116 lines
3.2 KiB
GDScript
116 lines
3.2 KiB
GDScript
extends Control
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onready var player_settings = find_node("settings_player")
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onready var game_tab = find_node("game")
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onready var controls_tab = find_node("controls")
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onready var graphics_tab = find_node("graphics")
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onready var system_tab = find_node("system")
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var locale
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func _ready():
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get_node("menu/back").connect("pressed",self,"_on_back_pressed")
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# game
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find_node("bots").set_pressed(config.get_value("game","bots", true))
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# graphics
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find_node("fullscreen").set_pressed(config.get_value("graphics","fullscreen", true))
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find_node("light").set_pressed(config.get_value("graphics","light", false))
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find_node("shadows").set_pressed(config.get_value("graphics","shadows", false))
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find_node("shadows").set_disabled(not find_node("light").is_pressed())
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for resolution in config.RESOLUTIONS:
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find_node("resolution").add_item(str(resolution.x) + " * " + str(resolution.y))
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find_node("resolution").select(config.RESOLUTIONS.find(config.get_value("graphics","resolution", config.RESOLUTIONS[0])))
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# system
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find_node("server_addr").set_text(game_server.get_server_addr())
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find_node("api_addr").set_text(game_server.get_api_addr())
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_init_locales()
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func _draw():
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game_tab.grab_focus()
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func _on_back_pressed():
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queue_free()
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get_tree().get_root().get_node("main_menu").show()
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func _on_locales_item_selected(index):
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match index:
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0:
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locale = "en"
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1:
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locale = "de"
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_:
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locale = "en"
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TranslationServer.set_locale(locale)
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game_tab.set_name(tr("GAME"))
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controls_tab.set_name(tr("CONTROLS"))
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graphics_tab.set_name(tr("GRAPHICS"))
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system_tab.set_name(tr("SYSTEM"))
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func _init_locales():
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var locales = find_node("locales")
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locales.clear()
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locales.add_item(tr("LOCALE_EN"))
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locales.add_item(tr("LOCALE_DE"))
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locale = config.get_value("system","locale","en")
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match locale:
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"en":
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locales.select(0)
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_on_locales_item_selected(0)
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"de":
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locales.select(1)
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_on_locales_item_selected(1)
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func _on_locales_tree_exiting():
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config_apply.apply_locale()
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func _on_save_pressed():
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_on_apply_pressed()
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_on_back_pressed()
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func _on_apply_pressed():
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# game
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config.set_value("game","player_name",player_settings.get_name_node().get_text())
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config.set_value("game","player_color",player_settings.get_color_node().color)
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config.set_value("game","bots",find_node("bots").is_pressed())
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# graphics
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config.set_value("graphics","resolution",config.RESOLUTIONS[find_node("resolution").get_selected()])
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config.set_value("graphics","fullscreen",find_node("fullscreen").is_pressed())
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config.set_value("graphics","light",find_node("light").is_pressed())
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config.set_value("graphics","shadows",find_node("shadows").is_pressed())
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# controls
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config.set_value("controls","mapping",find_node("settings_controls").new_inputs)
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# system
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config.set_value("system","locale",locale)
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var server_addr = find_node("server_addr").get_text()
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if server_addr.empty():
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server_addr = game_server.SERVER_ADDR
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config.set_value("system","server_addr",server_addr)
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var api_addr = find_node("api_addr").get_text()
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if api_addr.empty():
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api_addr = game_server.API_ADDR
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config.set_value("system","api_addr",api_addr)
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config.save()
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config_apply.apply_settings()
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func _on_light_toggled(button_pressed):
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find_node("shadows").set_disabled(not button_pressed) |