(Feat) Add Remmaping
This commit is contained in:
@@ -1,68 +1,59 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Ashwild.Settings
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{
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/// <summary>
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/// Binds the audio volume widgets (master, music, SFX) to the <see cref="SettingsManager"/>,
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/// configuring each slider from the authored <see cref="SettingsDefinition"/>.
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/// </summary>
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public class AudioSettingsSubPanel : SettingsSubPanel
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{
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[Header("Master")]
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[SerializeField] private Slider masterSlider;
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[SerializeField] private TMP_Text masterLabel;
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#region Serialized Fields
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[Header("Music")]
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[SerializeField] private Slider musicSlider;
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[SerializeField] private TMP_Text musicLabel;
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[Header("Widgets")]
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[SerializeField] private SettingSliderWidget masterSlider;
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[SerializeField] private SettingSliderWidget musicSlider;
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[SerializeField] private SettingSliderWidget sfxSlider;
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[Header("SFX")]
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[SerializeField] private Slider sfxSlider;
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[SerializeField] private TMP_Text sfxLabel;
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#endregion
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private bool wiring;
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#region Unity Lifecycle
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/// <summary>
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/// Initializes each volume slider from the definition with its apply action.
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/// </summary>
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private void Awake()
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{
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masterSlider.onValueChanged.AddListener(OnMasterChanged);
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musicSlider.onValueChanged.AddListener(OnMusicChanged);
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sfxSlider.onValueChanged.AddListener(OnSfxChanged);
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SettingsManager s = SettingsManager.Instance;
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if (s == null || s.Definition == null)
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{
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Debug.LogError($"[AudioSettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this);
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return;
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}
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SettingsDefinition def = s.Definition;
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masterSlider.Init(def.MasterVolume.Min, def.MasterVolume.Max, def.MasterVolume.LabelScale, def.MasterVolume.LabelFormat, v => s.SetMasterVolume(v));
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musicSlider.Init(def.MusicVolume.Min, def.MusicVolume.Max, def.MusicVolume.LabelScale, def.MusicVolume.LabelFormat, v => s.SetMusicVolume(v));
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sfxSlider.Init(def.SfxVolume.Min, def.SfxVolume.Max, def.SfxVolume.LabelScale, def.SfxVolume.LabelFormat, v => s.SetSfxVolume(v));
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}
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#endregion
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#region Public API
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/// <summary>
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/// Pushes the manager's current volumes into the sliders.
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/// </summary>
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public override void Refresh()
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{
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SettingsManager s = SettingsManager.Instance;
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if (s == null) return;
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wiring = true;
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masterSlider.SetValueWithoutNotify(s.MasterVolume);
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musicSlider.SetValueWithoutNotify(s.MusicVolume);
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sfxSlider.SetValueWithoutNotify(s.SfxVolume);
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UpdateLabel(masterLabel, s.MasterVolume);
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UpdateLabel(musicLabel, s.MusicVolume);
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UpdateLabel(sfxLabel, s.SfxVolume);
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wiring = false;
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masterSlider.SetValue(s.MasterVolume);
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musicSlider.SetValue(s.MusicVolume);
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sfxSlider.SetValue(s.SfxVolume);
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}
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private void OnMasterChanged(float v)
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{
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UpdateLabel(masterLabel, v);
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if (!wiring) SettingsManager.Instance.SetMasterVolume(v);
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}
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private void OnMusicChanged(float v)
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{
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UpdateLabel(musicLabel, v);
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if (!wiring) SettingsManager.Instance.SetMusicVolume(v);
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}
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private void OnSfxChanged(float v)
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{
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UpdateLabel(sfxLabel, v);
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if (!wiring) SettingsManager.Instance.SetSfxVolume(v);
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}
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private static void UpdateLabel(TMP_Text label, float value01)
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{
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if (label != null) label.text = $"{Mathf.RoundToInt(value01 * 100f)}%";
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}
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#endregion
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}
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}
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@@ -1,43 +1,59 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Ashwild.Settings
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{
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/// <summary>
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/// Binds the control widgets (sensitivity, invert-Y, crosshair) to the <see cref="SettingsManager"/>,
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/// configuring the sensitivity slider from the authored <see cref="SettingsDefinition"/>.
