import pyray as ray import sounddevice as sd from libs.audio import audio from libs.utils import ( global_data, is_l_don_pressed, is_l_kat_pressed, is_r_don_pressed, is_r_kat_pressed, save_config, ) class SettingsScreen: def __init__(self, width: int, height: int): self.width = width self.height = height self.screen_init = False 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.temp_key_input = "" def on_screen_start(self): if not self.screen_init: self.screen_init = True def on_screen_end(self): self.screen_init = False save_config(self.config) global_data.config = self.config audio.close_audio_device() audio.type = global_data.config["audio"]["device_type"] audio.init_audio_device() return "ENTRY" 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] 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, 'buffer_size': 1, 'sample_rate': 1000, } step = step_sizes.get(key, 1) new_value = current_value + (step * increment) # Apply constraints for specific settings if key == 'judge_offset': new_value = max(-50, min(50, new_value)) elif key == 'visual_offset': new_value = max(-20, min(20, new_value)) elif key == 'buffer_size': new_value = max(1, min(32, new_value)) elif 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] self.config[section][key] = new_value def handle_string_cycle(self, section, key): """Cycle through predefined string values""" current_value = self.config[section][key] hostapis = sd.query_hostapis() audio_devices = [] if isinstance(hostapis, tuple): for api in hostapis: if isinstance(api, dict): audio_devices.append(api['name']) options = { 'language': ['ja', 'en'], 'device_type': audio_devices } 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] def handle_key_binding(self, section, key): """Handle key binding changes""" self.editing_key = True self.temp_key_input = "" 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 elif key_pressed == ray.KeyboardKey.KEY_ESCAPE: self.editing_key = False def handle_gamepad_binding(self, section, key): self.editing_gamepad = True self.temp_key_input = "" 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 if ray.is_key_pressed(ray.KeyboardKey.KEY_ESCAPE): self.editing_gamepad = False def update(self): self.on_screen_start() # 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()): return self.on_screen_end() # 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 elif is_l_kat_pressed(): self.header_index = (self.header_index - 1) % len(self.headers) self.setting_index = 0 elif (is_l_don_pressed() or is_r_don_pressed()) and current_header != 'Exit': self.in_setting_edit = True 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) elif is_l_kat_pressed(): self.setting_index = (self.setting_index - 1) % len(settings) 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(ray.KeyboardKey.KEY_ESCAPE): self.in_setting_edit = False def draw(self): # Draw title 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) 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) def draw_3d(self): pass