broken_seals/game/ui/autoload/SettingsManager.gd

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extends Node
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# Copyright (c) 2019-2021 Péter Magyar
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#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
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signal setting_changed(section, key, value)
signal settings_loaded()
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const SAVE_PATH : String = "user://settings.cfg"
var loaded : bool = false
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var _config_file : ConfigFile = ConfigFile.new()
var _settings : Dictionary = {
"rendering" : {
"window_size" : OS.window_size,
"window_position" : OS.window_position,
"viewport_scale" : ProjectSettings.get("display/window/size/viewport_scale"),
"thread_model" : ProjectSettings.get("rendering/threads/thread_model"),
"borderless" : ProjectSettings.get("display/window/size/borderless"),
"fullscreen" : ProjectSettings.get("display/window/size/fullscreen"),
"always_on_top" : ProjectSettings.get("display/window/size/always_on_top"),
"shadows_enabled" : ProjectSettings.get("rendering/quality/shadows/enabled"),
"use_vsync" : ProjectSettings.get("display/window/vsync/use_vsync"),
"vsync_via_compositor" : ProjectSettings.get("display/window/vsync/vsync_via_compositor"),
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},
"game" : {
"chunk_spawn_range" : ProjectSettings.get("game/chunk_spawn_range"),
"chunk_lod_falloff" : ProjectSettings.get("game/chunk_lod_falloff"),
},
"ui" : {
"touchscreen_mode" : OS.has_touchscreen_ui_hint(),
"ui_scale" : ProjectSettings.get("display/window/size/ui_scale"),
"ui_scale_touch" : ProjectSettings.get("display/window/size/ui_scale_touch"),
},
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"debug" : {
"debug_info" : false
}
}
func _ready():
load_settings()
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var actions : Array = InputMap.get_actions()
for action in actions:
var acts : Array = InputMap.get_action_list(action)
for i in range(len(acts)):
var a = acts[i]
if a is InputEventKey:
var nie : BSInputEventKey = BSInputEventKey.new()
nie.from_input_event_key(a as InputEventKey)
acts[i] = nie
InputMap.action_erase_event(action, a)
InputMap.action_add_event(action, nie)
set_stretch()
setup_window()
func _exit_tree():
if OS.window_fullscreen:
return
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var wp : Vector2 = OS.window_position
var ws : Vector2 = OS.window_size
var wpr = get_value("rendering", "window_position")
var wsr = get_value("rendering", "window_size")
if int(wp.x) != int(wpr.x) || \
int(wp.y) != int(wpr.y) || \
int(ws.x) != int(wsr.x) || \
int(ws.y) != int(wsr.y):
#don't use set_value() here, as the app is quitting
_settings["rendering"]["window_size"] = ws
_settings["rendering"]["window_position"] = wp
save_settings()
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func set_value(section, key, value) -> void:
_settings[section][key] = value
if has_method("set_" + section + "_" + key):
call("set_" + section + "_" + key, value)
save_settings()
emit_signal("setting_changed", section, key, value)
func get_value(section, key):
return _settings[section][key]
func _set_value(section, key, value) -> void:
_settings[section][key] = value
if has_method("set_" + section + "_" + key):
call("set_" + section + "_" + key, value)
func save_settings() -> void:
for section in _settings.keys():
for key in _settings[section]:
_config_file.set_value(section, key, _settings[section][key])
_config_file.save(SAVE_PATH)
func load_settings() -> void:
var error : int = _config_file.load(SAVE_PATH)
if error != OK:
# print("Failed to load the settings file! Error code %s" % error)
return
for section in _settings.keys():
for key in _settings[section]:
_set_value(section, key, _config_file.get_value(section, key, _settings[section][key]))
loaded = true
emit_signal("settings_loaded")
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func set_rendering_thread_model(value : int) -> void:
ProjectSettings.set("rendering/threads/thread_model", value)
func set_rendering_borderless(value : bool) -> void:
ProjectSettings.set("display/window/size/borderless", value)
OS.window_borderless = value
func set_rendering_fullscreen(value : bool) -> void:
ProjectSettings.set("display/window/size/fullscreen", value)
OS.window_fullscreen = value
if !value:
setup_window()
func set_rendering_always_on_top(value : bool) -> void:
ProjectSettings.set("display/window/size/always_on_top", value)
OS.set_window_always_on_top(value)
func set_rendering_viewport_scale(value : int) -> void:
ProjectSettings.set("rendering/window/size/viewport_scale", value)
var v: Vector2 = OS.get_window_size()
v *= value * 0.01
get_tree().get_root().size = v
func set_rendering_shadows_enabled(value : bool) -> void:
ProjectSettings.set("rendering/quality/shadows/enabled", value)
func set_rendering_use_vsync(value : bool) -> void:
ProjectSettings.set("display/window/vsync/use_vsync", value)
OS.vsync_enabled = value
func set_rendering_vsync_via_compositor(value : bool) -> void:
ProjectSettings.set("display/window/vsync/vsync_via_compositor", value)
OS.vsync_via_compositor = value
func set_ui_touchscreen_mode(value : bool) -> void:
set_stretch()
func set_ui_ui_scale(value : float) -> void:
ProjectSettings.set("rendering/window/size/ui_scale", value)
set_stretch()
func set_ui_ui_scale_touch(value : float) -> void:
ProjectSettings.set("rendering/window/size/ui_scale_touch", value)
set_stretch()
func set_stretch():
if !loaded:
return
var stretch_mode : String = ProjectSettings.get("display/window/stretch/mode")
var stretch_aspect : String = ProjectSettings.get("display/window/stretch/aspect")
var stretch_size : Vector2 = Vector2(ProjectSettings.get("display/window/size/width"), ProjectSettings.get("display/window/size/height"))
var stretch_shrink : float = ProjectSettings.get("display/window/stretch/shrink")
var uiscale : float = 1
if !get_value("ui", "touchscreen_mode"):
uiscale = get_value("ui", "ui_scale")
else:
uiscale = get_value("ui", "ui_scale_touch")
stretch_size *= uiscale
var sml_sm = SceneTree.STRETCH_MODE_DISABLED;
if (stretch_mode == "2d"):
sml_sm = SceneTree.STRETCH_MODE_2D;
elif (stretch_mode == "viewport"):
sml_sm = SceneTree.STRETCH_MODE_VIEWPORT;
var sml_aspect = SceneTree.STRETCH_ASPECT_IGNORE;
if (stretch_aspect == "keep"):
sml_aspect = SceneTree.STRETCH_ASPECT_KEEP;
elif (stretch_aspect == "keep_width"):
sml_aspect = SceneTree.STRETCH_ASPECT_KEEP_WIDTH;
elif (stretch_aspect == "keep_height"):
sml_aspect = SceneTree.STRETCH_ASPECT_KEEP_HEIGHT;
elif (stretch_aspect == "expand"):
sml_aspect = SceneTree.STRETCH_ASPECT_EXPAND;
get_tree().set_screen_stretch(sml_sm, sml_aspect, stretch_size, stretch_shrink)
func setup_window():
if OS.window_fullscreen:
return
OS.window_position = get_value("rendering", "window_position")
OS.window_size = get_value("rendering", "window_size")