CasinoGames/Baccarat/Baccarat/Views/Sheets/SettingsView.swift

445 lines
21 KiB
Swift

//
// SettingsView.swift
// Baccarat
//
// Settings screen for game customization.
//
import SwiftUI
import CasinoKit
/// The settings screen for customizing game options.
struct SettingsView: View {
@Bindable var settings: GameSettings
let gameState: GameState
@Environment(\.dismiss) private var dismiss
let onApplyChanges: () -> Void
@State private var hasChanges = false
@State private var showClearDataAlert = false
@State private var showPrivacyPolicy = false
/// App version string from bundle info
private var appVersionString: String {
let version = Bundle.main.infoDictionary?["CFBundleShortVersionString"] as? String ?? "1.0"
let build = Bundle.main.infoDictionary?["CFBundleVersion"] as? String ?? "1"
return "Baccarat v\(version) (\(build))"
}
/// Accent color for settings components
private let accent = Color.Sheet.accent
var body: some View {
SheetContainerView(
title: String(localized: "Settings"),
content: {
// 1. Table Limits
SheetSection(title: String(localized: "TABLE LIMITS"), icon: "banknote") {
TableLimitsPicker(selection: $settings.tableLimits)
.onChange(of: settings.tableLimits) { _, _ in
hasChanges = true
}
}
// 2. Deck Settings
SheetSection(title: String(localized: "DECK SETTINGS"), icon: "rectangle.portrait.on.rectangle.portrait") {
DeckCountPicker(selection: $settings.deckCount)
.onChange(of: settings.deckCount) { _, _ in
hasChanges = true
}
}
// 3. Starting Balance
SheetSection(title: String(localized: "STARTING BALANCE"), icon: "dollarsign.circle") {
BalancePicker(balance: $settings.startingBalance, accentColor: accent)
.onChange(of: settings.startingBalance) { _, _ in
hasChanges = true
}
}
// 4. Display (includes animations)
SheetSection(title: String(localized: "DISPLAY"), icon: "eye") {
SettingsToggle(
title: String(localized: "Card Animations"),
subtitle: String(localized: "Animate dealing and flipping"),
isOn: $settings.showAnimations,
accentColor: accent
)
if settings.showAnimations {
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
SpeedPicker(speed: $settings.dealingSpeed, accentColor: accent)
}
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
SettingsToggle(
title: String(localized: "Show Cards Remaining"),
subtitle: String(localized: "Display deck counter at top"),
isOn: $settings.showCardsRemaining,
accentColor: accent
)
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
SettingsToggle(
title: String(localized: "Show History"),
subtitle: String(localized: "Display result road map"),
isOn: $settings.showHistory,
accentColor: accent
)
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
SettingsToggle(
title: String(localized: "Show Hints"),
subtitle: String(localized: "Betting tips and trend analysis"),
isOn: $settings.showHints,
accentColor: accent
)
}
// 5. Sound & Haptics
SheetSection(title: String(localized: "SOUND & HAPTICS"), icon: "speaker.wave.2") {
SettingsToggle(
title: String(localized: "Sound Effects"),
subtitle: String(localized: "Chips, cards, and result sounds"),
isOn: $settings.soundEnabled,
accentColor: accent
)
.onChange(of: settings.soundEnabled) { _, newValue in
SoundManager.shared.soundEnabled = newValue
hasChanges = true
}
if settings.soundEnabled {
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
VolumePicker(volume: $settings.soundVolume, accentColor: accent)
.onChange(of: settings.soundVolume) { _, newValue in
SoundManager.shared.volume = newValue
hasChanges = true
}
}
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
SettingsToggle(
title: String(localized: "Haptic Feedback"),
subtitle: String(localized: "Vibration for actions and results"),
isOn: $settings.hapticsEnabled,
accentColor: accent
)
.onChange(of: settings.hapticsEnabled) { _, _ in
hasChanges = true
}
}
// 6. Cloud Sync
SheetSection(title: String(localized: "CLOUD SYNC"), icon: "icloud") {
