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settingsManager.py
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500 lines (418 loc) · 21.3 KB
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from __future__ import print_function
import pygame.constants
import re
import os
import imp
try:
from configparser import SafeConfigParser
except ImportError:
from ConfigParser import SafeConfigParser
settings = None
sfxLib = None
########################################################
# GLOBAL ACCESSORS #
########################################################
"""
These functions are called from other modules to give them access
to global values and functions.
"""
"""
Since the settingsManager is always going to be in the root directory,
this function is a great way for any file, no matter where it is,
to be able to get back to the root of the program.
It will use the proper os.join calls to build a platform-apropriate path
from the main game to whatever you pass in the path argument.
"""
def createPath(path):
return os.path.join(os.path.dirname(__file__).replace('main.exe',''),path)
"""
This function imports a module from it's file path.
It returns the imported module.
"""
#TODO refactor the variables to make this less confusing
def importFromURI(filePath, uri, absl=False, suffix=""):
if not absl:
uri = os.path.normpath(os.path.join(os.path.dirname(filePath).replace('main.exe',''), uri))
path, fname = os.path.split(uri)
mname, ext = os.path.splitext(fname)
no_ext = os.path.join(path, mname)
if os.path.exists(no_ext + '.py'):
try:
return imp.load_source((mname + suffix), no_ext + '.py')
except Exception as e:
print(mname, e)
"""
Build the settings if they do not exist yet, otherwise, get a setting.
If a key is given, it will return the value of that setting. If no key is given,
it returns the setting dictionary in its entirety (to make using lots of settings in
another file a lot easier)
"""
def getSetting(key = None):
global settings
if settings == None:
settings = Settings()
return settings
if key:
return settings.setting[key]
else:
return settings
"""
Gets the Keybindings object for the given playerNum.
If it can't find those controls, it'll make a blank Keybinding
"""
def getControls(playerNum):
global settings
if settings == None:
settings = Settings()
try:
return settings.setting['controls_' + str(playerNum)]
except:
settings.setting['controls_' + str(playerNum)] = Keybindings({
'left': None,
'right': None,
'up': None,
'down': None,
'jump': None,
'attack': None,
'shield': None
})
return settings.setting['controls_' + str(playerNum)]
"""
Creates or returns the SFX Library.
"""
def getSfx():
global sfxLib
if sfxLib == None:
sfxLib = sfxLibrary()
return sfxLib
########################################################
# SETTINGS LOADER #
########################################################
class Settings():
def __init__(self):
self.KeyIdMap = {}
self.KeyNameMap = {}
for name, value in vars(pygame.constants).items():
if name.startswith("K_"):
self.KeyIdMap[value] = name
self.KeyNameMap[name] = value
self.parser = SafeConfigParser()
self.parser.read(os.path.join(os.path.join(os.path.dirname(__file__).replace('main.exe','').replace('main.exe',''),'settings'),'settings.ini'))
self.setting = {}
# Getting the window information
self.setting['windowName'] = getString(self.parser,'window','windowName')
self.setting['windowSize'] = getNumber(self.parser, 'window', 'windowSize',True)
self.setting['windowWidth'] = self.setting['windowSize'][0]
self.setting['windowHeight'] = self.setting['windowSize'][1]
self.setting['frameCap'] = getNumber(self.parser, 'window', 'frameCap')
self.setting['musicVolume'] = float(getNumber(self.parser, 'sound', 'musicVolume')) / 100
self.setting['sfxVolume'] = float(getNumber(self.parser, 'sound', 'sfxVolume')) / 100
self.setting['showHitboxes'] = getBoolean(self.parser, 'graphics', 'displayHitboxes')
self.setting['showHurtboxes'] = getBoolean(self.parser,'graphics','displayHurtboxes')
self.setting['showSpriteArea'] = getBoolean(self.parser,'graphics','displaySpriteArea')
self.setting['showPlatformLines'] = getBoolean(self.parser, 'graphics', 'displayPlatformLines')
self.setting['playerColor0'] = getString(self.parser, 'playerColors', 'player0')
self.setting['playerColor1'] = getString(self.parser, 'playerColors', 'player1')
self.setting['playerColor2'] = getString(self.parser, 'playerColors', 'player2')
self.setting['playerColor3'] = getString(self.parser, 'playerColors', 'player3')