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/// </summary>
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public class ControlsSettingsSubPanel : SettingsSubPanel
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{
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[Header("Controls")]
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[SerializeField] private Slider sensitivitySlider;
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[SerializeField] private TMP_Text sensitivityLabel;
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[SerializeField] private Toggle invertYToggle;
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[SerializeField] private Toggle crosshairToggle;
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#region Serialized Fields
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private bool wiring;
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[Header("Widgets")]
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[SerializeField] private SettingSliderWidget sensitivitySlider;
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[SerializeField] private SettingToggleWidget invertYToggle;
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[SerializeField] private SettingToggleWidget crosshairToggle;
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#endregion
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#region Unity Lifecycle
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/// <summary>
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/// Initializes each control widget from the definition with its apply action.
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/// </summary>
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private void Awake()
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{
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sensitivitySlider.onValueChanged.AddListener(OnSensitivityChanged);
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invertYToggle.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetInvertY(v); });
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crosshairToggle.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetCrosshairEnabled(v); });
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SettingsManager s = SettingsManager.Instance;
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if (s == null || s.Definition == null)
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{
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Debug.LogError($"[ControlsSettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this);
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return;
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}
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SettingsDefinition def = s.Definition;
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sensitivitySlider.Init(def.Sensitivity.Min, def.Sensitivity.Max, def.Sensitivity.LabelScale, def.Sensitivity.LabelFormat, v => s.SetSensitivity(v));
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invertYToggle.Init(v => s.SetInvertY(v));
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crosshairToggle.Init(v => s.SetCrosshairEnabled(v));
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}
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#endregion
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#region Public API
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/// <summary>
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/// Pushes the manager's current control values into the widgets.
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/// </summary>
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public override void Refresh()
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{
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SettingsManager s = SettingsManager.Instance;
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if (s == null) return;
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wiring = true;
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sensitivitySlider.SetValueWithoutNotify(s.Sensitivity);
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if (sensitivityLabel != null) sensitivityLabel.text = s.Sensitivity.ToString("F2");
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invertYToggle.SetIsOnWithoutNotify(s.InvertY);
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crosshairToggle.SetIsOnWithoutNotify(s.CrosshairEnabled);
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wiring = false;
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sensitivitySlider.SetValue(s.Sensitivity);
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invertYToggle.SetValue(s.InvertY);
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crosshairToggle.SetValue(s.CrosshairEnabled);
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}
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private void OnSensitivityChanged(float v)
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{
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if (sensitivityLabel != null) sensitivityLabel.text = v.ToString("F2");
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if (!wiring) SettingsManager.Instance.SetSensitivity(v);
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}
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#endregion
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}
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}
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@@ -1,90 +1,115 @@
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Ashwild.Settings
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{
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/// <summary>
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/// Binds the display widgets (resolution, fullscreen mode, monitor, brightness) to the
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/// <see cref="SettingsManager"/>. The panel builds the dropdown option lists from the current
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/// hardware and converts the fullscreen dropdown index to and from <see cref="FullScreenMode"/>;
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/// the brightness slider is configured from the authored <see cref="SettingsDefinition"/>. The
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/// widgets themselves stay pure UI.
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/// </summary>
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public class DisplaySettingsSubPanel : SettingsSubPanel
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{
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[Header("Controls")]
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[SerializeField] private TMP_Dropdown resolutionDropdown;
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[SerializeField] private TMP_Dropdown fullscreenDropdown;
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[SerializeField] private TMP_Dropdown monitorDropdown;
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[SerializeField] private Slider brightnessSlider;
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[SerializeField] private TMP_Text brightnessLabel;
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#region Serialized Fields
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private bool wiring;
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[Header("Widgets")]
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[SerializeField] private SettingDropdownWidget resolutionDropdown;
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[SerializeField] private SettingDropdownWidget fullscreenDropdown;
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[SerializeField] private SettingDropdownWidget monitorDropdown;
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[SerializeField] private SettingSliderWidget brightnessSlider;
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#endregion
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#region Unity Lifecycle
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/// <summary>
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/// Initializes each display widget with its apply action (brightness range from the definition).
