extends Node #region Graphics Settings Signals signal apply_graphics_settings signal graphics_resolution_changed(resolution: Vector2i) signal graphics_fullscreen_changed(fullscreen_enabled: bool) signal graphics_vsync_changed(vsync_enabled: bool) signal graphics_fov_changed(fov: int) #endregion ## See documentation to where this path is: https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html#accessing-persistent-user-data-user[br][br] ## Default Paths:[br] ## * Windows: %APPDATA%\Godot\app_userdata\[project_name][br] ## * macOS: ~/Library/Application Support/Godot/app_userdata/[project_name][br] ## * Linux: ~/.local/share/godot/app_userdata/[project_name][br] var save_data_path: String = "user://game_data/" var settings_file_name: String = "game_settings.tres" var settings_file_path: String = save_data_path + settings_file_name var settings: GameSettingsResource = GameSettingsResource.new() func _init() -> void: graphics_fov_changed.connect(_on_graphics_fov_changed) graphics_fullscreen_changed.connect(_on_graphics_fullscreen_changed) graphics_resolution_changed.connect(_on_graphics_resolution_changed) graphics_vsync_changed.connect(_on_graphics_vsync_changed) apply_graphics_settings.connect(_on_apply_graphics_settings) #region Graphics Settings func _on_apply_graphics_settings() -> void: if settings.graphics.fullscreen: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) get_window().size = settings.graphics.resolution if settings.graphics.vsync: DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED) else: DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED) save_settings() func _on_graphics_fov_changed(fov: int) -> void: settings.graphics.fov = fov func _on_graphics_fullscreen_changed(fullscreen_enabled: bool) -> void: settings.graphics.fullscreen = fullscreen_enabled func _on_graphics_resolution_changed(resolution: Vector2i) -> void: settings.graphics.resolution = resolution func _on_graphics_vsync_changed(vsync_enabled: bool) -> void: settings.graphics.vsync = vsync_enabled #endregion #region Saving and Loading Settings func load_settings(apply_after_load: bool = true) -> void: if !FileAccess.file_exists(settings_file_path): printerr("Failed to load game settings. File does not exist: ", settings_file_path) return settings = ResourceLoader.load(settings_file_path) if settings == null: printerr("Failed to load game settings. Unknown format? ", settings_file_path) return if apply_after_load: apply_graphics_settings.emit() func save_settings() -> void: if !DirAccess.dir_exists_absolute(save_data_path): DirAccess.make_dir_absolute(save_data_path) var result: int = ResourceSaver.save(settings, settings_file_path) if result != OK: printerr("Failed to save game settings: ", result) #endregion