# Getting game information
# The "preset" lets users define custom presets to switch between.
# The "custom" preset is one that is modified in-game.
presets = []
for f in os.listdir(os.path.join(os.path.dirname(__file__).replace('main.exe','').replace('main.exe',''),'settings/rules')):
fname, ext = os.path.splitext(f)
if ext == '.ini':
presets.append(fname)
self.setting['presetLists'] = presets
preset = self.parser.get('game','rulePreset')
self.loadGameSettings(preset)
self.loadGamepads()
self.loadControls()
def loadGameSettings(self,preset_suf):
preset_parser = SafeConfigParser()
preset_parser.read(os.path.join(os.path.join(os.path.dirname(__file__).replace('main.exe','').replace('main.exe',''),'settings/rules',),preset_suf+'.ini'))
preset = 'preset_' + preset_suf
self.setting['current_preset'] = preset_suf
self.setting['gravity'] = float(getNumber(preset_parser, preset, 'gravityMultiplier')) / 100
self.setting['weight'] = float(getNumber(preset_parser, preset, 'weightMultiplier')) / 100
self.setting['friction'] = float(getNumber(preset_parser, preset, 'frictionMultiplier')) / 100
self.setting['airControl'] = float(getNumber(preset_parser, preset, 'airControlMultiplier')) / 100
self.setting['hitstun'] = float(getNumber(preset_parser, preset, 'hitstunMultiplier')) / 100
self.setting['hitlag'] = float(getNumber(preset_parser, preset, 'hitlagMultiplier')) / 100
self.setting['shieldStun'] = float(getNumber(preset_parser, preset, 'shieldStunMultiplier')) / 100
self.setting['ledgeConflict'] = getString(preset_parser, preset, 'ledgeConflict')
sweetSpotDict = {'large': [128,128], 'medium': [64,64], 'small': [32,32]}
self.setting['ledgeSweetspotSize'] = sweetSpotDict[getString(preset_parser, preset, 'ledgeSweetspotSize')]
self.setting['ledgeSweetspotForwardOnly'] = getBoolean(preset_parser, preset, 'ledgeSweetspotForwardOnly')
self.setting['teamLedgeConflict'] = getBoolean(preset_parser, preset, 'teamLedgeConflict')
self.setting['ledgeInvincibilityTime'] = getNumber(preset_parser, preset, 'ledgeInvincibilityTime')
self.setting['regrabInvincibility'] = getBoolean(preset_parser, preset, 'regrabInvincibility')
self.setting['slowLedgeWakeupThreshold'] = getNumber(preset_parser, preset, 'slowLedgeWakeupThreshold')
self.setting['airDodgeType'] = getString(preset_parser, preset, 'airDodgeType')
self.setting['freeDodgeSpecialFall'] = getBoolean(preset_parser, preset, 'freeDodgeSpecialFall')
self.setting['enableWavedash'] = getBoolean(preset_parser, preset, 'enableWavedash')
print(self.setting)
def loadControls(self):
# load menu controls first
bindings = {}
groupName = 'controls_menu'
controlType = self.parser.get(groupName,'controlType')
if controlType == 'gamepad': # If the controls are set to Gamepad
gamepadName = self.parser.get(groupName, 'gamepad')
if gamepadName in self.setting['controllers']: # Check if that Gamepad is connected
print("okay", gamepadName)
bindings = {
getGamepadTuple(self.parser, gamepadName, 'left') : 'left',
getGamepadTuple(self.parser, gamepadName, 'right') : 'right',
getGamepadTuple(self.parser, gamepadName, 'up') : 'up',
getGamepadTuple(self.parser, gamepadName, 'down') : 'down',
getGamepadTuple(self.parser, gamepadName, 'confirm') : 'confirm',
getGamepadTuple(self.parser, gamepadName, 'cancel') : 'cancel'
}
else: # If it is not connected, use the buttons instead.
