netfishing/ui/settings_panel.gd

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30 KiB
GDScript3
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class_name SettingsPanel
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extends Control
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const MAX_PANEL_SIZE: Vector2 = Vector2(960.0, 700.0)
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const PANEL_EDGE_MARGIN: float = 16.0
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const PAGE_ROOT: StringName = &"root"
const PAGE_DISPLAY: StringName = &"display"
const PAGE_CONTROLS: StringName = &"controls"
const PAGE_ACCESSIBILITY: StringName = &"accessibility"
const PAGE_DATA: StringName = &"data"
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const PIXELATION_NAMES: PackedStringArray = [
"legible",
"cute",
"retro",
"hardcore",
"wtf",
]
const SettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
const ControllerMappingManagerType = preload(
"res://settings/controller_mapping_manager.gd"
)
const ControllerMappingPanelType = preload(
"res://ui/controller_mapping_panel.gd"
)
signal applied
signal closed
signal closing
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signal opened
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signal crisp_reset_focus_requested
signal panel_visibility_changed(is_visible: bool)
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signal navigation_transition_started
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enum PresentationMode {
TITLE_EMBEDDED,
GAMEPLAY_MODAL,
}
@onready var _root_page: SettingsBubblePage = %RootPage
@onready var _display_page: SettingsBubblePage = %DisplayPage
@onready var _controls_page: SettingsBubblePage = %ControlsPage
@onready var _accessibility_page: SettingsBubblePage = %AccessibilityPage
@onready var _data_page: SettingsBubblePage = %DataPage
@onready var _feedback: Label = %SettingsFeedback
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@onready var _world_value: BubbleButton = %WorldValue
@onready var _ui_value: BubbleButton = %UIValue
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@onready var _chat_dock: BubbleButton = %ChatDock
@onready var _chat_mode: BubbleButton = %ChatMode
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@onready var _paint_dock: BubbleButton = %PaintDock
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@onready var _mouse_value: BubbleButton = %MouseValue
@onready var _controller_value: BubbleButton = %ControllerValue
@onready var _invert_y_toggle: BubbleButton = %InvertYToggle
@onready var _auto_click_toggle: BubbleButton = %AutoClickToggle
@onready var _auto_click_interval: BubbleButton = %AutoClickIntervalValue
@onready var _world_options: Array[BubbleButton] = [
%WorldLegible,
%WorldCute,
%WorldRetro,
%WorldHardcore,
%WorldWtf,
]
@onready var _ui_options: Array[BubbleButton] = [
%UILegible,
%UICute,
%UIRetro,
%UIHardcore,
%UIWtf,
]
var _settings_manager: SettingsManagerType
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var _effective_ui_pixel_size: int = PlayerSettings.DEFAULT_UI_PIXEL_SIZE
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var _page_stack: Array[StringName] = []
var _pages: Dictionary[StringName, SettingsBubblePage] = {}
var _page_transition_generation: int = 0
var _page_transition_active: bool = false
var _presentation_mode: PresentationMode = PresentationMode.GAMEPLAY_MODAL
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var _animate_gameplay_host_transitions: bool = false
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var _auto_click_enabled: bool = false
var _auto_click_interval_value: float = 0.20
var _mouse_sensitivity: float = 0.005
var _controller_sensitivity: float = 2.5
var _invert_camera_y: bool = false
var _network_profile: NetworkProfilePreferences
var _network_session: NetworkSession
var _data_root: PlayerDataRoot
var _identity_backups: IdentityBackupService
var _player_identity: PlayerIdentityStore
var _host_identity: HostIdentityStore
var _interface_fonts: InterfaceFontController
var _controller_mapping_manager: ControllerMappingManagerType
var _controller_mapping_panel: ControllerMappingPanelType
var _data_folder_dialog: FileDialog
var _backup_file_dialog: FileDialog
var _export_file_dialog: FileDialog
var _passphrase_dialog: ConfirmationDialog
var _passphrase_entry: LineEdit
var _passphrase_confirm: LineEdit
var _pending_identity_operation := ""
var _pending_identity_type := ""
var _pending_identity_path := ""
var _pending_import_data: Dictionary = {}
func _ready() -> void:
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_pages = {
PAGE_ROOT: _root_page,
PAGE_DISPLAY: _display_page,
PAGE_CONTROLS: _controls_page,
PAGE_ACCESSIBILITY: _accessibility_page,
PAGE_DATA: _data_page,
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}
