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Adding resolution id to settings export (GraphicsSettingsResource)

pull/11/head
Ryan Reed 1 month ago
parent
commit
6cc3a68d00
3 changed files with 8 additions and 5 deletions
  1. +4
    -2
      autoloads/game_settings_manager.gd
  2. +2
    -1
      resources/game_settings/graphics_settings_resource.gd
  3. +2
    -2
      scenes/ui/menus/settings_menu.gd

+ 4
- 2
autoloads/game_settings_manager.gd View File

@ -8,7 +8,7 @@ signal game_options_waila_changed(waila_enabled: bool)
#region Graphics Settings Signals #region Graphics Settings Signals
signal apply_graphics_settings signal apply_graphics_settings
signal graphics_resolution_changed(resolution: Vector2i)
signal graphics_resolution_changed(resolution: Vector2i, id: int)
signal graphics_fullscreen_changed(fullscreen_enabled: bool) signal graphics_fullscreen_changed(fullscreen_enabled: bool)
signal graphics_vsync_changed(vsync_enabled: bool) signal graphics_vsync_changed(vsync_enabled: bool)
signal graphics_fov_changed(fov: int) signal graphics_fov_changed(fov: int)
@ -76,13 +76,15 @@ func _on_graphics_fov_changed(fov: int) -> void:
func _on_graphics_fullscreen_changed(fullscreen_enabled: bool) -> void: func _on_graphics_fullscreen_changed(fullscreen_enabled: bool) -> void:
settings.graphics.fullscreen = fullscreen_enabled settings.graphics.fullscreen = fullscreen_enabled
func _on_graphics_resolution_changed(resolution: Vector2i) -> void:
func _on_graphics_resolution_changed(resolution: Vector2i, id: int) -> void:
settings.graphics.resolution = resolution settings.graphics.resolution = resolution
settings.graphics.resolution_id = id
func _on_graphics_vsync_changed(vsync_enabled: bool) -> void: func _on_graphics_vsync_changed(vsync_enabled: bool) -> void:
settings.graphics.vsync = vsync_enabled settings.graphics.vsync = vsync_enabled
#endregion #endregion
#region Saving and Loading Settings #region Saving and Loading Settings
func _on_load_settings(apply_after_load: bool = true) -> void: func _on_load_settings(apply_after_load: bool = true) -> void:
if !FileAccess.file_exists(settings_file_path): if !FileAccess.file_exists(settings_file_path):


+ 2
- 1
resources/game_settings/graphics_settings_resource.gd View File

@ -3,7 +3,8 @@
class_name GraphicsSettingsResource class_name GraphicsSettingsResource
extends Resource extends Resource
@export var resolution: Vector2i = Vector2i(1280, 720)
@export var resolution: Vector2i = Vector2i(1280, 720) ## Width, Height
@export var resolution_id: int = 0 ## The ID of the item in the OptionsButton list element
@export var fullscreen: bool = false @export var fullscreen: bool = false
@export var vsync: bool = false @export var vsync: bool = false
@export var fov: int = 75 @export var fov: int = 75

+ 2
- 2
scenes/ui/menus/settings_menu.gd View File

@ -25,12 +25,12 @@ func _on_fov_slider_changed(value: float) -> void:
func _on_graphics_apply_button_pressed() -> void: func _on_graphics_apply_button_pressed() -> void:
var values: Array = resolution_input.text.split_floats("x") var values: Array = resolution_input.text.split_floats("x")
var id: int = resolution_input.get_selected_id()
GameSettingsManager.graphics_resolution_changed.emit(Vector2i(values[0], values[1]))
GameSettingsManager.graphics_resolution_changed.emit(Vector2i(values[0], values[1]), id)
GameSettingsManager.graphics_fullscreen_changed.emit(fullscreen_input.button_pressed) GameSettingsManager.graphics_fullscreen_changed.emit(fullscreen_input.button_pressed)
GameSettingsManager.graphics_vsync_changed.emit(vsync_input.button_pressed) GameSettingsManager.graphics_vsync_changed.emit(vsync_input.button_pressed)
GameSettingsManager.apply_graphics_settings.emit() GameSettingsManager.apply_graphics_settings.emit()
#endregion #endregion
#region Audio Settings #region Audio Settings


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