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/// </summary>
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private void Awake()
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{
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resolutionDropdown.onValueChanged.AddListener(OnResolutionChanged);
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fullscreenDropdown.onValueChanged.AddListener(OnFullscreenChanged);
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monitorDropdown.onValueChanged.AddListener(OnMonitorChanged);
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brightnessSlider.onValueChanged.AddListener(OnBrightnessChanged);
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SettingsManager s = SettingsManager.Instance;
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if (s == null || s.Definition == null)
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{
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Debug.LogError($"[DisplaySettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this);
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return;
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}
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SettingsDefinition def = s.Definition;
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resolutionDropdown.Init(v => s.SetResolution(v));
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fullscreenDropdown.Init(v => s.SetFullscreenMode(IndexToMode(v)));
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monitorDropdown.Init(v => s.SetMonitor(v));
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brightnessSlider.Init(def.Brightness.Min, def.Brightness.Max, def.Brightness.LabelScale, def.Brightness.LabelFormat, v => s.SetBrightness(v));
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}
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#endregion
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#region Public API
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/// <summary>
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/// Rebuilds the dropdown options from current hardware and pushes the manager's values.
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/// </summary>
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public override void Refresh()
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{
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SettingsManager s = SettingsManager.Instance;
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if (s == null) return;
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wiring = true;
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resolutionDropdown.SetOptions(BuildResolutionOptions());
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resolutionDropdown.SetValue(s.ResolutionIndex);
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PopulateResolutionDropdown();
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resolutionDropdown.value = Mathf.Clamp(s.ResolutionIndex, 0, resolutionDropdown.options.Count - 1);
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resolutionDropdown.RefreshShownValue();
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fullscreenDropdown.SetOptions(FullscreenOptions);
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fullscreenDropdown.SetValue(ModeToIndex(s.FullscreenMode));
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PopulateFullscreenDropdown();
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fullscreenDropdown.value = FullscreenModeToIndex(s.FullscreenMode);
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fullscreenDropdown.RefreshShownValue();
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monitorDropdown.SetOptions(BuildMonitorOptions());
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monitorDropdown.SetValue(s.MonitorIndex);
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PopulateMonitorDropdown();
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monitorDropdown.value = Mathf.Clamp(s.MonitorIndex, 0, monitorDropdown.options.Count - 1);
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monitorDropdown.RefreshShownValue();
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brightnessSlider.SetValueWithoutNotify(s.Brightness);
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if (brightnessLabel != null) brightnessLabel.text = $"{Mathf.RoundToInt(s.Brightness * 100f)}%";
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wiring = false;
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brightnessSlider.SetValue(s.Brightness);
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}
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private void PopulateResolutionDropdown()
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#endregion
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#region Internal Helpers
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private static readonly string[] FullscreenOptions =
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{
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"Exclusive Fullscreen",
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"Borderless Window",
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"Maximized Window",
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"Windowed"
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};
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/// <summary>
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/// Builds the human-readable resolution list from the monitor's supported modes.
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/// </summary>
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private static List<string> BuildResolutionOptions()
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{
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resolutionDropdown.ClearOptions();
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List<string> options = new List<string>();
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foreach (Resolution r in Screen.resolutions)
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options.Add($"{r.width}×{r.height} @{Mathf.RoundToInt((float)r.refreshRateRatio.value)}Hz");
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resolutionDropdown.AddOptions(options);
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return options;
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}
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private void PopulateFullscreenDropdown()
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/// <summary>
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/// Builds the monitor list from the current display layout.
