) and ('gamepad' not in current_header):
self.handle_string_cycle(current_header, setting_key)
elif ray.is_key_pressed(global_data.config["keys"]["back_key"]):
self.in_setting_edit = False
logger.info("Exited section edit")
current_time = get_current_ms()
self.indicator.update(current_time)
self.box_manager.update(current_time)
return self.handle_input()
def draw(self):
ray.draw_rectangle(0, 0, tex.screen_width, tex.screen_height, ray.BLACK)
# Draw title
ray.draw_rectangle(0, 0, tex.screen_width, tex.screen_height, ray.BLACK)
ray.draw_text("SETTINGS", 20, 20, 30, ray.WHITE)
# Draw section headers
current_header = self.headers[self.header_index]
for i, key in enumerate(self.headers):
color = ray.GREEN
if key == current_header:
color = ray.YELLOW if not self.in_setting_edit else ray.ORANGE
ray.draw_text(f'{key}', 20, i*25 + 70, 20, color)
# Draw current section settings
if current_header != 'Exit' and current_header in self.config:
settings = self.get_current_settings()
# Draw settings list
for i, (key, value) in enumerate(settings):
color = ray.GREEN
if self.in_setting_edit and i == self.setting_index:
color = ray.YELLOW
# Format value display
if isinstance(value, list):
display_value = ', '.join(map(str, value))
else:
display_value = str(value)
if key == 'device_type' and not isinstance(value, list):
display_value = f'{display_value} ({audio.get_host_api_name(value)})'
ray.draw_text(f'{key}: {display_value}', 250, i*25 + 70, 20, color)
# Draw instructions
y_offset = len(settings) * 25 + 150
if not self.in_setting_edit:
ray.draw_text("Don/Kat: Navigate sections", 20, y_offset, 16, ray.GRAY)
ray.draw_text("L/R Don: Enter section", 20, y_offset + 20, 16, ray.GRAY)
else:
ray.draw_text("Don/Kat: Navigate settings", 20, y_offset, 16, ray.GRAY)
ray.draw_text("L/R Don: Modify value", 20, y_offset + 20, 16, ray.GRAY)
ray.draw_text("ESC: Back to sections", 20, y_offset + 40, 16, ray.GRAY)
if self.editing_key:
ray.draw_text("Press a key to bind (ESC to cancel)", 20, y_offset + 60, 16, ray.RED)
else:
# Draw exit instruction
ray.draw_text("Press Don to exit settings", 250, 100, 20, ray.GREEN)
tex.draw_texture('background', 'background')
self.box_manager.draw()
tex.draw_texture('background', 'footer')
self.indicator.draw(tex.skin_config['song_select_indicator'].x, tex.skin_config['song_select_indicator'].y)
self.coin_overlay.draw()
self.allnet_indicator.draw()