44 lines
1.4 KiB
GDScript
44 lines
1.4 KiB
GDScript
extends VBoxContainer
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signal changed
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signal leave_stage
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var has_stage:bool = false:
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set(stage):
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has_stage = stage
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if is_node_ready() and has_stage:
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y_switch_gamepad.grab_focus()
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var current_music_decay:float = 0
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@onready var y_switch_gamepad: CheckBox = %InvertYGamepad
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@onready var y_switch_mouse: CheckBox = %InvertYMouse
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@onready var input_sensitivity_slider: HSlider = %InputSensitivitySlider
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@onready var fov_slider: HSlider = %FOVSlider
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@onready var stream_overlay_picker: OptionButton = %StreamOverlayPicker
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func _ready() -> void:
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update_ui_from_state()
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y_switch_gamepad.toggled.connect(func(value): State.inverty_y_axis = value)
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y_switch_mouse.toggled.connect(func(value): State.inverty_y_mouse = value)
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input_sensitivity_slider.value_changed.connect(func(value): State.input_sensitivity = value)
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stream_overlay_picker.item_selected.connect(func(value): State.stream_overlay = value)
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fov_slider.value_changed.connect(func(value): State.input_sensitivity = value)
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%SaveButton.pressed.connect(_on_exit_button_pressed)
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func update_ui_from_state():
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y_switch_gamepad.button_pressed = State.inverty_y_axis
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input_sensitivity_slider.value = State.input_sensitivity
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stream_overlay_picker.select(State.stream_overlay_position)
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func _on_exit_button_pressed() -> void:
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leave_stage.emit()
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State.save_settings()
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State.leave_stage(self)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel") and has_stage:
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State.leave_stage(self)
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