96 lines
3.1 KiB
GDScript
96 lines
3.1 KiB
GDScript
extends Node
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@export var master_bus_index : int = 0
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@export var music_bus_index : int = 1
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@export var sfx_bus_index : int = 2
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@export var remappable_input_actions = [
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"move_up",
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"move_down",
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"move_left",
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"move_right",
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"attack"
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]
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const resolutions_dictionary : Dictionary = {
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"800x600" : Vector2(800, 600),
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"1024x546" : Vector2(1024, 546),
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"1280x720" : Vector2(1280, 720),
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"1600x900" : Vector2(1600, 900),
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"1366x768" : Vector2(1366, 768),
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"1920x1080" : Vector2(1920, 1080),
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"1920x1200" : Vector2(1920, 1200),
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"2560x1440" : Vector2(2560, 1440),
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"3840x2160" : Vector2(3840, 2160),
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}
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# Video Global Settings
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func set_display_mode(value: int) -> void:
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Save.game_data.display_mode = value
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Save.save_data()
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if value == 0: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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elif value == 1: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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elif value == 2: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MAXIMIZED)
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elif value == 3: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MINIMIZED)
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elif value == 4: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN)
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else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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pass
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func toggle_vsync(value : bool) -> void:
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Save.game_data.vsync_on = value
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Save.save_data()
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if value: DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
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else: DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
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pass
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func set_resolution(index):
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Save.game_data.current_resolution_index = index
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Save.save_data()
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for i in resolutions_dictionary.keys().size():
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if i == index: DisplayServer.window_set_size(resolutions_dictionary.values()[i])
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# Audio Global Settings
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func update_master_volume(vol : int) -> void:
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Save.game_data.master_volume = vol
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Save.save_data()
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AudioServer.set_bus_volume_db(master_bus_index, vol)
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pass
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func update_music_volume(vol : int) -> void:
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Save.game_data.music_volume = vol
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Save.save_data()
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AudioServer.set_bus_volume_db(music_bus_index, vol)
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pass
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func update_sfx_volume(vol : int) -> void:
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Save.game_data.sfx_volume = vol
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Save.save_data()
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AudioServer.set_bus_volume_db(sfx_bus_index, vol)
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pass
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# Controls
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func set_controls_from_save_file() -> void:
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for remappable_input_action in remappable_input_actions:
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var action = Save.game_data.keys().find(remappable_input_action)
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for key in InputMap.action_get_events(remappable_input_action):
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InputMap.action_erase_event(remappable_input_action, key)
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var binding = Save.game_data.values()[action]
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var control_event
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match str(binding)[0]:
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"m":
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binding = int(binding.right(binding.length()-1))
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control_event = InputEventMouseButton.new()
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control_event.button_index = binding
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"b":
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binding = int(binding.right(binding.length()-1))
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control_event = InputEventJoypadButton.new()
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control_event.button_index = binding
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"j":
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binding = int(binding.right(binding.length()-1))
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control_event = InputEventJoypadMotion.new()
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control_event.axis = binding
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_:
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control_event = InputEventKey.new()
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control_event.set_keycode(binding)
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InputMap.action_add_event(remappable_input_action, control_event)
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pass
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