%DisplayCategory.pressed.connect(_push_page.bind(PAGE_DISPLAY))
%ControlsCategory.pressed.connect(_push_page.bind(PAGE_CONTROLS))
%AccessibilityCategory.pressed.connect(
_push_page.bind(PAGE_ACCESSIBILITY)
)
%DataCategory.pressed.connect(_push_page.bind(PAGE_DATA))
%ApplySettingsButton.pressed.connect(_apply_settings)
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%RootBackButton.pressed.connect(close_panel)
%DisplayBackButton.pressed.connect(handle_back)
%ControlsBackButton.pressed.connect(handle_back)
%ControllerMapping.pressed.connect(_open_controller_mapping)
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%AccessibilityBackButton.pressed.connect(handle_back)
%DataBackButton.pressed.connect(handle_back)
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%RootBackButton.gui_input.connect(_on_back_bubble_gui_input)
%DisplayBackButton.gui_input.connect(_on_back_bubble_gui_input)
%ControlsBackButton.gui_input.connect(_on_back_bubble_gui_input)
%AccessibilityBackButton.gui_input.connect(_on_back_bubble_gui_input)
%DataBackButton.gui_input.connect(_on_back_bubble_gui_input)
%OpenDataFolder.pressed.connect(_open_data_folder)
%ChangeDataFolder.pressed.connect(_choose_data_folder)
%ExportPlayerIdentity.pressed.connect(_choose_identity_export.bind("player"))
%ImportPlayerIdentity.pressed.connect(_choose_identity_import.bind("player"))
%ExportHostIdentity.pressed.connect(_choose_identity_export.bind("host"))
%ImportHostIdentity.pressed.connect(_choose_identity_import.bind("host"))
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for index: int in _world_options.size():
_world_options[index].pressed.connect(
_set_world_pixelation.bind(index + 1)
)
for index: int in _ui_options.size():
_ui_options[index].pressed.connect(
_set_ui_pixelation.bind(index + 1)
)
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_chat_dock.pressed.connect(_toggle_chat_dock)
_chat_mode.pressed.connect(_toggle_chat_mode)
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_paint_dock.pressed.connect(_toggle_paint_dock)
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%MouseDecrease.pressed.connect(_adjust_mouse_sensitivity.bind(-1))
%MouseIncrease.pressed.connect(_adjust_mouse_sensitivity.bind(1))
_mouse_value.pressed.connect(_adjust_mouse_sensitivity.bind(1))
%ControllerDecrease.pressed.connect(
_adjust_controller_sensitivity.bind(-1)
)
%ControllerIncrease.pressed.connect(
_adjust_controller_sensitivity.bind(1)
)
_controller_value.pressed.connect(
_adjust_controller_sensitivity.bind(1)
)
_invert_y_toggle.pressed.connect(_toggle_invert_y)
_auto_click_toggle.pressed.connect(_toggle_auto_click)
for control: Control in [_auto_click_toggle, _auto_click_interval]:
control.mouse_entered.connect(
_show_accessibility_helper.bind(&"auto_click")
)
control.focus_entered.connect(
_show_accessibility_helper.bind(&"auto_click")
)
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%IntervalDecrease.pressed.connect(_adjust_auto_click_interval.bind(-1))
%IntervalIncrease.pressed.connect(_adjust_auto_click_interval.bind(1))
_auto_click_interval.pressed.connect(
_adjust_auto_click_interval.bind(1)
)
_mouse_value.gui_input.connect(
_on_continuous_value_input.bind(&"mouse")
)
_controller_value.gui_input.connect(
_on_continuous_value_input.bind(&"controller")
)
_auto_click_interval.gui_input.connect(
_on_continuous_value_input.bind(&"interval")
)
resized.connect(_refresh_panel_size)
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var parent_control := get_parent() as Control
if parent_control != null:
parent_control.resized.connect(_refresh_panel_size)
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for page: SettingsBubblePage in _pages.values():
page.hide_page()
_controller_mapping_panel = ControllerMappingPanelType.new()
add_child(_controller_mapping_panel)
_controller_mapping_panel.closed.connect(
_on_controller_mapping_panel_closed
)
_style_data_page()
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call_deferred("_refresh_panel_size")
func setup_network_profile(
profile: NetworkProfilePreferences,
session: NetworkSession,
) -> void:
_network_profile = profile
_network_session = session
func setup_controller_mapping(
mapping_manager: ControllerMappingManagerType,
) -> void:
_controller_mapping_manager = mapping_manager
_controller_mapping_panel.setup(_controller_mapping_manager)
func setup_data_and_identity(
data_root: PlayerDataRoot,
identity_backups: IdentityBackupService,
player_identity: PlayerIdentityStore,
host_identity: HostIdentityStore,
session: NetworkSession,
interface_fonts: InterfaceFontController,
) -> void:
_data_root = data_root
_identity_backups = identity_backups
_player_identity = player_identity
_host_identity = host_identity
_network_session = session
_interface_fonts = interface_fonts
