Settings code rework WIP

This commit is contained in:
Maurane
2026-03-04 17:06:22 +01:00
parent 150fffadb9
commit aa43c3fb5a
8 changed files with 1049 additions and 131 deletions
+6 -112
View File
@@ -8,6 +8,9 @@ extends CanvasLayer
#GameOver Scenes
@onready var its_game_over = $ITSGameOverControl
#Preloading Confirmation dialog
var confirmation_dialog = preload("res://Scenes/UI/confirmation_dialog.tscn")
#Signals for saving and loading
signal save_slot_pressed(save_slot_number: int)
signal load_slot_pressed(load_slot_number: int)
@@ -15,65 +18,17 @@ signal load_slot_pressed(load_slot_number: int)
#Signal for going back to main menu
signal main_menu_pressed
#Preloading Confirmation dialog
var confirmation_dialog = preload("res://Scenes/UI/confirmation_dialog.tscn")
#Text settings UI nodes
@export var text_slider: Node
@export var auto_slider: Node
@export var text_counter: Node
@export var auto_counter: Node
@export var autoplay: Node
@export var auto_mask: ColorRect
#Vars and signals for handling text settings
var text_speed: float
var auto_speed: float
var is_auto = false
#Signals for handling text settings
signal text_value_changed
signal auto_value_changed
#Screen settings UI nodes
@export var display_button: Node
@export var resolution_button: Node
var screen_size = DisplayServer.screen_get_size(DisplayServer.window_get_current_screen()) #Computer screen size
var resolution_size = DisplayServer.screen_get_size(DisplayServer.window_get_current_screen()) #Used for changing screen resolution
var resolution_list: Dictionary = {
0: Vector2i(800,600),
1: Vector2i(1024,768),
2: Vector2i(1280,720),
3: Vector2i(1366,768),
4: Vector2i(1440,900),
5: Vector2i(1600,900),
6: Vector2i(1680,1050),
7: Vector2i(1920,1080)
}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#Connecting signals
#Text settings signals
text_slider.value_changed.connect(_on_text_value_changed)
auto_slider.value_changed.connect(_on_auto_value_changed)
autoplay.pressed.connect(_on_autoplay_pressed)
text_speed = 0.1 / text_slider.value
auto_speed = 0.4 * auto_slider.value
text_counter.text = "[center]" + str(snapped((text_speed * 1000), 1)) + " ms/letter[/center]"
auto_counter.text = "[center]" + str(snapped(auto_speed, 0.01)) + " s delay[/center]"
#Initializes the auto-advance to false
autoplay.button_pressed = false
auto_mask.hide()
#Screen settings signals and initialization
display_button.item_selected.connect(_on_display_selected)
resolution_button.item_selected.connect(_on_resolution_selected)
for index in resolution_list:
var item_text = str(resolution_list[index].x) + "x" + str(resolution_list[index].y)
resolution_button.add_item(item_text, index)
resolution_button.select(resolution_list.find_key(screen_size)) #Selects the computer resolution as initial screen resolution
pause_menu.settings.text_value_changed.connect(func(): text_value_changed.emit())
pause_menu.settings.auto_value_changed.connect(func(): auto_value_changed.emit())
#Hiding everything at start
confirmation_mask.hide()
@@ -106,65 +61,4 @@ func ask_confirmation(function_yes: Callable, function_no: Callable, choice_text
choice_dialog.show()
confirmation_mask.show()
#Changes text_speed value
func _on_text_value_changed(new_value: float):
text_speed = 0.1 / new_value
text_counter.text = "[center]" + str(snapped((text_speed * 1000), 1)) + " ms/letter[/center]"
text_value_changed.emit()
#Changes auto_speed value
func _on_auto_value_changed(new_value: float):
auto_speed = 0.4 * new_value
auto_counter.text = "[center]" + str(snapped(auto_speed, 0.01)) + " s delay[/center]"
auto_value_changed.emit()
#Toggles auto-advance
func _on_autoplay_pressed():
if autoplay.button_pressed:
is_auto = true
auto_mask.visible = false
else:
is_auto = false
auto_mask.visible = true
#Shows selected display
func _on_display_selected(index: int):
match index:
0:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, false)
#Puts the windowed screen in the center of the computer's screen
var screen_center = screen_size / 2
var top_left = screen_center - (resolution_size / 2)
DisplayServer.window_set_size(resolution_size)
await get_tree().process_frame #Waits process_frame to avoid bugs
DisplayServer.window_set_position(top_left)
1:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MAXIMIZED)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, true)
2:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
print("window setting changed")
#Shows selected resolution
func _on_resolution_selected(index: int):
resolution_size = resolution_list.get(index)
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, false)
#Puts the windowed screen in the center of the computer's screen
var screen_center = screen_size / 2
var top_left = screen_center - (resolution_size / 2)
DisplayServer.window_set_size(resolution_size)
await get_tree().process_frame #Waits process_frame to avoid bugs
DisplayServer.window_set_position(top_left)