Title screen, pause menu, settings dialog and savegames

- title screen (continue/new/load/settings/help) and Esc pause menu
- settings: language & sound, camera, graphics, game, rebindable keys;
  stored in localStorage and in every savegame (always applied on load)
- savegames as JSON (.dcsave): download, load via file picker or drag & drop
- autosave to localStorage every 2 minutes and when the tab is hidden/closed
- configurable wall detail, light count, interface size, game speed, hints
- audio behind a cargo feature so native tests run (cargo test --no-default-features)
- savegame round-trip test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-02 23:08:33 +01:00
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// Player settings: stored in the browser (localStorage "dc.settings") and in every savegame.
use macroquad::prelude::KeyCode;
use serde::{Deserialize, Serialize};
use std::collections::BTreeMap;
// Rebindable keyboard actions. Esc (menu) and the arrow keys (camera) are fixed.
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum Action {
Tool(usize), // 0..12, same order as ui::TOOLS
CamForward,
CamBack,
CamLeft,
CamRight,
RotateLeft,
RotateRight,
TiltUp,
TiltDown,
Pause,
Mute,
VolumeUp,
VolumeDown,
Outlines,
Help,
}
pub fn all_actions() -> Vec<Action> {
let mut v: Vec<Action> = (0..12).map(Action::Tool).collect();
v.extend_from_slice(&[
Action::CamForward,
Action::CamBack,
Action::CamLeft,
Action::CamRight,
Action::RotateLeft,
Action::RotateRight,
Action::TiltUp,
Action::TiltDown,
Action::Pause,
Action::Mute,
Action::VolumeUp,
Action::VolumeDown,
Action::Outlines,
Action::Help,
]);
v
}
impl Action {
// stable id used in settings files and as language key suffix (key.<id>)
pub fn id(self) -> String {
match self {
Action::Tool(i) => format!("tool{}", i),
Action::CamForward => "cam_forward".into(),
Action::CamBack => "cam_back".into(),
Action::CamLeft => "cam_left".into(),
Action::CamRight => "cam_right".into(),
Action::RotateLeft => "rotate_left".into(),
Action::RotateRight => "rotate_right".into(),
Action::TiltUp => "tilt_up".into(),
Action::TiltDown => "tilt_down".into(),
Action::Pause => "pause".into(),
Action::Mute => "mute".into(),
Action::VolumeUp => "volume_up".into(),
Action::VolumeDown => "volume_down".into(),
Action::Outlines => "outlines".into(),
Action::Help => "help".into(),
}
}
fn default_key(self) -> KeyCode {
use KeyCode::*;
match self {
Action::Tool(i) => [Key1, Key2, Key3, Key4, Key5, Key6, Key7, Key8, Key9, Key0, X, V][i.min(11)],
Action::CamForward => W,
Action::CamBack => S,
Action::CamLeft => A,
Action::CamRight => D,
Action::RotateLeft => Q,
Action::RotateRight => E,
Action::TiltUp => R,
Action::TiltDown => F,
Action::Pause => P,
Action::Mute => M,
Action::VolumeUp => Equal,
Action::VolumeDown => Minus,
Action::Outlines => G,
Action::Help => H,
}
}
}
// Keys that can be bound, with their display names
const KEY_NAMES: &[(KeyCode, &str)] = &[
(KeyCode::A, "A"), (KeyCode::B, "B"), (KeyCode::C, "C"), (KeyCode::D, "D"), (KeyCode::E, "E"), (KeyCode::F, "F"),
(KeyCode::G, "G"), (KeyCode::H, "H"), (KeyCode::I, "I"), (KeyCode::J, "J"), (KeyCode::K, "K"), (KeyCode::L, "L"),
(KeyCode::M, "M"), (KeyCode::N, "N"), (KeyCode::O, "O"), (KeyCode::P, "P"), (KeyCode::Q, "Q"), (KeyCode::R, "R"),
(KeyCode::S, "S"), (KeyCode::T, "T"), (KeyCode::U, "U"), (KeyCode::V, "V"), (KeyCode::W, "W"), (KeyCode::X, "X"),
(KeyCode::Y, "Y"), (KeyCode::Z, "Z"),