_identity_backups.operation_finished.connect(_on_identity_operation_finished)
_interface_fonts.apply_utility_theme(_data_page)
_refresh_data_page()
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func open_panel(
settings_manager: SettingsManagerType,
presentation_mode: PresentationMode = PresentationMode.GAMEPLAY_MODAL,
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animate_gameplay_host_transitions: bool = false,
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) -> void:
_cancel_page_transition()
_presentation_mode = presentation_mode
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_animate_gameplay_host_transitions = animate_gameplay_host_transitions
_settings_manager = settings_manager
_load_controls()
_feedback.text = ""
_refresh_data_page()
show()
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_page_stack.clear()
_page_stack.append(PAGE_ROOT)
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panel_visibility_changed.emit(true)
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if (
presentation_mode == PresentationMode.TITLE_EMBEDDED
or _animate_gameplay_host_transitions
):
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for page: SettingsBubblePage in _pages.values():
page.hide_page()
_page_transition_generation += 1
_page_transition_active = true
var generation: int = _page_transition_generation
_root_page.transition_in(
true,
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_finish_animated_open.bind(generation),
0.0
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)
else:
_show_active_page(true)
opened.emit()
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func close_panel(immediate: bool = false) -> void:
if not visible:
return
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if immediate:
_finish_panel_close(false)
return
if (
_presentation_mode == PresentationMode.TITLE_EMBEDDED
or _animate_gameplay_host_transitions
):
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if _page_transition_active:
return
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_begin_animated_close(false)
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return
_finish_panel_close(false)
func _finish_panel_close(applied_result: bool) -> void:
_cancel_page_transition()
if (
_controller_mapping_panel != null
and _controller_mapping_panel.is_open()
):
_controller_mapping_panel.close_panel()
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for page: SettingsBubblePage in _pages.values():
page.hide_page()
_page_stack.clear()
hide()
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panel_visibility_changed.emit(false)
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if applied_result:
applied.emit()
else:
_load_controls()
closed.emit()
func handle_back() -> void:
if (
_controller_mapping_panel != null
and _controller_mapping_panel.is_open()
):
_controller_mapping_panel.request_back()
return
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if _page_transition_active:
return
if _page_stack.size() > 1:
_start_page_transition(_page_stack[-2], false)
return
close_panel()
func _open_controller_mapping() -> void:
if _controller_mapping_manager == null:
_feedback.text = "no controller mapping service is available"
return
_controller_mapping_panel.open_panel()
func _on_controller_mapping_panel_closed() -> void:
%ControllerMapping.grab_focus()
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func get_active_page_id() -> StringName:
return _page_stack.back() if not _page_stack.is_empty() else StringName()
func is_controller_mapping_capturing() -> bool:
return (
_controller_mapping_panel != null
and _controller_mapping_panel.is_capturing()
)
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func _push_page(page_id: StringName) -> void:
if (
_page_transition_active
or not _pages.has(page_id)
or get_active_page_id() == page_id
):
return
_start_page_transition(page_id, true)
func _start_page_transition(page_id: StringName, push_page: bool) -> void:
var outgoing_page: SettingsBubblePage = _get_active_page()
var incoming_page: SettingsBubblePage = _pages.get(page_id)
if outgoing_page == null or incoming_page == null:
return
_page_transition_generation += 1
_page_transition_active = true
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navigation_transition_started.emit()
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var generation: int = _page_transition_generation
if push_page:
_page_stack.append(page_id)
else:
_page_stack.pop_back()
for page: SettingsBubblePage in _pages.values():
if page != outgoing_page and page != incoming_page:
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page.hide_page()
outgoing_page.transition_out(
Callable()
)
get_tree().create_timer(
UIMotion.BUBBLE_TRANSITION_OVERLAP_DELAY
).timeout.connect(
func() -> void:
if (
generation == _page_transition_generation
