119 lines
4.1 KiB
GDScript
119 lines
4.1 KiB
GDScript
@tool
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extends Node
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# For Startup Scene:
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var screen_reader:bool = false # Screenreader
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var disable_rendering: bool = false # show nav button
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var simplified_navigation:bool = false # simplified controls
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var show_navigation_buttons: bool = false # show nav ui
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var enable_subtitles: bool = false # ItemList2
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var enable_closed_caption: bool = false # ItemList2
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var reduce_motion: bool = false # ?
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var streaming_content_notes: bool = false # continue/CheckBox
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var show_content_notes: bool = false # ContentNotes/.../Checkbox
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var provide_summaries: bool = false # ContentNotes/.../Checkbox2
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var allow_skipping: bool = false
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var ssil_enable:bool = false:
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set(value):
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ssil_enable = value
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environment_settings_changed.emit()
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var sdfgi_enable:bool = false:
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set(value):
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sdfgi_enable = value
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environment_settings_changed.emit()
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var stage_list:Array = []
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var focus_locked: bool = false
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signal environment_settings_changed
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signal theme_changed
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var current_main_theme:Theme = preload("res://logic-scenes/themes/easy-handwriting.theme"):
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set(theme):
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current_main_theme = theme
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emit_signal("theme_changed", theme)
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func _ready():
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for child in get_parent().get_children():
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if "has_stage" in child:
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pass_stage_to(child)
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# Meta: due to conflicting names with the internal focus handling of godot, a "stage-based" Metaphor is being used to refer to focus handling.
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# Intented for use when an actor wants focus for itself, can reclaim focus, thus dropping the stack that focused.
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func take_stage(actor: Object, reclaim: bool = false) -> bool:
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if focus_locked: return false
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if reclaim:
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stage_list.front().has_stage = false
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if stage_list.has(actor):
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while stage_list.pop_front() != actor: break
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actor.has_stage = true
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stage_list.push_front(actor)
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return actor.has_stage
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push_warning(actor, " wanted to reclaim focus, but was not on list.")
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return pass_stage_to(actor)
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# Element no longer wants focus, if Element itself is also dropped, this option can be chosen aswell.
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func leave_stage(actor:Object, dropObject: bool = false) -> bool:
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if get_tree().paused:
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push_error(actor, " wanted to drop focus while tree is paused.")
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if not dropObject: actor.has_stage = false
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focus_locked = false
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stage_list.erase(actor)
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if stage_list != []:
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stage_list.front().has_stage = true
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else:
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get_tree().quit()
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return false
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func get_current_actor(): return stage_list.front()
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# Used to put a new target on top of the Focus Stack.
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func pass_stage_to(target:Object, force = false, lock_focus = true) -> bool:
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if "pass_to_actor" in target:
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pass_stage_to(target.pass_to_actor)
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if (focus_locked or get_tree().paused) and not force:
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push_error(target, " requested focus while it was locked or tree is paused.")
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elif !is_instance_valid(target):
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push_error("Focus instance not valid")
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elif !"has_stage" in target:
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push_error(target, " has no has focus method.")
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else:
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if stage_list.size() > 0:
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if stage_list.front() == target:
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push_warning(target, " is already target. Abort passing focus.")
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return false
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if not stage_list.size() == 0: stage_list.front().has_stage = false
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target.has_stage = true
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if target.has_stage:
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stage_list.push_front(target)
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assert(stage_list.size() < 100)
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return true
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return false
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# Currently focused element loses focus, but remains in stack.
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func free_focus():
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if focus_locked: return false
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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
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if stage_list.size() > 0:
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if stage_list.front().has_stage:
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stage_list.pop_front().has_stage = false
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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)
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func print_settings():
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print_debug("Screenreader: ", screen_reader, " / ",
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"Disable rendering: ", disable_rendering, " / ",
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"Simplified controls: ", simplified_navigation, " / ",
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"Show navigation buttons: ", show_navigation_buttons, " / ",
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"Enable subtitles: ", enable_subtitles, " / ",
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"Enable CC: ", enable_closed_caption, " / ")
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