print("error", gamepadName)
bindings = {}
# If the bindings are empty (as in, not set by the Gamepad)
if bindings == {}:
bindings = {
self.KeyNameMap[self.parser.get(groupName, 'left')] : 'left',
self.KeyNameMap[self.parser.get(groupName, 'right')] : 'right',
self.KeyNameMap[self.parser.get(groupName, 'up')] : 'up',
self.KeyNameMap[self.parser.get(groupName, 'down')] : 'down',
self.KeyNameMap[self.parser.get(groupName, 'confirm')] : 'confirm',
self.KeyNameMap[self.parser.get(groupName, 'cancel')] : 'cancel'
}
self.setting[groupName] = Keybindings(bindings)
playerNum = 0
while self.parser.has_section('controls_' + str(playerNum)):
bindings = {}
groupName = 'controls_' + str(playerNum)
controlType = self.parser.get(groupName, 'controlType')
if controlType == 'gamepad': # If the controls are set to Gamepad
gamepadName = self.parser.get(groupName, 'gamepad')
if gamepadName in self.setting['controllers']: # Check if that Gamepad is connected
print("okay", gamepadName)
bindings = {
getGamepadTuple(self.parser, gamepadName, 'left') : 'left',
getGamepadTuple(self.parser, gamepadName, 'right') : 'right',
getGamepadTuple(self.parser, gamepadName, 'up') : 'up',
getGamepadTuple(self.parser, gamepadName, 'down') : 'down',
getGamepadTuple(self.parser, gamepadName, 'attack') : 'attack',
getGamepadTuple(self.parser, gamepadName, 'special') : 'special',
getGamepadTuple(self.parser, gamepadName, 'jump') : 'jump',
getGamepadTuple(self.parser, gamepadName, 'shield') : 'shield',
}
else: # If it is not connected, use the buttons instead.
print("error", gamepadName)
bindings = {}
# If the bindings are empty (as in, not set by the Gamepad)
if bindings == {}:
bindings = {
self.KeyNameMap[self.parser.get(groupName, 'left')] : 'left',
self.KeyNameMap[self.parser.get(groupName, 'right')] : 'right',
self.KeyNameMap[self.parser.get(groupName, 'up')] : 'up',
self.KeyNameMap[self.parser.get(groupName, 'down')] : 'down',
self.KeyNameMap[self.parser.get(groupName, 'jump')] : 'jump',
self.KeyNameMap[self.parser.get(groupName, 'attack')] : 'attack',
self.KeyNameMap[self.parser.get(groupName, 'shield')] : 'shield'
}
self.setting[groupName] = Keybindings(bindings)
playerNum += 1
"""
Check all connected gamepads and add them to the settings.
"""
def loadGamepads(self):
pygame.joystick.init()
self.joysticks = []
for i in range(0, pygame.joystick.get_count()):
self.joysticks.append(pygame.joystick.Joystick(i).get_name())
self.setting['controllers'] = self.joysticks
"""
Save a modified settings object to the settings.ini file.