and _page_transition_active
):
incoming_page.transition_in(
true,
_finish_incoming_page.bind(generation)
),
CONNECT_ONE_SHOT
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)
func _finish_incoming_page(generation: int) -> void:
if generation != _page_transition_generation or not _page_transition_active:
return
_page_transition_active = false
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func _finish_animated_open(generation: int) -> void:
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if generation != _page_transition_generation or not _page_transition_active:
return
_page_transition_active = false
opened.emit()
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func _begin_animated_close(applied_result: bool) -> void:
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var active_page: SettingsBubblePage = _get_active_page()
if active_page == null:
return
_page_transition_generation += 1
_page_transition_active = true
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navigation_transition_started.emit()
closing.emit()
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var generation: int = _page_transition_generation
active_page.transition_out(
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_finish_animated_close.bind(generation, applied_result),
0.0
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)
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func _finish_animated_close(
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generation: int,
applied_result: bool,
) -> void:
if generation != _page_transition_generation or not _page_transition_active:
return
_finish_panel_close(applied_result)
func _cancel_page_transition() -> void:
_page_transition_generation += 1
_page_transition_active = false
func _show_active_page(should_focus: bool) -> void:
for page_id: StringName in _pages:
var page: SettingsBubblePage = _pages[page_id]
if page_id == get_active_page_id():
page.show_page(should_focus)
else:
page.hide_page()
if get_active_page_id() == PAGE_DATA:
_refresh_data_page()
if should_focus:
%OpenDataFolder.call_deferred("grab_focus")
func _refresh_data_page() -> void:
if not is_node_ready() or _data_root == null:
return
%DataFolderPath.text = _data_root.root_path
%DataStorageMode.text = "Storage Mode: " + _data_root.storage_mode_text()
%ChangeDataFolder.disabled = (
_data_root.override_active
or (_network_session != null and _network_session.is_session_active())
)
func _open_data_folder() -> void:
if _data_root == null or not _data_root.open_folder():
_feedback.text = "Could not open the data folder."
func _choose_data_folder() -> void:
if _data_root == null or _data_root.override_active:
_feedback.text = "The data folder is externally managed."
return
if _network_session != null and _network_session.is_session_active():
_feedback.text = "Return to title to change the data folder."
return
if _data_folder_dialog == null:
_data_folder_dialog = FileDialog.new()
_data_folder_dialog.file_mode = FileDialog.FILE_MODE_OPEN_DIR
_data_folder_dialog.access = FileDialog.ACCESS_FILESYSTEM
_data_folder_dialog.use_native_dialog = false
_data_folder_dialog.dir_selected.connect(_change_data_folder)
_interface_fonts.apply_utility_theme(_data_folder_dialog)
add_child(_data_folder_dialog)
_data_folder_dialog.current_dir = _data_root.root_path.get_base_dir()
_data_folder_dialog.popup_centered_ratio(0.75)
func _change_data_folder(path: String) -> void:
var result: Dictionary = PortableDataMigration.migrate_active_to(
_data_root, path
)
if bool(result.get("requires_existing_root_decision", false)):
_show_existing_data_folder_choice(path)
return
if bool(result.get("ok", false)):
_feedback.text = "Data folder changed. NETfishing will close safely."
_refresh_data_page()
get_tree().call_deferred("quit")
else:
_feedback.text = str(result.get("message", "Could not change the data folder."))
func _show_existing_data_folder_choice(path: String) -> void:
var dialog: ConfirmationDialog = ConfirmationDialog.new()
dialog.title = "Existing NETfishing data"
dialog.ok_button_text = "Use Selected Data"
dialog.dialog_text = (
"The selected folder contains different NETfishing data.\n\n"
+ "Choose one complete data set. Data will not be merged."
)
dialog.add_button("Replace Selected Data", false, "replace")
dialog.confirmed.connect(func() -> void:
if _data_root.use_existing_root(path):
_feedback.text = "Data folder changed. NETfishing will close safely."
get_tree().call_deferred("quit")
else:
_feedback.text = _data_root.error_message
dialog.queue_free()
)
dialog.custom_action.connect(func(action: StringName) -> void:
if action != &"replace":
return
var result: Dictionary = PortableDataMigration.replace_existing_with_active(
_data_root, path
)
_feedback.text = str(result.get("message", "Could not replace selected data."))
