165 lines
5.1 KiB
GDScript
165 lines
5.1 KiB
GDScript
extends Node
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# SettingsManager - Global singleton for handling game settings persistence
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# Autoloaded as "SettingsManager"
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const SETTINGS_FILE = "user://game_settings.cfg"
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const RESOLUTIONS = [
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Vector2i(1024, 576),
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Vector2i(1280, 720),
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Vector2i(1366, 768),
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Vector2i(1600, 900),
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Vector2i(1920, 1080),
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Vector2i(2560, 1440)
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]
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# Default values
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var settings = {
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"video": {
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"fullscreen": true,
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"vsync": true,
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"resolution_idx": 1,
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"msaa": 0, # 0: Disabled, 1: 2x, 2: 4x, 3: 8x
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"shadow_quality": 2, # 0: Low, 1: Med, 2: High, 3: Ultra
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"fps_cap": 2 # 0: Unlimited, 1: 30, 2: 60, 3: 120, 4: 144
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},
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"audio": {
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"master_volume": 0.8,
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"music_volume": 0.7,
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"sfx_volume": 0.9
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},
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"controls": {
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"use_controller": false,
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# Movement (Keybinds are typically fixed to WASD/Arrows in Input Map, but we show them)
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"move_up": KEY_W,
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"move_down": KEY_S,
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"move_left": KEY_A,
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"move_right": KEY_D,
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# Actions
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"grab": KEY_SPACE,
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"put": KEY_R,
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"tekton_grab": KEY_G,
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# Power-Up Controls
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"powerup_1": KEY_1,
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"powerup_2": KEY_2,
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"powerup_3": KEY_3,
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"powerup_4": KEY_4,
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# Power Bar Controls / Special
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"attack_mode": KEY_Q,
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"spawn_boost": KEY_E
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}
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}
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signal settings_applied
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signal control_remapped(action: String, key: int)
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func _ready():
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load_settings()
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apply_all_settings()
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func load_settings():
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var config = ConfigFile.new()
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var err = config.load(SETTINGS_FILE)
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if err == OK:
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for section in settings.keys():
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for key in settings[section].keys():
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settings[section][key] = config.get_value(section, key, settings[section][key])
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print("[Settings] Loaded.")
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else:
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print("[Settings] Using defaults.")
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func save_settings():
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var config = ConfigFile.new()
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for section in settings.keys():
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for key in settings[section].keys():
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config.set_value(section, key, settings[section][key])
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config.save(SETTINGS_FILE)
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func apply_all_settings():
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apply_video_settings()
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apply_audio_settings()
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emit_signal("settings_applied")
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func apply_video_settings():
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var video = settings.video
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if video.fullscreen:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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else:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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# Apply resolution size when windowed
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var res_idx = video.resolution_idx
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if res_idx >= 0 and res_idx < RESOLUTIONS.size():
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var target_res = RESOLUTIONS[res_idx]
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DisplayServer.window_set_size(target_res)
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# Center window after resize
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var screen = DisplayServer.window_get_current_screen()
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var screen_rect = DisplayServer.screen_get_usable_rect(screen)
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var window_size = DisplayServer.window_get_size()
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DisplayServer.window_set_position(screen_rect.position + (screen_rect.size - window_size) / 2)
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if video.vsync:
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
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else:
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
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# Apply MSAA
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var viewport = get_viewport()
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match video.msaa:
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0: viewport.msaa_3d = Viewport.MSAA_DISABLED
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1: viewport.msaa_3d = Viewport.MSAA_2X
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2: viewport.msaa_3d = Viewport.MSAA_4X
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3: viewport.msaa_3d = Viewport.MSAA_8X
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# Apply FPS Cap
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match video.fps_cap:
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0: Engine.max_fps = 0
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1: Engine.max_fps = 30
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2: Engine.max_fps = 60
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3: Engine.max_fps = 120
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4: Engine.max_fps = 144
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# Apply Shadow Quality (Simplified for Forward+)
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match video.shadow_quality:
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0: # Low
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RenderingServer.directional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_LOW)
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RenderingServer.positional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_LOW)
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1: # Medium
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RenderingServer.directional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_MEDIUM)
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RenderingServer.positional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_MEDIUM)
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2: # High
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RenderingServer.directional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_HIGH)
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RenderingServer.positional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_HIGH)
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3: # Ultra
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RenderingServer.directional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_ULTRA)
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RenderingServer.positional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_ULTRA)
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func apply_audio_settings():
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var audio = settings.audio
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set_bus_volume("Master", audio.master_volume)
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set_bus_volume("Music", audio.music_volume)
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set_bus_volume("SFX", audio.sfx_volume)
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func set_bus_volume(bus_name: String, volume_linear: float):
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var bus_idx = AudioServer.get_bus_index(bus_name)
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if bus_idx != -1:
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AudioServer.set_bus_volume_db(bus_idx, linear_to_db(volume_linear))
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AudioServer.set_bus_mute(bus_idx, volume_linear <= 0.001)
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func set_control(action_name: String, keycode: int):
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if settings.controls.has(action_name):
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settings.controls[action_name] = keycode
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emit_signal("control_remapped", action_name, keycode)
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save_settings()
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func get_control_keycode(action_name: String) -> int:
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return settings.controls.get(action_name, -1)
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func get_control_text(action_name: String) -> String:
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var code = get_control_keycode(action_name)
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if code == -1: return "Unbound"
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return OS.get_keycode_string(code)
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