"""
def saveSettings(settings):
keyIdMap = {}
keyNameMap = {}
for name, value in vars(pygame.constants).items():
if name.startswith("K_"):
keyIdMap[value] = name
keyNameMap[name] = value
parser = SafeConfigParser()
parser.add_section('window')
parser.set('window','windowName',str(settings['windowName']))
parser.set('window','windowSize',str(settings['windowSize']))
parser.set('window','frameCap',str(settings['frameCap']))
parser.add_section('sound')
parser.set('sound','musicVolume',str(settings['sfxVolume'] * 100))
parser.set('sound','sfxVolume',str(settings['musicVolume'] * 100))
parser.add_section('graphics')
parser.set('graphics','displayHitboxes',str(settings['showHitboxes']))
parser.set('graphics','displayHurtboxes',str(settings['showHurtboxes']))
parser.set('graphics','displaySpriteArea',str(settings['showSpriteArea']))
parser.set('graphics','displayPlatformLines',str(settings['showPlatformLines']))
parser.add_section('playerColors')
parser.set('playerColors','Player0',str(settings['playerColor0']))
parser.set('playerColors','Player1',str(settings['playerColor1']))
parser.set('playerColors','Player2',str(settings['playerColor2']))
parser.set('playerColors','Player3',str(settings['playerColor3']))
parser.add_section('game')
parser.set('game','rulePreset',str(settings['current_preset']))
parser.add_section('controls_menu')
for key in settings['controls_menu'].keyBindings:
print(keyIdMap[key])
print(str(settings['controls_menu'].keyBindings[key]))
parser.set('controls_menu','controlType','button')
parser.set('controls_menu','gamepad','None')
parser.set('controls_menu',str(settings['controls_menu'].keyBindings[key]),keyIdMap[key])
for i in range(0,4):
sect = 'controls_'+str(i)
print(str(sect) + ": " + str(settings[sect].keyBindings))
parser.add_section(sect)
for key in settings[sect].keyBindings:
print(keyIdMap[key])
print(settings[sect].keyBindings[key])
parser.set(sect,'controlType','button')
parser.set(sect,'gamepad','None')
parser.set(sect,str(settings[sect].keyBindings[key]),keyIdMap[key])
with open(os.path.join(os.path.dirname(__file__).replace('main.exe',''),'settings','settings.ini'), 'w') as configfile:
parser.write(configfile)
def savePreset(settings, preset):
parser = SafeConfigParser()
parser.set(preset,'gravityMultiplier',settings['gravity'] * 100)
parser.set(preset,'weightMultiplier',settings['weight'] * 100)
parser.set(preset,'frictionMultiplier',settings['friction'] * 100)
parser.set(preset,'airControlMultiplier',settings['airControl'] * 100)
parser.set(preset,'hitstunMultiplier',settings['hitstun'] * 100)
parser.set(preset,'hitlagMultiplier',settings['hitlag'] * 100)
parser.set(preset,'shieldStunMultiplier',settings['shieldStun'] * 100)
parser.set(preset,'ledgeConflict',settings['ledgeConflict'])
sweetSpotDict = {[128,128]: 'large', [64,64]: 'medium', [32,32]: 'small'}
parser.set(preset,'ledgeSweetspotSize',sweetSpotDict[settings['ledgeSweetspotSize']])
parser.set(preset,'ledgeSweetspotForwardOnly',settings['ledgeSweetspotForwardOnly'])
parser.set(preset,'teamLedgeConflict',settings['teamLedgeConflict'])
parser.set(preset,'ledgeInvincibilityTime',settings['ledgeInvincibilityTime'])
parser.set(preset,'regrabInvincibility',settings['regrabInvincibility'])
parser.set(preset,'slowLedgeWakeupThreshold',settings['slowLedgeWakeupThreshold'])
parser.set(preset,'airDodgeType',settings['airDodgeType'])
parser.set(preset,'freeDodgeSpecialFall',settings['freeDodgeSpecialFall'])
parser.set(preset,'enableWavedash',settings['enableWavedash'])
parser.write(os.path.join(os.path.dirname(__file__).replace('main.exe',''),'settings.ini'))
"""
The Keybindings object is just a shorthand for looking up
the keys in the game settings. A dictionary is passed
that maps the action to the key that does it.