if bool(result.get("ok", false)):
get_tree().call_deferred("quit")
dialog.queue_free()
)
_interface_fonts.apply_utility_theme(dialog)
add_child(dialog)
dialog.popup_centered(Vector2i(620, 340))
func _choose_identity_export(identity_type: String) -> void:
if not _identity_operation_allowed():
return
_pending_identity_operation = "export"
_pending_identity_type = identity_type
var suggested: String = _identity_backups.default_export_path(identity_type)
if _export_file_dialog == null:
_export_file_dialog = FileDialog.new()
_export_file_dialog.file_mode = FileDialog.FILE_MODE_SAVE_FILE
_export_file_dialog.access = FileDialog.ACCESS_FILESYSTEM
_export_file_dialog.use_native_dialog = false
_export_file_dialog.filters = PackedStringArray(["*.nfidentity ; NETfishing identity backup"])
_export_file_dialog.file_selected.connect(_identity_export_file_selected)
_interface_fonts.apply_utility_theme(_export_file_dialog)
add_child(_export_file_dialog)
_export_file_dialog.current_dir = suggested.get_base_dir()
_export_file_dialog.current_file = suggested.get_file()
_export_file_dialog.popup_centered_ratio(0.75)
func _identity_export_file_selected(path: String) -> void:
_pending_identity_path = (
path if path.ends_with(".nfidentity") else path + ".nfidentity"
)
_show_passphrase_dialog(true)
func _choose_identity_import(identity_type: String) -> void:
if not _identity_operation_allowed():
return
_pending_identity_operation = "import"
_pending_identity_type = identity_type
if _backup_file_dialog == null:
_backup_file_dialog = FileDialog.new()
_backup_file_dialog.file_mode = FileDialog.FILE_MODE_OPEN_FILE
_backup_file_dialog.access = FileDialog.ACCESS_FILESYSTEM
_backup_file_dialog.use_native_dialog = false
_backup_file_dialog.filters = PackedStringArray(["*.nfidentity ; NETfishing identity backup"])
_backup_file_dialog.file_selected.connect(_identity_import_file_selected)
_interface_fonts.apply_utility_theme(_backup_file_dialog)
add_child(_backup_file_dialog)
_backup_file_dialog.current_dir = _data_root.identity_backup_directory()
_backup_file_dialog.popup_centered_ratio(0.75)
func _identity_import_file_selected(path: String) -> void:
_pending_identity_path = path
_show_passphrase_dialog(false)
func _show_passphrase_dialog(exporting: bool) -> void:
if _passphrase_dialog == null:
_passphrase_dialog = ConfirmationDialog.new()
_passphrase_dialog.title = "Encrypted identity backup"
_passphrase_dialog.confirmed.connect(_submit_identity_passphrase)
var fields: VBoxContainer = VBoxContainer.new()
var warning: Label = Label.new()
warning.text = (
"Anyone with this backup and passphrase can use your identity."
)
warning.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
fields.add_child(warning)
_passphrase_entry = LineEdit.new()
_passphrase_entry.placeholder_text = "Passphrase (12 characters minimum)"
_passphrase_entry.secret = true
fields.add_child(_passphrase_entry)
_passphrase_confirm = LineEdit.new()
_passphrase_confirm.placeholder_text = "Confirm passphrase"
_passphrase_confirm.secret = true
fields.add_child(_passphrase_confirm)
_passphrase_dialog.add_child(fields)
_interface_fonts.apply_utility_theme(_passphrase_dialog)
add_child(_passphrase_dialog)
_passphrase_confirm.visible = exporting
_passphrase_entry.clear()
_passphrase_confirm.clear()
_passphrase_dialog.dialog_text = (
"Create a passphrase-encrypted backup."
if exporting else "Enter the backup passphrase."
)
_passphrase_dialog.popup_centered(Vector2i(560, 300))
_passphrase_entry.grab_focus()
func _submit_identity_passphrase() -> void:
var passphrase: String = _passphrase_entry.text
if _pending_identity_operation == "export":
_identity_backups.export_backup(
_pending_identity_type,
_pending_identity_path,
passphrase,
_passphrase_confirm.text,
)
return
var inspected: Dictionary = _identity_backups.import_backup(
_pending_identity_type,
_pending_identity_path,
passphrase,
false,
)
if bool(inspected.get("requires_confirmation", false)):
_pending_import_data = {
"passphrase": passphrase,
"current": inspected["current_fingerprint"],
"incoming": inspected["incoming_fingerprint"],
}
_show_identity_replacement_confirmation()
func _show_identity_replacement_confirmation() -> void:
var dialog: ConfirmationDialog = ConfirmationDialog.new()
dialog.title = "Replace active identity?"
dialog.ok_button_text = "Review Replacement"
dialog.dialog_text = (
"Current:\n%s\n\nIncoming:\n%s\n\n"
+ "Other players will recognize this device as the imported identity."