(KeyCode::Key0, "0"), (KeyCode::Key1, "1"), (KeyCode::Key2, "2"), (KeyCode::Key3, "3"), (KeyCode::Key4, "4"),
(KeyCode::Key5, "5"), (KeyCode::Key6, "6"), (KeyCode::Key7, "7"), (KeyCode::Key8, "8"), (KeyCode::Key9, "9"),
(KeyCode::Space, "Space"), (KeyCode::Minus, "-"), (KeyCode::Equal, "="), (KeyCode::Comma, ","), (KeyCode::Period, "."),
(KeyCode::Slash, "/"), (KeyCode::Semicolon, ";"), (KeyCode::Apostrophe, "'"), (KeyCode::LeftBracket, "["),
(KeyCode::RightBracket, "]"), (KeyCode::Backslash, "\\"), (KeyCode::Tab, "Tab"), (KeyCode::Backspace, "Backspace"),
(KeyCode::Enter, "Enter"), (KeyCode::Insert, "Insert"), (KeyCode::Delete, "Delete"), (KeyCode::Home, "Home"),
(KeyCode::End, "End"), (KeyCode::PageUp, "PageUp"), (KeyCode::PageDown, "PageDown"),
(KeyCode::F1, "F1"), (KeyCode::F2, "F2"), (KeyCode::F3, "F3"), (KeyCode::F4, "F4"), (KeyCode::F6, "F6"),
(KeyCode::F7, "F7"), (KeyCode::F8, "F8"), (KeyCode::F9, "F9"), (KeyCode::F10, "F10"),
(KeyCode::Kp0, "Num0"), (KeyCode::Kp1, "Num1"), (KeyCode::Kp2, "Num2"), (KeyCode::Kp3, "Num3"), (KeyCode::Kp4, "Num4"),
(KeyCode::Kp5, "Num5"), (KeyCode::Kp6, "Num6"), (KeyCode::Kp7, "Num7"), (KeyCode::Kp8, "Num8"), (KeyCode::Kp9, "Num9"),
(KeyCode::KpAdd, "Num+"), (KeyCode::KpSubtract, "Num-"), (KeyCode::KpMultiply, "Num*"), (KeyCode::KpDivide, "Num/"),
(KeyCode::LeftShift, "Shift"), (KeyCode::LeftControl, "Ctrl"), (KeyCode::LeftAlt, "Alt"),
];
pub fn key_name(k: KeyCode) -> String {
KEY_NAMES.iter().find(|(c, _)| *c == k).map(|(_, n)| n.to_string()).unwrap_or_else(|| "?".into())
}
fn key_from_name(n: &str) -> Option<KeyCode> {
KEY_NAMES.iter().find(|(_, name)| *name == n).map(|(c, _)| *c)
}
// All bindable keys (for the key capture dialog)
pub fn bindable_keys() -> impl Iterator<Item = KeyCode> {
KEY_NAMES.iter().map(|(k, _)| *k)
}
#[derive(Clone, Serialize, Deserialize, PartialEq)]
#[serde(default)]
pub struct Settings {
// language & sound
pub language: String,
pub volume: f32,
pub music_volume: f32,
pub muted: bool,
// camera
pub rotate_speed: f32,
pub zoom_speed: f32,
pub edge_scroll: bool,
pub invert_mouse: bool,
// graphics
pub outlines: bool,
pub wall_detail: u8, // 1 low, 2 medium, 3 high
pub max_lights: u8, // 8, 16 or 24
pub ui_scale: u8, // font scale 2 (normal) or 3 (large)
// game
pub game_speed: f32, // 1 or 2
pub hints: bool,
// key bindings: action id -> key name
pub keys: BTreeMap<String, String>,
}
impl Default for Settings {
fn default() -> Settings {
Settings {
language: "en".into(),
volume: 0.7,
music_volume: 0.6,
muted: false,
rotate_speed: 1.0,
zoom_speed: 1.0,
edge_scroll: true,
invert_mouse: false,
outlines: true,
wall_detail: 2,
max_lights: 24,
ui_scale: 2,
game_speed: 1.0,
hints: true,
keys: BTreeMap::new(),
}
}
}
impl Settings {
pub fn key(&self, a: Action) -> KeyCode {
self.keys.get(&a.id()).and_then(|n| key_from_name(n)).unwrap_or_else(|| a.default_key())
}
// Bind a key; if another action already uses it, the two actions swap keys
pub fn bind(&mut self, a: Action, k: KeyCode) {
let old = self.key(a);
for other in all_actions() {
if other != a && self.key(other) == k {
self.keys.insert(other.id(), key_name(old));
}
}
self.keys.insert(a.id(), key_name(k));
}
pub fn reset_keys(&mut self) {
self.keys.clear();
}
pub fn wall_subdivisions(&self) -> usize {
match self.wall_detail {
1 => 2,
3 => 4,
_ => 3,
}
}
pub fn to_json(&self) -> String {
serde_json::to_string(self).unwrap_or_default()
}
pub fn from_json(s: &str) -> Option<Settings> {
serde_json::from_str(s).ok()
}
}