A Minecraft style clone in Godot
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class_name PauseMenuSettings
extends BaseMenu
@export_group("Game Option Nodes")
@export var autosaves_input: CheckButton
@export var block_highlight_input: CheckButton
@export var held_block_ui_input: CheckButton
@export var quick_slots_ui_input: CheckButton
@export var screenshot_icon_input: CheckButton
@export var waila_input: CheckButton
@export_group("Graphics Settings Nodes")
@export var resolution_input: OptionButton
@export var fullscreen_input: CheckBox
@export var vsync_input: CheckBox
@export var fov_slider: HSlider
@export var fov_value_label: Label
func init() -> void:
super.init()
apply_default_values()
## Sets the default values of all the inputs
func apply_default_values() -> void:
#region Game Options
autosaves_input.button_pressed = GameSettingsManager.settings.game_options.enable_autosaves
block_highlight_input.set_pressed_no_signal(GameSettingsManager.settings.game_options.enable_block_highlight)
held_block_ui_input.set_pressed_no_signal(GameSettingsManager.settings.game_options.enable_held_block)
quick_slots_ui_input.set_pressed_no_signal(GameSettingsManager.settings.game_options.enable_quickslots_ui)
screenshot_icon_input.set_pressed_no_signal(GameSettingsManager.settings.game_options.enable_save_screenshots)
waila_input.set_pressed_no_signal(GameSettingsManager.settings.game_options.enable_waila)
#endregion
#region Graphics Settings
# Changing the FOV value should trigger the value_changed signal which should update the camera and label automatically
fov_slider.value = GameSettingsManager.settings.graphics.fov
fullscreen_input.set_pressed_no_signal(GameSettingsManager.settings.graphics.fullscreen)
vsync_input.set_pressed_no_signal(GameSettingsManager.settings.graphics.vsync)
var current_resolution_index: int = resolution_input.get_item_index(GameSettingsManager.settings.graphics.resolution_id)
resolution_input.select(current_resolution_index)
#endregion
#region Game Settings
func _on_block_highlighting_toggled(toggled_on: bool) -> void:
GameSettingsManager.game_options_block_highlight_changed.emit(toggled_on)
func _on_held_block_ui_toggled(toggled_on: bool) -> void:
GameSettingsManager.game_options_held_block_ui_changed.emit(toggled_on)
func _on_quickslots_ui_toggled(toggled_on: bool) -> void:
GameSettingsManager.game_options_quickslots_ui_changed.emit(toggled_on)
func _on_enable_waila_toggled(toggled_on: bool) -> void:
GameSettingsManager.game_options_waila_changed.emit(toggled_on)
func _on_screenshot_icon_button_toggled(toggled_on: bool) -> void:
GameSettingsManager.game_options_screenshot_saves_changed.emit(toggled_on)
SaveGameManager.toggle_save_icon_generation.emit(toggled_on)
func _on_autosaves_button_toggled(toggled_on: bool) -> void:
GameSettingsManager.game_options_autosaves_changed.emit(toggled_on)
if toggled_on:
SaveGameManager.enable_autosaves.emit()
else:
SaveGameManager.disable_autosaves.emit()
#endregion
#region Graphics Settings
func _on_fov_slider_changed(value: float) -> void:
fov_value_label.text = str(int(value))
GameSettingsManager.graphics_fov_changed.emit(int(fov_slider.value))
func _on_graphics_apply_button_pressed() -> void:
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]), id)
GameSettingsManager.graphics_fullscreen_changed.emit(fullscreen_input.button_pressed)
GameSettingsManager.graphics_vsync_changed.emit(vsync_input.button_pressed)
GameSettingsManager.apply_graphics_settings.emit()
#endregion
#region Audio Settings
#endregion
#region Input Settings
#endregion
func _on_close_button_pressed() -> void:
pause_menu.open_menu.emit("MainMenu")