Files
CultManor/game/menu/options_menu.gd
T
2026-01-06 01:21:53 +03:00

119 lines
3.2 KiB
GDScript

class_name OptionsMenu
extends Control
const WINDOW_FACTOR = "window_factor"
signal back
@onready var fullscreen_button : CheckButton = $%FullscreenCheckButton
@onready var window_factor_buttons : HBoxContainer = $%WindowFactorContainer
@onready var back_button : Button = $%BackButton
@onready var master_slider : Slider = $%MasterSlider
@onready var ui_slider : Slider = $%UISlider
@onready var sfx_slider : Slider = $%SFXSlider
@onready var music_slider : Slider = $%MusicSlider
func _ready() -> void:
_connect_window_factor_buttons()
_load_current_settings()
_init_focus()
_setup_neighbors()
func _play_left_sound() -> bool:
return _play_side_sound(1, 0)
func _play_right_sound() -> bool:
return _play_side_sound(0, 1)
func _play_side_sound(offset_begin: int, offset_end: int) -> bool:
for i in range(offset_begin, window_factor_buttons.get_child_count() - offset_end):
var child := window_factor_buttons.get_child(i)
if child is Button and child.has_focus():
return true
return false
func _connect_window_factor_buttons() -> void:
for child in window_factor_buttons.get_children():
if child is Button:
var button : Button = child
button.pressed.connect(_on_window_factor_button_pressed.bind(button))
func _on_visibility_changed() -> void:
if not is_node_ready(): return
if not visible: return
_load_current_settings()
_init_focus()
_setup_neighbors()
func _init_focus() -> void:
fullscreen_button.grab_focus()
func _setup_neighbors() -> void:
music_slider.focus_neighbor_bottom = back_button.get_path()
func _load_current_settings() -> void:
fullscreen_button.button_pressed = SettingsManager.fullscreen
for child in window_factor_buttons.get_children():
if child is Button:
var button : Button = child
var window_factor : int = button.get_meta(WINDOW_FACTOR, 0)
if window_factor == SettingsManager.window_factor:
button.button_pressed = true
_update_window_factor_disabled()
master_slider.value = SettingsManager.master_volume
ui_slider.value = SettingsManager.ui_volume
sfx_slider.value = SettingsManager.sfx_volume
music_slider.value = SettingsManager.music_volume
func _update_window_factor_disabled() -> void:
for child in window_factor_buttons.get_children():
if not child is Button: continue
child.disabled = SettingsManager.fullscreen
child.focus_mode = Control.FOCUS_NONE if SettingsManager.fullscreen else Control.FOCUS_ALL
func _on_fullscreen_check_button_toggled(toggled: bool) -> void:
SettingsManager.fullscreen = toggled
_update_window_factor_disabled()
func _on_back_button_pressed() -> void:
get_tree().change_scene_to_file("res://game/menu/main_menu.tscn")
func _on_window_factor_button_pressed(button: Button) -> void:
var window_factor : int = button.get_meta(WINDOW_FACTOR, 0)
if window_factor > 0:
SettingsManager.window_factor = window_factor
func _on_master_volume_changed(value: float) -> void:
SettingsManager.master_volume = floor(value)
func _on_ui_volume_changed(value: float) -> void:
SettingsManager.ui_volume = floor(value)
func _on_sfx_volume_changed(value: float) -> void:
SettingsManager.sfx_volume = floor(value)
func _on_music_volume_changed(value: float) -> void:
SettingsManager.music_volume = floor(value)