525 lines
23 KiB
Swift
525 lines
23 KiB
Swift
//
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// SettingsView.swift
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// Baccarat
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//
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// Settings screen for game customization.
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//
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import SwiftUI
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import CasinoKit
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/// The settings screen for customizing game options.
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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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let onApplyChanges: () -> Void
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@State private var hasChanges = false
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@State private var showClearDataAlert = false
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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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// Table Limits Section (First!)
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SheetSection(title: String(localized: "TABLE LIMITS"), icon: "banknote") {
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TableLimitsPicker(selection: $settings.tableLimits)
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.onChange(of: settings.tableLimits) { _, _ in
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hasChanges = true
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}
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}
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// Deck Settings Section
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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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.onChange(of: settings.deckCount) { _, _ in
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hasChanges = true
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}
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}
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// Starting Balance Section
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SheetSection(title: String(localized: "STARTING BALANCE"), icon: "dollarsign.circle") {
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BalancePicker(balance: $settings.startingBalance)
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.onChange(of: settings.startingBalance) { _, _ in
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hasChanges = true
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}
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}
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// Display Settings Section
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SheetSection(title: String(localized: "DISPLAY"), icon: "eye") {
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SettingsToggle(
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title: String(localized: "Show Cards Remaining"),
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subtitle: String(localized: "Display deck counter at top"),
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isOn: $settings.showCardsRemaining
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)
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Divider()
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.background(Color.white.opacity(Design.Opacity.subtle))
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SettingsToggle(
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title: String(localized: "Show History"),
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subtitle: String(localized: "Display result road map"),
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isOn: $settings.showHistory
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)
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}
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// Animation Settings Section
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SheetSection(title: String(localized: "ANIMATIONS"), icon: "sparkles") {
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SettingsToggle(
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title: String(localized: "Card Animations"),
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subtitle: String(localized: "Animate dealing and flipping"),
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isOn: $settings.showAnimations
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)
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if settings.showAnimations {
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Divider()
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.background(Color.white.opacity(Design.Opacity.subtle))
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SpeedPicker(speed: $settings.dealingSpeed)
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}
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}
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// Sound & Haptics Section
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SheetSection(title: String(localized: "SOUND & HAPTICS"), icon: "speaker.wave.2") {
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SettingsToggle(
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title: String(localized: "Sound Effects"),
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subtitle: String(localized: "Chips, cards, and result sounds"),
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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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hasChanges = true
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}
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if settings.soundEnabled {
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Divider()
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.background(Color.white.opacity(Design.Opacity.subtle))
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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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hasChanges = true
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}
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}
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Divider()
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.background(Color.white.opacity(Design.Opacity.subtle))
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SettingsToggle(
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title: String(localized: "Haptic Feedback"),
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subtitle: String(localized: "Vibration for actions and results"),
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isOn: $settings.hapticsEnabled
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)
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.onChange(of: settings.hapticsEnabled) { _, _ in
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hasChanges = true
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}
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}
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// iCloud Sync Section
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SheetSection(title: String(localized: "CLOUD SYNC"), icon: "icloud") {
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if gameState.iCloudAvailable {
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Toggle(isOn: Binding(
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get: { gameState.iCloudEnabled },
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set: { gameState.iCloudEnabled = $0 }
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)) {
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VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
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Text(String(localized: "iCloud Sync"))
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.font(.system(size: Design.BaseFontSize.subheadline, weight: .medium))
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.foregroundStyle(.white)
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Text(String(localized: "Sync progress across devices"))
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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}
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}
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.tint(.yellow)
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if gameState.iCloudEnabled {
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Divider()
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.background(Color.white.opacity(Design.Opacity.subtle))
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HStack {
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Text(String(localized: "Last Synced"))
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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Spacer()
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if let lastSync = gameState.lastSyncDate {
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Text(lastSync, style: .relative)
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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} else {
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Text(String(localized: "Never"))
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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}
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}
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Divider()
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.background(Color.white.opacity(Design.Opacity.subtle))
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Button {
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gameState.syncWithCloud()
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} label: {
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HStack {
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Image(systemName: "arrow.triangle.2.circlepath")
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Text(String(localized: "Sync Now"))
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}
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.font(.system(size: Design.BaseFontSize.body, weight: .medium))
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.foregroundStyle(.yellow)
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}
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}
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} else {
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HStack {
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Image(systemName: "icloud.slash")
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
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Text(String(localized: "iCloud Unavailable"))
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.font(.system(size: Design.BaseFontSize.subheadline, weight: .medium))
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.foregroundStyle(.white)
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Text(String(localized: "Sign in to iCloud to sync progress"))
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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}
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}
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}
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}
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// Data Section
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SheetSection(title: String(localized: "DATA"), icon: "externaldrive") {