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/// </summary>
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private static List<string> BuildMonitorOptions()
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{
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fullscreenDropdown.ClearOptions();
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fullscreenDropdown.AddOptions(new List<string>
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{
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"Exclusive Fullscreen",
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"Borderless Window",
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"Maximized Window",
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"Windowed"
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});
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}
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private void PopulateMonitorDropdown()
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{
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monitorDropdown.ClearOptions();
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List<DisplayInfo> displays = new List<DisplayInfo>();
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Screen.GetDisplayLayout(displays);
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List<string> options = new List<string>();
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for (int i = 0; i < displays.Count; i++)
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{
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string name = string.IsNullOrEmpty(displays[i].name) ? $"Monitor {i + 1}" : displays[i].name;
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options.Add($"{name} ({displays[i].width}×{displays[i].height})");
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string label = string.IsNullOrEmpty(displays[i].name) ? $"Monitor {i + 1}" : displays[i].name;
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options.Add($"{label} ({displays[i].width}×{displays[i].height})");
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}
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monitorDropdown.AddOptions(options);
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return options;
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}
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private static int FullscreenModeToIndex(FullScreenMode mode) => mode switch
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/// <summary>
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/// Maps a fullscreen mode to its dropdown index.
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/// </summary>
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private static int ModeToIndex(FullScreenMode mode) => mode switch
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{
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FullScreenMode.ExclusiveFullScreen => 0,
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FullScreenMode.FullScreenWindow => 1,
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@@ -93,7 +118,10 @@ namespace Ashwild.Settings
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_ => 1
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};
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private static FullScreenMode IndexToFullscreenMode(int index) => index switch
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/// <summary>
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/// Maps a dropdown index back to its fullscreen mode.
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/// </summary>
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private static FullScreenMode IndexToMode(int index) => index switch
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{
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0 => FullScreenMode.ExclusiveFullScreen,
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1 => FullScreenMode.FullScreenWindow,
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@@ -102,13 +130,6 @@ namespace Ashwild.Settings
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_ => FullScreenMode.FullScreenWindow
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};
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private void OnResolutionChanged(int v) { if (!wiring) SettingsManager.Instance.SetResolution(v); }
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private void OnFullscreenChanged(int v) { if (!wiring) SettingsManager.Instance.SetFullscreenMode(IndexToFullscreenMode(v)); }
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private void OnMonitorChanged(int v) { if (!wiring) SettingsManager.Instance.SetMonitor(v); }
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private void OnBrightnessChanged(float v)
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{
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if (brightnessLabel != null) brightnessLabel.text = $"{Mathf.RoundToInt(v * 100f)}%";
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if (!wiring) SettingsManager.Instance.SetBrightness(v);
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}
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#endregion
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}
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}
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@@ -1,64 +1,66 @@
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Ashwild.Settings
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{
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/// <summary>
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/// Binds the graphics widgets (quality, vsync, FPS cap, FOV) to the <see cref="SettingsManager"/>.
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/// The panel is the only layer that knows what each widget means: it reads the authored
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/// configuration from the manager's <see cref="SettingsDefinition"/> and initializes each widget
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/// with its data and apply action, then pushes the current value on refresh. The widgets stay
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/// pure UI.
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/// </summary>
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public class GraphicsSettingsSubPanel : SettingsSubPanel
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{
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[Header("Controls")]
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[SerializeField] private TMP_Dropdown qualityDropdown;
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[SerializeField] private Toggle vsyncToggle;
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[SerializeField] private Slider targetFpsSlider;
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[SerializeField] private TMP_Text targetFpsLabel;
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[SerializeField] private Slider fovSlider;
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[SerializeField] private TMP_Text fovLabel;
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#region Serialized Fields
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private bool wiring;
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[Header("Widgets")]
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||||
[SerializeField] private SettingDropdownWidget qualityDropdown;
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[SerializeField] private SettingToggleWidget vsyncToggle;
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[SerializeField] private SettingStepperWidget targetFpsStepper;
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[SerializeField] private SettingSliderWidget fovSlider;
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||||
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||||
#endregion
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||||
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||||
#region Unity Lifecycle
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||||
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||||
/// <summary>
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||||
/// Initializes each widget from the definition with the action to apply to the manager.
