226 lines
9.1 KiB
Swift
226 lines
9.1 KiB
Swift
//
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// SettingsView.swift
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// Blackjack
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//
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// Game settings and rule configuration.
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//
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import SwiftUI
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import CasinoKit
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struct SettingsView: View {
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@Bindable var settings: GameSettings
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let gameState: GameState?
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@Environment(\.dismiss) private var dismiss
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var body: some View {
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SheetContainerView(
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title: String(localized: "Settings"),
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content: {
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// Game Style
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SheetSection(title: String(localized: "GAME STYLE"), icon: "suit.club.fill") {
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GameStylePicker(selection: $settings.gameStyle)
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}
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// Deck Settings
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SheetSection(title: String(localized: "DECK SETTINGS"), icon: "rectangle.portrait.on.rectangle.portrait") {
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DeckCountPicker(selection: $settings.deckCount)
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}
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// Table Limits
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SheetSection(title: String(localized: "TABLE LIMITS"), icon: "banknote") {
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TableLimitsPicker(selection: $settings.tableLimits)
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}
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// Rule Options (for custom style)
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if settings.gameStyle == .custom {
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SheetSection(title: String(localized: "RULES"), icon: "list.bullet.clipboard") {
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VStack(spacing: Design.Spacing.small) {
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SettingsToggle(
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title: String(localized: "Dealer Hits Soft 17"),
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subtitle: String(localized: "H17 rule, increases house edge"),
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isOn: $settings.dealerHitsSoft17
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)
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Divider().background(Color.white.opacity(Design.Opacity.hint))
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SettingsToggle(
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title: String(localized: "Double After Split"),
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subtitle: String(localized: "Allow doubling on split hands"),
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isOn: $settings.doubleAfterSplit
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)
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Divider().background(Color.white.opacity(Design.Opacity.hint))
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SettingsToggle(
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title: String(localized: "Re-split Aces"),
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subtitle: String(localized: "Allow splitting aces again"),
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isOn: $settings.resplitAces
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)
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Divider().background(Color.white.opacity(Design.Opacity.hint))
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SettingsToggle(
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title: String(localized: "Late Surrender"),
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subtitle: String(localized: "Surrender after dealer checks for blackjack"),
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isOn: $settings.lateSurrender
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)
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}
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}
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}
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// Display
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SheetSection(title: String(localized: "DISPLAY"), icon: "eye") {
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VStack(spacing: Design.Spacing.small) {
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SettingsToggle(
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title: String(localized: "Show Animations"),
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subtitle: String(localized: "Card dealing animations"),
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isOn: $settings.showAnimations
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)
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Divider().background(Color.white.opacity(Design.Opacity.hint))
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SettingsToggle(
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title: String(localized: "Show Hints"),
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subtitle: String(localized: "Basic strategy suggestions"),
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isOn: $settings.showHints
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)
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Divider().background(Color.white.opacity(Design.Opacity.hint))
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SettingsToggle(
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title: String(localized: "Cards Remaining"),
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subtitle: String(localized: "Show cards left in shoe"),
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isOn: $settings.showCardsRemaining
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)
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Divider().background(Color.white.opacity(Design.Opacity.hint))
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SpeedPicker(speed: $settings.dealingSpeed)
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}
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}
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// Sound & Haptics
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SheetSection(title: String(localized: "SOUND & HAPTICS"), icon: "speaker.wave.2") {
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VStack(spacing: Design.Spacing.small) {
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SettingsToggle(
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title: String(localized: "Sound Effects"),
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subtitle: String(localized: "Chips, cards, and results"),
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isOn: $settings.soundEnabled
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)
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.onChange(of: settings.soundEnabled) { _, newValue in
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SoundManager.shared.soundEnabled = newValue
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}
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Divider().background(Color.white.opacity(Design.Opacity.hint))
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SettingsToggle(
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title: String(localized: "Haptic Feedback"),
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subtitle: String(localized: "Vibration on actions"),
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isOn: $settings.hapticsEnabled
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)
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.onChange(of: settings.hapticsEnabled) { _, newValue in
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SoundManager.shared.hapticsEnabled = newValue
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}
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Divider().background(Color.white.opacity(Design.Opacity.hint))
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VolumePicker(volume: $settings.soundVolume)
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.onChange(of: settings.soundVolume) { _, newValue in
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SoundManager.shared.volume = newValue
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}
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}
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}
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// Starting Balance
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SheetSection(title: String(localized: "NEW GAME"), icon: "dollarsign.circle") {
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BalancePicker(balance: $settings.startingBalance)
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}
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// Version info
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if let version = Bundle.main.infoDictionary?["CFBundleShortVersionString"] as? String,
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let build = Bundle.main.infoDictionary?["CFBundleVersion"] as? String {
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Text(String(localized: "Version \(version) (\(build))"))
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.font(.system(size: Design.BaseFontSize.small))
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.foregroundStyle(.white.opacity(Design.Opacity.light))
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.frame(maxWidth: .infinity)
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.padding(.top, Design.Spacing.large)
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}
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},
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onCancel: nil,
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onDone: {
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settings.save()
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dismiss()
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},
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doneButtonText: String(localized: "Done")
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)
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}
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}
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// MARK: - Game Style Picker
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struct GameStylePicker: View {
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@Binding var selection: BlackjackStyle
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var body: some View {
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VStack(spacing: Design.Spacing.small) {
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ForEach(BlackjackStyle.allCases) { style in
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SelectableRow(
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title: style.displayName,
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subtitle: style.description,
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isSelected: selection == style,
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accentColor: Color.Settings.accent,
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action: { selection = style }
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)
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}
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}
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}
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}
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// MARK: - Deck Count Picker
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struct DeckCountPicker: View {
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@Binding var selection: DeckCount
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var body: some View {
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VStack(spacing: Design.Spacing.medium) {
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ForEach(DeckCount.allCases) { count in
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SelectableRow(
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title: count.displayName,
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subtitle: count.description,
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isSelected: selection == count,
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accentColor: Color.Settings.accent,
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action: { selection = count }
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)
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}
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}
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}
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}
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// MARK: - Table Limits Picker
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struct TableLimitsPicker: View {
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@Binding var selection: TableLimits
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var body: some View {
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VStack(spacing: Design.Spacing.small) {
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ForEach(TableLimits.allCases) { limit in
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SelectableRow(
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title: limit.displayName,
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subtitle: limit.detailedDescription,
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isSelected: selection == limit,
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accentColor: Color.Settings.accent,
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badge: { BadgePill(text: limit.description, isSelected: selection == limit, accentColor: Color.Settings.accent) },
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action: { selection = limit }
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)
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}
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}
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}
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}
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#Preview {
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SettingsView(settings: GameSettings(), gameState: nil)
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}
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