"""
class Keybindings():
def __init__(self,keyBindings):
self.keyBindings = keyBindings
def get(self,key): #Used for checking which action a key is bound to
return self.keyBindings.get(key)
def getAction(self,action): #Used for getting all the bindings to an action (Example: 'jump' might return ['c','v'] or whatever)
listOfBindings = []
print(self.keyBindings)
for binding,name in self.keyBindings.items():
if name == action:
listOfBindings.append(binding)
return listOfBindings
"""
The SFXLibrary object contains a dict of all sound effects that are being used.
It handles the playing of the sounds.
"""
class sfxLibrary():
def __init__(self):
self.sounds = {}
self.supportedFileTypes = ['.wav', '.ogg']
self.initializeLibrary()
"""
Rebuilds the library from scratch. This is used to clear out unnecessary sounds, for example,
after a fight is over, the fighter's SFX are no longer needed.
"""
def initializeLibrary(self):
self.sounds = {}
directory = createPath("sfx")
for f in os.listdir(directory):
fname, ext = os.path.splitext(f)
if self.supportedFileTypes.count(ext):
self.sounds["base_" + fname] = pygame.mixer.Sound(os.path.join(directory,f))
def playSound(self,name,category = "base"):
self.sounds[category + "_" + name].set_volume(getSetting().setting['sfxVolume'] / 100)
self.sounds[category + "_" + name].play()
"""
This is called to add a directory of sound effects to the library.
It is usually called when loading a fighter or a stage.
"""
def addSoundsFromDirectory(self,path,category):
for f in os.listdir(path):
fname, ext = os.path.splitext(f)
if self.supportedFileTypes.count(ext):
self.sounds[category + "_" + fname] = pygame.mixer.Sound(os.path.join(path,f))
########################################################
# STATIC HELPER FUNCTIONS #
########################################################
"""
When given a string representation of numbers, parse it and return
the actual numbers. If Many is given, the parser will look
for all numbers and return them in a list, otherwise, it will get the
first number.
"""
def getNumbersFromString(string, many = False):
if many:
return list(map(int, re.findall(r'\d+', string)))
else:
return int(re.search(r'\d+', string).group())
"""
Convert basically whatever stupid thing people could possibly think to mean "yes" into
a True boolean. If it's not True, it's false, so feel free to set some of those debug
options to "Eat a dick" if you want to, it'll read as False
"""
def boolean(string):
# Well, I already have the function made, might as well cover all the bases.
return string in ['true', 'True', 't', 'T', '1', '#T', 'y', 'yes', 'on', 'enabled']
"""
A wrapper that'll get a lowercase String from the parser, or return gracefully with an error.
"""
def getString(parser,preset,key):
try:
return str(parser.get(preset,key).lower())
except (Exception,e):
print(e)
return ""
"""
A wrapper that'll get a boolean from the parser, or return gracefully with an error.
"""
def getBoolean(parser,preset,key):
try:
return boolean(parser.get(preset,key))
except (Exception,e):
print(e)
return False
"""
A wrapper that'll get a number from the parser, or return gracefully with an error.
"""
def getNumber(parser,preset,key,islist = False):
try:
return getNumbersFromString(parser.get(preset,key),islist)
except (Exception,e):
print(e)
return 0
"""
A wrapper that'll get a Gamepad Tuple from the parser, or return gracefully with an error.
A Gamepad Tuple is in the form of (type, id[, value])
If type is button, id is the number of the button on that pad.
If type is axis, the id is that axis, and value is + or - depending on which direction
corresponds to that item.
"""
def getGamepadTuple(parser,preset,key):
try:
joyInfo = parser.get(preset,key).split(' ')
if len(joyInfo) < 3: joyInfo.append('')
return (joyInfo[0], getNumbersFromString(joyInfo[1],False),joyInfo[2])
except (Exception,e):
print(e)
return ("",0)
"""
Main method for debugging purposes
"""
def test():
print(getSetting().setting)
if __name__ == '__main__': test()