A Minecraft style clone in Godot
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extends Node
#region Game Options Signals
signal game_options_autosaves_changed(autosaves_enabled: bool)
signal game_options_block_highlight_changed(block_highlight_enabled: bool)
signal game_options_held_block_ui_changed(held_block_enabled: bool)
signal game_options_quickslots_ui_changed(quickslots_enabled: bool)
signal game_options_screenshot_saves_changed(screenshots_enabled: bool)
signal game_options_waila_changed(waila_enabled: bool)
#endregion
#region Graphics Settings Signals
signal apply_graphics_settings
signal graphics_fov_changed(fov: int)
signal graphics_resolution_changed(resolution: Vector2i, id: int)
signal graphics_vsync_changed(vsync_enabled: bool)
signal graphics_window_mode_changed(mode_id: int)
#endregion
signal load_game_settings
signal save_game_settings
## 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:
game_options_autosaves_changed.connect(_on_game_options_autosaves_changed)
game_options_block_highlight_changed.connect(_on_game_options_block_highlight_changed)
game_options_held_block_ui_changed.connect(_on_game_options_held_block_ui_changed)
game_options_quickslots_ui_changed.connect(_on_game_options_quickslots_ui_changed)
game_options_screenshot_saves_changed.connect(_on_game_options_screenshot_saves_changed)
game_options_waila_changed.connect(_on_game_options_waila_changed)
graphics_fov_changed.connect(_on_graphics_fov_changed)
graphics_resolution_changed.connect(_on_graphics_resolution_changed)
graphics_window_mode_changed.connect(_on_graphics_window_mode_changed)
graphics_vsync_changed.connect(_on_graphics_vsync_changed)
apply_graphics_settings.connect(_on_apply_graphics_settings)
load_game_settings.connect(load_settings)
save_game_settings.connect(save_settings)
#region Game Option Settings
func _on_game_options_autosaves_changed(autosaves_enabled: bool) -> void:
settings.game_options.enable_autosaves = autosaves_enabled
save_settings()
func _on_game_options_block_highlight_changed(highlight_enabled: bool) -> void:
settings.game_options.enable_block_highlight = highlight_enabled
save_settings()
func _on_game_options_held_block_ui_changed(held_block_enabled: bool) -> void:
settings.game_options.enable_held_block = held_block_enabled
save_settings()
func _on_game_options_quickslots_ui_changed(quickslots_enabled: bool) -> void:
settings.game_options.enable_quickslots_ui = quickslots_enabled
save_settings()
func _on_game_options_screenshot_saves_changed(screenshots_enabled: bool) -> void:
settings.game_options.enable_save_screenshots = screenshots_enabled
save_settings()
func _on_game_options_waila_changed(waila_enabled: bool) -> void:
settings.game_options.enable_waila = waila_enabled
save_settings()
#endregion
#region Graphics Settings
func _on_apply_graphics_settings() -> void:
DisplayServer.window_set_mode(settings.graphics.window_mode)
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_resolution_changed(resolution: Vector2i, id: int) -> void:
settings.graphics.resolution = resolution
settings.graphics.resolution_id = id
func _on_graphics_vsync_changed(vsync_enabled: bool) -> void:
settings.graphics.vsync = vsync_enabled
func _on_graphics_window_mode_changed(id: int) -> void:
settings.graphics.window_mode = id as DisplayServer.WindowMode
#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