frame-of-mind/src/singletons/global_state.gd

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GDScript3
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@tool
extends Node
#region configuration
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@export_file var user_settings_path:String = "user://user_settings.json"
@export_file var user_saves_path:String = "user://savegames"
@export_group("Acessability")
@export var reduce_motion: bool = false
@export var screen_reader_enabled:bool = false
@export var rendering_disabled: bool = false
@export var use_simplified_navigation:bool = false
@export var show_navigation_buttons: bool = false
@export_enum("handwriting", "serif", "legible", "system") var font_style: int = 0
@export_enum("disabled", "text", "cc") var subtitles: int = false
@export var ui_scaling: float = 1:
set(value):
ui_scaling = value
ProjectSettings.set_setting("gui/theme/default_theme_scale", value)
@export var show_content_notes: bool = false
@export var provide_summaries: bool = false
@export var allow_skipping: bool = false
# FIXME find a better way to switch fonts!
var current_main_theme:Theme = preload("res://logic-scenes/themes/handwriting.theme")
@export_group("AudioSettings")
@export var main_volume:float = 1:
set(volume):
main_volume = volume
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(volume))
@export var sfx_muted:bool = false:
set(mute):
sfx_muted = mute
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("sfx"), linear_to_db(mute))
@export var sfx_volume:float = 1:
set(volume):
sfx_volume = volume
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("sfx"), linear_to_db(volume/2))
@export var music_muted:bool = false:
set(mute):
sfx_muted = mute
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("sfx"), linear_to_db(mute))
@export var music_volume:float = 1:
set(volume):
music_volume = volume
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("music"), linear_to_db(volume/2.5))
@export var speech_volume: float = 1:
set(volume):
speech_volume = volume
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("text"), linear_to_db(volume))
@export_enum("system_locale", "english", "german") var text_language: int = -1:
set(value):
text_language = value
match text_language:
0: TranslationServer.set_locale("en")
1: TranslationServer.set_locale("de")
_: TranslationServer.set_locale(OS.get_locale())
@export_enum("system_locale", "english", "german") var speech_language: int = -1:
set(value):
speech_language = value
@export_group("Gameplay Settings")
@export var input_sensitivity: float
@export var inverty_y_axis: bool
@export_enum("off", "top_left", "top_right", "bottom_left", "bottom_right") var stream_overlay_position: int
# for passing VFX settings not contained by project settings to scene environemnt
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var ssil_enable:bool = false:
set(value):
ssil_enable = value
environment_settings_changed.emit()
var sdfgi_enable:bool = false:
set(value):
sdfgi_enable = value
environment_settings_changed.emit()
var active_save_game: SaveGame
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signal environment_settings_changed
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signal theme_changed
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func load_user_settings():
if FileAccess.file_exists(user_settings_path):
var file = FileAccess.open(user_settings_path, FileAccess.READ)
var raw_json = FileAccess.get_file_as_string(user_settings_path)
file.close()
var parsed: Dictionary = JSON.parse_string(raw_json)
for kategory in parsed.keys():
for key in parsed[kategory].keys():
set(key, parsed[key])
else:
if OS.has_feature("macos"):
var out: Array
OS.execute("defaults", ["read", "/Users/$loggedInUser/Library/Preferences/com.apple.universalaccess.plist", "reduceMotion"], out)
if out[0] == "reduce":
reduce_motion = true
func save_settings():
var out_dict = {
"accessability": {
"reduce_motion:": reduce_motion,
"screen_reader_enabled": screen_reader_enabled,
"rendering_disabled": rendering_disabled,
"use_simplified_navigation": use_simplified_navigation,
"show_navigation_buttons": show_navigation_buttons,
"subtitles": subtitles,
"font_style": font_style,
"ui_scaling": ui_scaling,
"show_content_notes:": show_content_notes,
"provide_summaries:": provide_summaries,
"allow_skipping:": allow_skipping
},
"audio": {
"main_volume": main_volume,
"sfx_muted": sfx_muted,
"sfx_volume": sfx_volume,
"music_muted": music_muted,
"music_volume": music_volume,
"speech_volume": speech_volume
},
"gameplay": {
"input_sensitivity": input_sensitivity,
"inverty_y_axis": inverty_y_axis,
"stream_overlay_position": stream_overlay_position
}
}
var file = FileAccess.open(user_settings_path, FileAccess.WRITE)
file.store_string(JSON.stringify(out_dict))
file.close()
#endregion
func _ready():
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for child in get_tree().root.get_children():
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if "has_stage" in child:
pass_stage_to(child)
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break
music_volume = music_volume
#region focus handling (called staging to avoid name colisions)
var stage_list:Array = []
var focus_locked: bool = false
# Intented for use when an actor wants focus for itself, can reclaim focus, thus dropping the stack that focused.
func take_stage(actor: Object, reclaim: bool = false) -> bool:
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if focus_locked: return false
if reclaim:
stage_list.front().has_stage = false
if stage_list.has(actor):
while stage_list.pop_front() != actor: break
actor.has_stage = true
stage_list.push_front(actor)
return actor.has_stage
push_warning(actor, " wanted to reclaim focus, but was not on list.")
return pass_stage_to(actor)
# Element no longer wants focus, if Element itself is also dropped, this option can be chosen aswell.
func leave_stage(actor:Object, dropObject: bool = false) -> bool:
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if get_tree().paused:
push_error(actor, " wanted to drop focus while tree is paused.")
if not dropObject: actor.has_stage = false
focus_locked = false
stage_list.erase(actor)
if stage_list != []:
stage_list.front().has_stage = true
else:
get_tree().quit()
return false
func get_current_actor(): return stage_list.front()
# Used to put a new target on top of the Focus Stack.
func pass_stage_to(target:Object, force = false, lock_focus = true) -> bool:
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if "pass_to_actor" in target:
pass_stage_to(target.pass_to_actor)
if (focus_locked or get_tree().paused) and not force:
push_error(target, " requested focus while it was locked or tree is paused.")
elif !is_instance_valid(target):
push_error("Focus instance not valid")
elif !"has_stage" in target:
push_error(target, " has no has focus method.")
else:
if stage_list.size() > 0:
if stage_list.front() == target:
push_warning(target, " is already target. Abort passing focus.")
return false
if not stage_list.size() == 0: stage_list.front().has_stage = false
target.has_stage = true
if target.has_stage:
stage_list.push_front(target)
assert(stage_list.size() < 100)
return true
return false
# Currently focused element loses focus, but remains in stack.
func free_focus():
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if focus_locked: return false
if stage_list.size() > 0: stage_list.front().has_stage = false
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func transition_stage_to(thief: Object, lock_focus = false):
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focus_locked = lock_focus
if stage_list.size() > 0:
if stage_list.front().has_stage:
stage_list.pop_front().has_stage = false
return pass_stage_to(thief, true)
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func queue_for_stage(target: Object, index: int = 1):
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stage_list.insert(index, target)
#endregion
#region play state
enum rooms {
MENU,
DRAVEN,
YOUTH,
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TRANSITION,
ADULTHOOD,
ENDING
}
var current_room = rooms.MENU