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HStack {
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VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
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Text(String(localized: "Lifetime Rounds"))
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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Text("\(gameState.lifetimeStats.roundsPlayed)")
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.font(.system(size: Design.BaseFontSize.xxLarge, weight: .bold, design: .rounded))
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.foregroundStyle(.white)
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}
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Spacer()
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VStack(alignment: .trailing, spacing: Design.Spacing.xxSmall) {
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Text(String(localized: "Total Winnings"))
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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let winnings = gameState.lifetimeStats.totalWinnings
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Text(winnings >= 0 ? "+$\(winnings)" : "-$\(abs(winnings))")
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.font(.system(size: Design.BaseFontSize.xxLarge, weight: .bold, design: .rounded))
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.foregroundStyle(winnings >= 0 ? .green : .red)
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}
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}
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Divider()
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.background(Color.white.opacity(Design.Opacity.subtle))
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Button(role: .destructive) {
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showClearDataAlert = true
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} label: {
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HStack {
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Image(systemName: "trash")
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Text(String(localized: "Clear All Data"))
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}
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.font(.system(size: Design.BaseFontSize.body, weight: .medium))
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.foregroundStyle(.red)
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}
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}
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// Reset Button
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Button {
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settings.resetToDefaults()
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hasChanges = true
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} label: {
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HStack {
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Image(systemName: "arrow.counterclockwise")
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Text(String(localized: "Reset to Defaults"))
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}
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.font(.system(size: Design.BaseFontSize.medium, weight: .medium))
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.foregroundStyle(.red.opacity(Design.Opacity.heavy))
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.padding()
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.frame(maxWidth: .infinity)
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.background(
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RoundedRectangle(cornerRadius: Design.CornerRadius.large)
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.fill(Color.red.opacity(Design.Opacity.subtle))
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)
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}
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.padding(.horizontal)
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.padding(.top, Design.Spacing.small)
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},
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onCancel: {
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settings.load() // Revert changes
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dismiss()
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},
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onDone: {
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settings.save()
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if hasChanges {
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onApplyChanges()
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}
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dismiss()
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},
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doneButtonText: String(localized: "Done"),
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cancelButtonText: String(localized: "Cancel")
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)
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.alert(String(localized: "Clear All Data?"), isPresented: $showClearDataAlert) {
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Button(String(localized: "Cancel"), role: .cancel) { }
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Button(String(localized: "Clear"), role: .destructive) {
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gameState.clearAllData()
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}
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} message: {
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Text(String(localized: "This will delete all saved progress, statistics, and reset your balance. This cannot be undone."))
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}
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}
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}
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/// Deck count picker with visual options.
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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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Button {
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selection = count
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} label: {
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HStack {
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VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
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Text(count.displayName)
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.font(.system(size: Design.BaseFontSize.large, weight: .semibold))
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.foregroundStyle(.white)
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Text(count.description)
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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}
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Spacer()
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if selection == count {
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Image(systemName: "checkmark.circle.fill")
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.font(.system(size: Design.Size.checkmark))
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.foregroundStyle(.yellow)
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} else {
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Circle()
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.strokeBorder(Color.white.opacity(Design.Opacity.light), lineWidth: Design.LineWidth.medium)
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.frame(width: Design.Size.checkmark, height: Design.Size.checkmark)
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}
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}
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.padding()
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.background(
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RoundedRectangle(cornerRadius: Design.CornerRadius.medium)
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.fill(selection == count ? Color.yellow.opacity(Design.Opacity.subtle) : Color.clear)
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)
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.overlay(
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RoundedRectangle(cornerRadius: Design.CornerRadius.medium)
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.strokeBorder(
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selection == count ? Color.yellow.opacity(Design.Opacity.medium) : Color.white.opacity(Design.Opacity.subtle),
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lineWidth: Design.LineWidth.thin
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)
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)
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}
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.buttonStyle(.plain)
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}
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}
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}
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}
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/// Starting balance picker.
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struct BalancePicker: View {
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@Binding var balance: Int
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private let options = [1_000, 5_000, 10_000, 25_000, 50_000, 100_000]
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var body: some View {
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LazyVGrid(columns: [
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GridItem(.flexible()),
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GridItem(.flexible()),
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GridItem(.flexible())
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], spacing: Design.Spacing.small) {
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ForEach(options, id: \.self) { amount in
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Button {
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balance = amount
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} label: {
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Text("$\(amount / 1000)K")
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.font(.system(size: Design.BaseFontSize.medium, weight: .bold))
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.foregroundStyle(balance == amount ? .black : .white)
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.padding(.vertical, Design.Spacing.medium)
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.frame(maxWidth: .infinity)
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.background(
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RoundedRectangle(cornerRadius: Design.CornerRadius.small)
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.fill(balance == amount ? Color.yellow : Color.white.opacity(Design.Opacity.subtle))
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)
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}
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.buttonStyle(.plain)
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}
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}
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}
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}
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/// A toggle setting row.