if gameState.iCloudAvailable {
Toggle(isOn: Binding(
get: { gameState.iCloudEnabled },
set: { gameState.iCloudEnabled = $0 }
)) {
VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
Text(String(localized: "iCloud Sync"))
.font(.system(size: Design.BaseFontSize.subheadline, weight: .medium))
.foregroundStyle(.white)
Text(String(localized: "Sync progress across devices"))
.font(.system(size: Design.BaseFontSize.body))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
}
}
.tint(accent)
.frame(minHeight: CasinoDesign.Size.actionRowMinHeight)
if gameState.iCloudEnabled {
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
HStack {
Text(String(localized: "Last Synced"))
.font(.system(size: Design.BaseFontSize.body))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
Spacer()
if let lastSync = gameState.lastSyncDate {
Text(lastSync, style: .relative)
.font(.system(size: Design.BaseFontSize.body))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
} else {
Text(String(localized: "Never"))
.font(.system(size: Design.BaseFontSize.body))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
}
}
.frame(minHeight: CasinoDesign.Size.actionRowMinHeight)
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
Button {
gameState.syncWithCloud()
} label: {
HStack {
Text(String(localized: "Sync Now"))
Spacer()
Image(systemName: "arrow.triangle.2.circlepath")
}
.font(.system(size: Design.BaseFontSize.body, weight: .medium))
.foregroundStyle(accent)
.frame(minHeight: CasinoDesign.Size.actionRowMinHeight)
}
}
} else {
HStack {
Image(systemName: "icloud.slash")
.foregroundStyle(.white.opacity(Design.Opacity.medium))
VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
Text(String(localized: "iCloud Unavailable"))
.font(.system(size: Design.BaseFontSize.subheadline, weight: .medium))
.foregroundStyle(.white)
Text(String(localized: "Sign in to iCloud to sync progress"))
.font(.system(size: Design.BaseFontSize.body))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
}
}
.frame(minHeight: CasinoDesign.Size.actionRowMinHeight)
}
}
// 7. Data
SheetSection(title: String(localized: "DATA"), icon: "externaldrive") {
HStack {
VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
Text(String(localized: "Lifetime Rounds"))
.font(.system(size: Design.BaseFontSize.body))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
Text("\(gameState.aggregatedStats.totalRoundsPlayed)")
.font(.system(size: Design.BaseFontSize.xxLarge, weight: .bold, design: .rounded))
.foregroundStyle(.white)
}
Spacer()
VStack(alignment: .trailing, spacing: Design.Spacing.xxSmall) {
Text(String(localized: "Total Winnings"))
.font(.system(size: Design.BaseFontSize.body))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
let winnings = gameState.aggregatedStats.totalWinnings
Text(winnings >= 0 ? "+$\(winnings)" : "-$\(abs(winnings))")
.font(.system(size: Design.BaseFontSize.xxLarge, weight: .bold, design: .rounded))
.foregroundStyle(winnings >= 0 ? .green : .red)
}
}
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
// Reset Game - resets balance, keeps stats
Button {
gameState.resetGame()
dismiss()
} label: {
HStack {
VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
Text(String(localized: "Reset Game"))
.font(.system(size: Design.BaseFontSize.body, weight: .medium))
.foregroundStyle(.white)
Text(String(localized: "Restore starting balance and reshuffle"))
.font(.system(size: Design.BaseFontSize.small))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
}
Spacer()
Image(systemName: "arrow.counterclockwise")
.font(.system(size: Design.BaseFontSize.large))
.foregroundStyle(Color.Sheet.accent)
}
.frame(minHeight: CasinoDesign.Size.actionRowMinHeight)
}
Divider()
.background(Color.white.opacity(Design.Opacity.subtle))
// Clear All Data - nuclear option
Button(role: .destructive) {
showClearDataAlert = true
} label: {
HStack {
Text(String(localized: "Clear All Data"))