|
||||
/// </summary>
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||||
private void Awake()
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{
|
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qualityDropdown.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetQualityLevel(v); });
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vsyncToggle.onValueChanged.AddListener(v => { if (!wiring) SettingsManager.Instance.SetVSync(v); });
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targetFpsSlider.onValueChanged.AddListener(OnTargetFpsChanged);
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fovSlider.onValueChanged.AddListener(OnFovChanged);
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SettingsManager s = SettingsManager.Instance;
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if (s == null || s.Definition == null)
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{
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Debug.LogError($"[GraphicsSettingsSubPanel] SettingsManager/Definition unavailable on '{name}'.", this);
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return;
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}
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SettingsDefinition def = s.Definition;
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||||
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qualityDropdown.Init(v => s.SetQualityLevel(v));
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vsyncToggle.Init(v => s.SetVSync(v));
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targetFpsStepper.Init(def.TargetFps.ToWidgetPresets(), false, v => s.SetTargetFps(v));
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fovSlider.Init(def.Fov.Min, def.Fov.Max, def.Fov.LabelScale, def.Fov.LabelFormat, v => s.SetFov(v));
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}
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||||
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||||
#endregion
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||||
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||||
#region Public API
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||||
|
||||
/// <summary>
|
||||
/// Pushes the manager's current graphics values into the widgets.
|
||||
/// </summary>
|
||||
public override void Refresh()
|
||||
{
|
||||
SettingsManager s = SettingsManager.Instance;
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||||
if (s == null) return;
|
||||
|
||||
wiring = true;
|
||||
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||||
qualityDropdown.ClearOptions();
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||||
qualityDropdown.AddOptions(new List<string>(QualitySettings.names));
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qualityDropdown.value = Mathf.Clamp(s.QualityLevel, 0, qualityDropdown.options.Count - 1);
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qualityDropdown.RefreshShownValue();
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||||
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vsyncToggle.SetIsOnWithoutNotify(s.VSync);
|
||||
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||||
targetFpsSlider.SetValueWithoutNotify(s.TargetFps);
|
||||
if (targetFpsLabel != null) targetFpsLabel.text = $"{s.TargetFps} FPS";
|
||||
|
||||
fovSlider.SetValueWithoutNotify(s.Fov);
|
||||
if (fovLabel != null) fovLabel.text = $"{s.Fov:F0}°";
|
||||
|
||||
wiring = false;
|
||||
qualityDropdown.SetOptions(QualitySettings.names);
|
||||
qualityDropdown.SetValue(s.QualityLevel);
|
||||
vsyncToggle.SetValue(s.VSync);
|
||||
targetFpsStepper.SetValue(s.TargetFps);
|
||||
fovSlider.SetValue(s.Fov);
|
||||
}
|
||||
|
||||
private void OnTargetFpsChanged(float v)
|
||||
{
|
||||
int fps = Mathf.RoundToInt(v);
|
||||
if (targetFpsLabel != null) targetFpsLabel.text = $"{fps} FPS";
|
||||
if (!wiring) SettingsManager.Instance.SetTargetFps(fps);
|
||||
}
|
||||
|
||||
private void OnFovChanged(float v)
|
||||
{
|
||||
if (fovLabel != null) fovLabel.text = $"{v:F0}°";
|
||||
if (!wiring) SettingsManager.Instance.SetFov(v);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,303 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Ashwild.Player;
|
||||
|
||||
namespace Ashwild.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Settings sub-panel that lists every rebindable binding from the shared InputConfig as rows and
|
||||
/// drives interactive rebinds. It is the orchestrator: the InputManager performs the rebind on the
|
||||
/// asset, the SettingsManager persists it, and this panel refreshes the rows. It also owns the
|
||||
/// modal rebind prompt (a "press a key" overlay that becomes a "X already uses this key →
|
||||
/// Replace / Cancel" conflict prompt) — the prompt objects live under the SettingsPanel so they
|
||||
/// render in front of everything. Rows show layout-aware glyphs, so AZERTY reads correctly.
|
||||
/// </summary>
|
||||
public class KeybindingsSettingsSubPanel : SettingsSubPanel
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("Row List")]
|
||||
[SerializeField] private Transform rowContainer;
|
||||
[SerializeField] private GameObject rowPrefab;
|
||||
[SerializeField] private Button resetAllButton;
|
||||
|
||||
[Header("Rebind Prompt")]
|
||||
[Tooltip("Standalone prompt overlay — its own object under the SettingsPanel, not a child here.")]
