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

119 lines
4.1 KiB
GDScript

@tool
extends Node
# For Startup Scene:
var screen_reader:bool = false # Screenreader
var disable_rendering: bool = false # show nav button
var simplified_navigation:bool = false # simplified controls
var show_navigation_buttons: bool = false # show nav ui
var enable_subtitles: bool = false # ItemList2
var enable_closed_caption: bool = false # ItemList2
var reduce_motion: bool = false # ?
var streaming_content_notes: bool = false # continue/CheckBox
var show_content_notes: bool = false # ContentNotes/.../Checkbox
var provide_summaries: bool = false # ContentNotes/.../Checkbox2
var allow_skipping: bool = false
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 stage_list:Array = []
var focus_locked: bool = false
signal environment_settings_changed
signal theme_changed
var current_main_theme:Theme = preload("res://logic-scenes/themes/easy-handwriting.theme"):
set(theme):
current_main_theme = theme
emit_signal("theme_changed", theme)
func _ready():
for child in get_parent().get_children():
if "has_stage" in child:
pass_stage_to(child)
# Meta: due to conflicting names with the internal focus handling of godot, a "stage-based" Metaphor is being used to refer to focus handling.
# 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:
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:
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:
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():
if focus_locked: return false
if stage_list.size() > 0: stage_list.front().has_stage = false
func transition_stage_to(thief: Object, lock_focus = false):
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)
func queue_for_stage(target: Object, index: int = 1):
stage_list.insert(index, target)
func print_settings():
print_debug("Screenreader: ", screen_reader, " / ",
"Disable rendering: ", disable_rendering, " / ",
"Simplified controls: ", simplified_navigation, " / ",
"Show navigation buttons: ", show_navigation_buttons, " / ",
"Enable subtitles: ", enable_subtitles, " / ",
"Enable CC: ", enable_closed_caption, " / ")