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struct SettingsToggle: View {
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let title: String
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let subtitle: String
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@Binding var isOn: Bool
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var body: some View {
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Toggle(isOn: $isOn) {
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VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
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Text(title)
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.font(.system(size: Design.BaseFontSize.subheadline, weight: .medium))
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.foregroundStyle(.white)
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Text(subtitle)
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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}
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}
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.tint(.yellow)
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}
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}
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/// Animation speed picker.
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struct SpeedPicker: View {
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@Binding var speed: Double
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private let options: [(String, Double)] = [
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("Fast", 0.5),
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("Normal", 1.0),
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("Slow", 2.0)
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]
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var body: some View {
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VStack(alignment: .leading, spacing: Design.Spacing.small) {
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Text(String(localized: "Dealing Speed"))
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.font(.system(size: Design.BaseFontSize.subheadline, weight: .medium))
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.foregroundStyle(.white)
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HStack(spacing: Design.Spacing.small) {
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ForEach(options, id: \.1) { option in
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Button {
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speed = option.1
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} label: {
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Text(option.0)
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.font(.system(size: Design.BaseFontSize.callout, weight: .medium))
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.foregroundStyle(speed == option.1 ? .black : .white.opacity(Design.Opacity.strong))
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.padding(.vertical, Design.Spacing.small)
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.frame(maxWidth: .infinity)
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.background(
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Capsule()
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.fill(speed == option.1 ? Color.yellow : Color.white.opacity(Design.Opacity.subtle))
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)
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}
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.buttonStyle(.plain)
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}
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}
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}
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}
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}
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/// Table limits picker for min/max bets.
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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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Button {
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selection = limit
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} label: {
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HStack {
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VStack(alignment: .leading, spacing: Design.Spacing.xxSmall) {
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Text(limit.displayName)
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.font(.system(size: Design.BaseFontSize.large, weight: .semibold))
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.foregroundStyle(.white)
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Text(limit.detailedDescription)
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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}
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Spacer()
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// Limits badge
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Text(limit.description)
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.font(.system(size: Design.BaseFontSize.body, weight: .bold, design: .rounded))
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.foregroundStyle(selection == limit ? .black : .yellow)
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.padding(.horizontal, Design.Spacing.small)
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.padding(.vertical, Design.Spacing.xSmall)
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.background(
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Capsule()
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.fill(selection == limit ? Color.yellow : Color.yellow.opacity(Design.Opacity.hint))
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)
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if selection == limit {
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Image(systemName: "checkmark.circle.fill")
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.font(.system(size: Design.Size.checkmark - 2))
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.foregroundStyle(.yellow)
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} else {
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Circle()
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.strokeBorder(Color.white.opacity(Design.Opacity.light), lineWidth: Design.LineWidth.medium)
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.frame(width: Design.Size.checkmark - 2, height: Design.Size.checkmark - 2)
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}
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}
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.padding()
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.background(
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RoundedRectangle(cornerRadius: Design.CornerRadius.medium)
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.fill(selection == limit ? Color.yellow.opacity(Design.Opacity.subtle) : Color.clear)
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)
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.overlay(
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RoundedRectangle(cornerRadius: Design.CornerRadius.medium)
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.strokeBorder(
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selection == limit ? Color.yellow.opacity(Design.Opacity.medium) : Color.white.opacity(Design.Opacity.subtle),
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lineWidth: Design.LineWidth.thin
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)
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)
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}
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.buttonStyle(.plain)
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}
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}
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}
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}
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/// Volume slider for sound effects.
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struct VolumePicker: View {
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@Binding var volume: Float
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var body: some View {
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VStack(alignment: .leading, spacing: Design.Spacing.small) {
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HStack {
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Text(String(localized: "Volume"))
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.font(.system(size: Design.BaseFontSize.subheadline, weight: .medium))
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.foregroundStyle(.white)
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Spacer()
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Text("\(Int(volume * 100))%")
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.font(.system(size: Design.BaseFontSize.body, weight: .medium, design: .rounded))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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}
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HStack(spacing: Design.Spacing.medium) {
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Image(systemName: "speaker.fill")
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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Slider(value: $volume, in: 0...1, step: 0.1)
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.tint(.yellow)
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Image(systemName: "speaker.wave.3.fill")
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.font(.system(size: Design.BaseFontSize.body))
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.foregroundStyle(.white.opacity(Design.Opacity.medium))
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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: GameState()) { }
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}
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