Files
ScrapFrontier/game/managers/settings_manager.gd
T
2025-12-25 17:57:33 +03:00

165 lines
4.5 KiB
GDScript

class_name CSettingsManager
extends Node
@export var config_file_path := "user://settings.cfg"
@export var window_base_size := Vector2i(640, 360)
const CATEGORY_VIDEO = "video"
const SETTING_FULLSCREEN = "fullscreen"
const SETTING_WINDOW_FACTOR = "window_factor"
const CATEGORY_AUDIO = "audio"
const SETTING_MASTER_VOLUME = "master_volume"
const SETTING_UI_VOLUME = "ui_volume"
const SETTING_SFX_VOLUME = "sfx_volume"
const SETTING_MUSIC_VOLUME = "music_volume"
var _config: ConfigFile
var _fullscreen := false
var fullscreen : bool:
get():
return _fullscreen
set(value):
_fullscreen = value
_apply_video_settings()
_save_settings()
var _window_factor := 1
var window_factor : int:
get():
return _window_factor
set(value):
_window_factor = clampi(value, 1, 5)
_apply_video_settings()
_save_settings()
var _master_volume := 100
var master_volume : int:
get():
return _master_volume
set(value):
_master_volume = clampi(value, 0, 100)
_apply_audio_settings()
_save_settings()
var _ui_volume := 100
var ui_volume : int:
get():
return _ui_volume
set(value):
_ui_volume = clampi(value, 0, 100)
_apply_audio_settings()
_save_settings()
var _sfx_volume := 100
var sfx_volume : int:
get():
return _sfx_volume
set(value):
_sfx_volume = clampi(value, 0, 100)
_apply_audio_settings()
_save_settings()
var _music_volume := 100
var music_volume : int:
get():
return _music_volume
set(value):
_music_volume = clampi(value, 0, 100)
_apply_audio_settings()
_save_settings()
func _ready() -> void:
_config = ConfigFile.new()
_load_settings()
_apply_all_settings()
func _load_settings() -> void:
if _config.load(config_file_path) == OK:
_fullscreen = _config.get_value(CATEGORY_VIDEO, SETTING_FULLSCREEN, _fullscreen)
_window_factor = _config.get_value(CATEGORY_VIDEO, SETTING_WINDOW_FACTOR, _window_factor)
_master_volume = _config.get_value(CATEGORY_AUDIO, SETTING_MASTER_VOLUME, _master_volume)
_ui_volume = _config.get_value(CATEGORY_AUDIO, SETTING_UI_VOLUME, _ui_volume)
_sfx_volume = _config.get_value(CATEGORY_AUDIO, SETTING_SFX_VOLUME, _sfx_volume)
_music_volume = _config.get_value(CATEGORY_AUDIO, SETTING_MUSIC_VOLUME, _music_volume)
_save_settings()
func _save_settings() -> void:
if _config == null:
_config = ConfigFile.new()
_config.set_value(CATEGORY_VIDEO, SETTING_FULLSCREEN, _fullscreen)
_config.set_value(CATEGORY_VIDEO, SETTING_WINDOW_FACTOR, _window_factor)
_config.set_value(CATEGORY_AUDIO, SETTING_MASTER_VOLUME, _master_volume)
_config.set_value(CATEGORY_AUDIO, SETTING_UI_VOLUME, _ui_volume)
_config.set_value(CATEGORY_AUDIO, SETTING_SFX_VOLUME, _sfx_volume)
_config.set_value(CATEGORY_AUDIO, SETTING_MUSIC_VOLUME, _music_volume)
_config.save(config_file_path)
func _apply_all_settings() -> void:
_apply_video_settings()
_apply_audio_settings()
func _apply_video_settings() -> void:
if _fullscreen:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
_apply_window_scale()
func _apply_audio_settings() -> void:
var master_bus := AudioServer.get_bus_index(CSoundManager.MASTER_BUS)
var ui_bus := AudioServer.get_bus_index(CSoundManager.UI_BUS)
var sfx_bus := AudioServer.get_bus_index(CSoundManager.SFX_BUS)
var music_bus := AudioServer.get_bus_index(CSoundManager.MUSIC_BUS)
AudioServer.set_bus_volume_linear(master_bus, _master_volume/100.0)
AudioServer.set_bus_volume_linear(ui_bus, _ui_volume/100.0)
AudioServer.set_bus_volume_linear(sfx_bus, _sfx_volume/100.0)
AudioServer.set_bus_volume_linear(music_bus, _music_volume/100.0)
func _apply_window_scale() -> void:
if _fullscreen: return
var new_size := window_base_size * _window_factor
var current_position := DisplayServer.window_get_position()
var current_size := DisplayServer.window_get_size()
var current_center := current_position + current_size / 2
var new_position := current_center - new_size / 2
DisplayServer.window_set_size(new_size)
DisplayServer.window_set_position(new_position)
_ensure_window_on_screen()
func _ensure_window_on_screen() -> void:
if _fullscreen: return
var window_position := DisplayServer.window_get_position()
var window_size := DisplayServer.window_get_size()
var screen_size := DisplayServer.screen_get_size()
var new_x : int = clamp(window_position.x, 0, screen_size.x - window_size.x)
var new_y : int = clamp(window_position.y, 0, screen_size.y - window_size.y)
if new_x != window_position.x or new_y != window_position.y:
DisplayServer.window_set_position(Vector2i(new_x, new_y))