|
||||
[SerializeField] private RebindPromptUI prompt;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private readonly List<KeybindRowUI> rows = new List<KeybindRowUI>();
|
||||
private bool built;
|
||||
|
||||
/// <summary>
|
||||
/// The shared input config, pulled from the SettingsManager (assigned there, not here).
|
||||
/// </summary>
|
||||
private InputConfig config;
|
||||
|
||||
/// <summary>
|
||||
/// The conflict awaiting the player's Replace/Cancel choice, kept so the buttons can resolve it.
|
||||
/// </summary>
|
||||
private InputManager.RebindOutcome pendingOutcome;
|
||||
private bool hasPendingConflict;
|
||||
private KeybindRowUI activeRow;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Wires the reset-all button and the prompt's Replace/Cancel buttons.
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
if (resetAllButton != null) resetAllButton.onClick.AddListener(ResetAll);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Aborts any rebind/conflict in flight when the panel is hidden (category switch / closed).
|
||||
/// </summary>
|
||||
private void OnDisable()
|
||||
{
|
||||
if (InputManager.Instance != null) InputManager.Instance.CancelOngoingRebind();
|
||||
if (hasPendingConflict) OnConflictCancel();
|
||||
HidePrompt();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Builds the rows once, then repaints every current key (so reopening shows live bindings).
|
||||
/// </summary>
|
||||
public override void Refresh()
|
||||
{
|
||||
config = SettingsManager.Instance != null ? SettingsManager.Instance.InputConfig : null;
|
||||
if (config == null)
|
||||
{
|
||||
Debug.LogError("[KeybindingsSettingsSubPanel] No InputConfig available from SettingsManager.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
HidePrompt();
|
||||
if (!built) BuildRows();
|
||||
RefreshAll();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Row Building
|
||||
|
||||
/// <summary>
|
||||
/// Instantiates one row per config binding and binds its callbacks.
|
||||
/// </summary>
|
||||
private void BuildRows()
|
||||
{
|
||||
if (rowPrefab == null || rowContainer == null)
|
||||
{
|
||||
Debug.LogError($"[KeybindingsSettingsSubPanel] Row prefab/container missing on '{name}'.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (RebindableEntry entry in config.Bindings)
|
||||
{
|
||||
GameObject go = Instantiate(rowPrefab, rowContainer);
|
||||
KeybindRowUI row = go.GetComponent<KeybindRowUI>();
|
||||
if (row == null)
|
||||
{
|
||||
Debug.LogError("[KeybindingsSettingsSubPanel] Row prefab has no KeybindRowUI.", this);
|
||||
Destroy(go);
|
||||
continue;
|
||||
}
|
||||
row.Initialize(entry, OnRowRebind, OnRowReset);
|
||||
rows.Add(row);
|
||||
}
|
||||
|
||||
built = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Row Callbacks
|
||||
|
||||
/// <summary>
|
||||
/// Opens the prompt and starts capturing a new key for the clicked row.
|
||||
/// </summary>
|
||||
private void OnRowRebind(KeybindRowUI row)
|
||||
{
|
||||
if (InputManager.Instance == null) return;
|
||||
|
||||
activeRow = row;
|
||||
ShowListening();
|
||||
InputManager.Instance.StartInteractiveRebind(row.ActionName, row.BindingIndex, OnRebindOutcome);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the capture result: persist + refresh on success, raise the conflict prompt on a
|
||||
/// clash, or just close on cancel.
|
||||
/// </summary>
|
||||
private void OnRebindOutcome(InputManager.RebindOutcome outcome)
|
||||
{
|
||||
switch (outcome.Result)
|
||||
{
|
||||
case InputManager.RebindResult.Completed:
|
||||
HidePrompt();
|
||||
Persist();
|
||||
RefreshAll();
|
||||
break;
|
||||
case InputManager.RebindResult.Conflict:
|
||||
pendingOutcome = outcome;
|
||||
hasPendingConflict = true;
|
||||
ShowConflict(LabelFor(outcome.ConflictActionName));
|
||||
break;
|
||||
default:
|
||||
HidePrompt();
|
||||
if (activeRow != null) RefreshRow(activeRow);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves a conflict by swapping the two keys (the other action takes this one's old key).
