Files
tekton/scripts/managers/settings_manager.gd
T

165 lines
5.1 KiB
GDScript

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