Spacer()
Image(systemName: "trash")
}
.font(.system(size: Design.BaseFontSize.body, weight: .medium))
.foregroundStyle(.red)
.frame(minHeight: CasinoDesign.Size.actionRowMinHeight)
}
}
// 8. Legal
SheetSection(title: String(localized: "LEGAL"), icon: "doc.text") {
Button {
showPrivacyPolicy = true
} label: {
HStack {
Text(String(localized: "Privacy Policy"))
.font(.system(size: Design.BaseFontSize.body, weight: .medium))
.foregroundStyle(.white)
Spacer()
Image(systemName: "chevron.right")
.font(.system(size: Design.BaseFontSize.body))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
}
.frame(minHeight: CasinoDesign.Size.actionRowMinHeight)
}
}
// 9. Reset to Defaults
Button {
settings.resetToDefaults()
hasChanges = true
} label: {
HStack {
Image(systemName: "arrow.counterclockwise")
Text(String(localized: "Reset to Defaults"))
}
.font(.system(size: Design.BaseFontSize.medium, weight: .medium))
.foregroundStyle(.red.opacity(Design.Opacity.heavy))
.padding()
.frame(maxWidth: .infinity)
.background(
RoundedRectangle(cornerRadius: Design.CornerRadius.large)
.fill(Color.red.opacity(Design.Opacity.subtle))
)
}
.padding(.horizontal)
.padding(.top, Design.Spacing.small)
// 10. Show Welcome Again (Reset Onboarding)
Button {
gameState.onboarding.reset()
dismiss()
} label: {
HStack {
Image(systemName: "hand.wave")
Text(String(localized: "Show Welcome Again"))
}
.font(.system(size: Design.BaseFontSize.medium, weight: .medium))
.foregroundStyle(.white.opacity(Design.Opacity.medium))
.padding()
.frame(maxWidth: .infinity)
.background(
RoundedRectangle(cornerRadius: Design.CornerRadius.large)
.fill(Color.white.opacity(Design.Opacity.subtle))
)
}
.padding(.horizontal)
.padding(.top, Design.Spacing.xSmall)
//
// DEBUG SECTION - Only visible in DEBUG builds
//
#if DEBUG
SheetSection(title: "DEBUG", icon: "ant.fill") {
BrandingDebugRows(
iconConfig: .baccarat,
launchConfig: .baccarat,
appName: "Baccarat"
)
}
#endif
// 11. App Version
Text(appVersionString)
.font(.system(size: Design.BaseFontSize.callout))
.foregroundStyle(.white.opacity(Design.Opacity.light))
.frame(maxWidth: .infinity)
.padding(.top, Design.Spacing.large)
.padding(.bottom, Design.Spacing.medium)
},
onCancel: nil,
onDone: {
settings.save()
if hasChanges {
onApplyChanges()
}
dismiss()
},
doneButtonText: String(localized: "Done")
)
.alert(String(localized: "Clear All Data?"), isPresented: $showClearDataAlert) {
Button(String(localized: "Cancel"), role: .cancel) { }
Button(String(localized: "Clear"), role: .destructive) {
gameState.clearAllData()
}
} message: {
Text(String(localized: "This will delete all saved progress, statistics, and reset your balance. This cannot be undone."))
}
.sheet(isPresented: $showPrivacyPolicy) {
PrivacyPolicyView(
developerName: "Your Name", // TODO: Replace with your name/company
contactEmail: "your@email.com" // TODO: Replace with your email
)
}
}
}
// MARK: - Deck Count Picker (Baccarat-specific)
struct DeckCountPicker: View {
@Binding var selection: DeckCount
var body: some View {
VStack(spacing: Design.Spacing.medium) {
ForEach(DeckCount.allCases) { count in
SelectableRow(
title: count.displayName,
subtitle: count.description,
isSelected: selection == count,
accentColor: Color.Sheet.accent,
action: { selection = count }
)
}
}
}
}
// MARK: - Table Limits Picker (Baccarat-specific)
struct TableLimitsPicker: View {
@Binding var selection: TableLimits
var body: some View {
VStack(spacing: Design.Spacing.small) {
ForEach(TableLimits.allCases) { limit in
SelectableRow(
title: limit.displayName,
subtitle: limit.detailedDescription,
isSelected: selection == limit,
accentColor: Color.Sheet.accent,
badge: { BadgePill(text: limit.description, isSelected: selection == limit, accentColor: Color.Sheet.accent) },
action: { selection = limit }
)
}
}
}
}
#Preview {
SettingsView(settings: GameSettings(), gameState: GameState()) { }
}