|
||||
/// </summary>
|
||||
private void OnConflictReplace()
|
||||
{
|
||||
if (!hasPendingConflict) return;
|
||||
|
||||
if (InputManager.Instance != null) InputManager.Instance.ApplySwap(pendingOutcome);
|
||||
ClearConflict();
|
||||
HidePrompt();
|
||||
Persist();
|
||||
RefreshAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolves a conflict by undoing the new binding (the other action keeps its key).
|
||||
/// </summary>
|
||||
private void OnConflictCancel()
|
||||
{
|
||||
if (!hasPendingConflict) return;
|
||||
|
||||
if (InputManager.Instance != null) InputManager.Instance.RevertRebind(pendingOutcome);
|
||||
ClearConflict();
|
||||
HidePrompt();
|
||||
RefreshAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the clicked row's binding to default and persists.
|
||||
/// </summary>
|
||||
private void OnRowReset(KeybindRowUI row)
|
||||
{
|
||||
if (InputManager.Instance == null) return;
|
||||
|
||||
InputManager.Instance.ResetBinding(row.ActionName, row.BindingIndex);
|
||||
Persist();
|
||||
RefreshRow(row);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets every binding to default and persists.
|
||||
/// </summary>
|
||||
private void ResetAll()
|
||||
{
|
||||
if (InputManager.Instance == null) return;
|
||||
|
||||
InputManager.Instance.ResetAllBindings();
|
||||
Persist();
|
||||
RefreshAll();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Prompt
|
||||
|
||||
/// <summary>
|
||||
/// Shows the prompt in "press a key" mode.
|
||||
/// </summary>
|
||||
private void ShowListening()
|
||||
{
|
||||
if (prompt != null) prompt.ShowListening();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Switches the open prompt to the conflict state for the named action, wiring its buttons.
|
||||
/// </summary>
|
||||
private void ShowConflict(string conflictLabel)
|
||||
{
|
||||
if (prompt != null) prompt.ShowConflict(conflictLabel, OnConflictReplace, OnConflictCancel);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hides the prompt entirely.
|
||||
/// </summary>
|
||||
private void HidePrompt()
|
||||
{
|
||||
if (prompt != null) prompt.Hide();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the pending-conflict state.
|
||||
/// </summary>
|
||||
private void ClearConflict()
|
||||
{
|
||||
hasPendingConflict = false;
|
||||
pendingOutcome = default;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Refresh
|
||||
|
||||
/// <summary>
|
||||
/// Persists the current bindings through the SettingsManager.
|
||||
/// </summary>
|
||||
private void Persist()
|
||||
{
|
||||
if (SettingsManager.Instance != null) SettingsManager.Instance.SaveKeybinds();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Repaints the current key on every row.
|
||||
/// </summary>
|
||||
private void RefreshAll()
|
||||
{
|
||||
foreach (KeybindRowUI row in rows) RefreshRow(row);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Repaints one row's current key, choosing a glyph from the config when available.
|
||||
/// </summary>
|
||||
private void RefreshRow(KeybindRowUI row)
|
||||
{
|
||||
if (InputManager.Instance == null) return;
|
||||
|
||||
string display = InputManager.Instance.GetBindingDisplayString(row.ActionName, row.BindingIndex);
|
||||
Sprite icon = config != null ? config.GetIcon(display) : null;
|
||||
if (icon == null && config != null)
|
||||
{
|
||||
string controlPath = InputManager.Instance.GetBindingControlPath(row.ActionName, row.BindingIndex);
|
||||
icon = config.GetIcon(controlPath);
|
||||
}
|
||||
row.RefreshDisplay(display, icon);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The display label authored for an action (first matching binding), or the raw name.
|
||||
/// </summary>
|
||||
private string LabelFor(string actionName)
|
||||
{
|
||||
if (config != null)
|
||||
foreach (RebindableEntry entry in config.Bindings)
|
||||
if (entry.ActionName == actionName)
|
||||
return entry.DisplayLabel;
|
||||
return actionName;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56f3db8af01bac245822790db109b980
|
||||
Reference in New Issue
Block a user