mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-28 13:27:10 +01:00
232 lines
7.4 KiB
GDScript
232 lines
7.4 KiB
GDScript
extends Node
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# Copyright (c) 2019-2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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signal setting_changed(section, key, value)
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signal settings_loaded()
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const SAVE_PATH : String = "user://settings.cfg"
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var loaded : bool = false
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var _config_file : ConfigFile = ConfigFile.new()
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var _settings : Dictionary = {
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"rendering" : {
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"window_size" : OS.window_size,
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"window_position" : OS.window_position,
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"viewport_scale" : ProjectSettings.get("display/window/size/viewport_scale"),
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"thread_model" : ProjectSettings.get("rendering/threads/thread_model"),
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"borderless" : ProjectSettings.get("display/window/size/borderless"),
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"fullscreen" : ProjectSettings.get("display/window/size/fullscreen"),
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"always_on_top" : ProjectSettings.get("display/window/size/always_on_top"),
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"shadows_enabled" : ProjectSettings.get("rendering/quality/shadows/enabled"),
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"use_vsync" : ProjectSettings.get("display/window/vsync/use_vsync"),
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"vsync_via_compositor" : ProjectSettings.get("display/window/vsync/vsync_via_compositor"),
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},
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"game" : {
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"chunk_spawn_range" : ProjectSettings.get("game/chunk_spawn_range"),
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"chunk_lod_falloff" : ProjectSettings.get("game/chunk_lod_falloff"),
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},
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"ui" : {
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"touchscreen_mode" : OS.has_touchscreen_ui_hint(),
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"ui_scale" : ProjectSettings.get("display/window/size/ui_scale"),
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"ui_scale_touch" : ProjectSettings.get("display/window/size/ui_scale_touch"),
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},
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"debug" : {
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"debug_info" : false
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}
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}
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func _ready():
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load_settings()
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var actions : Array = InputMap.get_actions()
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for action in actions:
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var acts : Array = InputMap.get_action_list(action)
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for i in range(len(acts)):
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var a = acts[i]
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if a is InputEventKey:
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var nie : BSInputEventKey = BSInputEventKey.new()
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nie.from_input_event_key(a as InputEventKey)
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acts[i] = nie
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InputMap.action_erase_event(action, a)
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InputMap.action_add_event(action, nie)
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set_stretch()
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setup_window()
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func _exit_tree():
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if OS.window_fullscreen:
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return
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var wp : Vector2 = OS.window_position
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var ws : Vector2 = OS.window_size
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var wpr = get_value("rendering", "window_position")
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var wsr = get_value("rendering", "window_size")
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if int(wp.x) != int(wpr.x) || \
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int(wp.y) != int(wpr.y) || \
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int(ws.x) != int(wsr.x) || \
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int(ws.y) != int(wsr.y):
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#don't use set_value() here, as the app is quitting
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_settings["rendering"]["window_size"] = ws
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_settings["rendering"]["window_position"] = wp
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save_settings()
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func set_value(section, key, value) -> void:
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_settings[section][key] = value
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if has_method("set_" + section + "_" + key):
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call("set_" + section + "_" + key, value)
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save_settings()
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emit_signal("setting_changed", section, key, value)
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func get_value(section, key):
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return _settings[section][key]
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func _set_value(section, key, value) -> void:
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_settings[section][key] = value
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if has_method("set_" + section + "_" + key):
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call("set_" + section + "_" + key, value)
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func save_settings() -> void:
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for section in _settings.keys():
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for key in _settings[section]:
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_config_file.set_value(section, key, _settings[section][key])
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_config_file.save(SAVE_PATH)
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func load_settings() -> void:
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var error : int = _config_file.load(SAVE_PATH)
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if error != OK:
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# print("Failed to load the settings file! Error code %s" % error)
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return
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for section in _settings.keys():
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for key in _settings[section]:
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_set_value(section, key, _config_file.get_value(section, key, _settings[section][key]))
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loaded = true
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emit_signal("settings_loaded")
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func set_rendering_thread_model(value : int) -> void:
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ProjectSettings.set("rendering/threads/thread_model", value)
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func set_rendering_borderless(value : bool) -> void:
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ProjectSettings.set("display/window/size/borderless", value)
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OS.window_borderless = value
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func set_rendering_fullscreen(value : bool) -> void:
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ProjectSettings.set("display/window/size/fullscreen", value)
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OS.window_fullscreen = value
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if !value:
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setup_window()
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func set_rendering_always_on_top(value : bool) -> void:
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ProjectSettings.set("display/window/size/always_on_top", value)
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OS.set_window_always_on_top(value)
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func set_rendering_viewport_scale(value : int) -> void:
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ProjectSettings.set("rendering/window/size/viewport_scale", value)
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var v: Vector2 = OS.get_window_size()
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v *= value * 0.01
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get_tree().get_root().size = v
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func set_rendering_shadows_enabled(value : bool) -> void:
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ProjectSettings.set("rendering/quality/shadows/enabled", value)
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func set_rendering_use_vsync(value : bool) -> void:
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ProjectSettings.set("display/window/vsync/use_vsync", value)
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OS.vsync_enabled = value
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func set_rendering_vsync_via_compositor(value : bool) -> void:
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ProjectSettings.set("display/window/vsync/vsync_via_compositor", value)
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OS.vsync_via_compositor = value
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func set_ui_touchscreen_mode(value : bool) -> void:
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set_stretch()
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func set_ui_ui_scale(value : float) -> void:
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ProjectSettings.set("rendering/window/size/ui_scale", value)
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set_stretch()
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func set_ui_ui_scale_touch(value : float) -> void:
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ProjectSettings.set("rendering/window/size/ui_scale_touch", value)
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set_stretch()
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func set_stretch():
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if !loaded:
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return
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var stretch_mode : String = ProjectSettings.get("display/window/stretch/mode")
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var stretch_aspect : String = ProjectSettings.get("display/window/stretch/aspect")
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var stretch_size : Vector2 = Vector2(ProjectSettings.get("display/window/size/width"), ProjectSettings.get("display/window/size/height"))
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var stretch_shrink : float = ProjectSettings.get("display/window/stretch/shrink")
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var uiscale : float = 1
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if !get_value("ui", "touchscreen_mode"):
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uiscale = get_value("ui", "ui_scale")
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else:
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uiscale = get_value("ui", "ui_scale_touch")
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stretch_size *= uiscale
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var sml_sm = SceneTree.STRETCH_MODE_DISABLED;
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if (stretch_mode == "2d"):
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sml_sm = SceneTree.STRETCH_MODE_2D;
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elif (stretch_mode == "viewport"):
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sml_sm = SceneTree.STRETCH_MODE_VIEWPORT;
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var sml_aspect = SceneTree.STRETCH_ASPECT_IGNORE;
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if (stretch_aspect == "keep"):
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sml_aspect = SceneTree.STRETCH_ASPECT_KEEP;
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elif (stretch_aspect == "keep_width"):
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sml_aspect = SceneTree.STRETCH_ASPECT_KEEP_WIDTH;
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elif (stretch_aspect == "keep_height"):
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sml_aspect = SceneTree.STRETCH_ASPECT_KEEP_HEIGHT;
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elif (stretch_aspect == "expand"):
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sml_aspect = SceneTree.STRETCH_ASPECT_EXPAND;
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get_tree().set_screen_stretch(sml_sm, sml_aspect, stretch_size, stretch_shrink)
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func setup_window():
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if OS.window_fullscreen:
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return
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OS.window_position = get_value("rendering", "window_position")
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OS.window_size = get_value("rendering", "window_size")
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