) % [
NetworkIdentityCrypto.format_fingerprint(_pending_import_data["current"]),
NetworkIdentityCrypto.format_fingerprint(_pending_import_data["incoming"]),
]
dialog.set_meta("confirmation_step", 1)
dialog.confirmed.connect(_advance_identity_replacement.bind(dialog))
dialog.canceled.connect(dialog.queue_free)
_interface_fonts.apply_utility_theme(dialog)
add_child(dialog)
dialog.popup_centered(Vector2i(620, 360))
func _advance_identity_replacement(dialog: ConfirmationDialog) -> void:
if int(dialog.get_meta("confirmation_step", 1)) == 1:
dialog.set_meta("confirmation_step", 2)
dialog.ok_button_text = "Replace Identity"
dialog.dialog_text = (
"Replace the active identity and archive the current key locally?"
)
dialog.call_deferred("popup_centered", Vector2i(560, 280))
return
_confirm_identity_replacement(dialog)
func _confirm_identity_replacement(dialog: ConfirmationDialog) -> void:
_identity_backups.import_backup(
_pending_identity_type,
_pending_identity_path,
str(_pending_import_data["passphrase"]),
true,
)
_pending_import_data.clear()
dialog.queue_free()
func _identity_operation_allowed() -> bool:
if _identity_backups == null:
_feedback.text = "Identity backup is unavailable."
return false
if _network_session != null and _network_session.is_session_active():
_feedback.text = "Return to title to change an identity."
return false
return true
func _on_identity_operation_finished(success: bool, message: String) -> void:
_feedback.text = message
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func _get_active_page() -> SettingsBubblePage:
return _pages.get(get_active_page_id()) as SettingsBubblePage
func _apply_settings() -> void:
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if _page_transition_active:
return
if _settings_manager == null:
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_feedback.text = "settings are unavailable."
return
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var edited: PlayerSettings = _settings_manager.current_settings.copy()
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edited.auto_click_enabled = _auto_click_enabled
edited.auto_click_interval = _auto_click_interval_value
edited.mouse_camera_sensitivity = _mouse_sensitivity
edited.controller_camera_sensitivity = _controller_sensitivity
edited.invert_camera_y = _invert_camera_y
if _settings_manager.apply_settings(edited):
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if (
_presentation_mode == PresentationMode.TITLE_EMBEDDED
or _animate_gameplay_host_transitions
):
_begin_animated_close(true)
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else:
_finish_panel_close(true)
else:
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_feedback.text = "failed to save settings."
func _load_controls() -> void:
if _settings_manager == null or not is_node_ready():
return
var settings: PlayerSettings = _settings_manager.current_settings
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_auto_click_enabled = settings.auto_click_enabled
_auto_click_interval_value = settings.auto_click_interval
_mouse_sensitivity = settings.mouse_camera_sensitivity
_controller_sensitivity = settings.controller_camera_sensitivity
_invert_camera_y = settings.invert_camera_y
_refresh_value_labels()
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func _refresh_value_labels() -> void:
if _settings_manager == null:
return
var settings: PlayerSettings = _settings_manager.current_settings
_world_value.text = (
"world\npixelation\n"
+ _pixel_size_label(settings.world_pixel_size)
)
_ui_value.text = (
"ui\npixelation\n"
+ _pixel_size_label(settings.ui_pixel_size)
)
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_chat_dock.text = "chat dock\n" + ("right" if settings.chat_dock_right else "left")
_chat_mode.text = (
"chat mode\n" + ("mobile" if settings.chat_mobile_mode else "desktop")
)
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_paint_dock.text = (
"paint dock\n" + ("right" if settings.paint_dock_right else "left")
)
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_mouse_value.text = "mouse\nsensitivity\n%.4f" % _mouse_sensitivity
_controller_value.text = (
"controller\nsensitivity\n%.1f" % _controller_sensitivity
)
_invert_y_toggle.text = (
"invert\nvertical\ncamera\n"
+ ("on" if _invert_camera_y else "off")
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)
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_auto_click_toggle.text = (
"accessibility\nauto-click\n"
+ ("on" if _auto_click_enabled else "off")
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)
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_auto_click_interval.text = (
"auto-click\ninterval\n%.2f s" % _auto_click_interval_value
)
for index: int in _world_options.size():
_world_options[index].button_pressed = (
index + 1 == settings.world_pixel_size
)
for index: int in _ui_options.size():
_ui_options[index].button_pressed = index + 1 == settings.ui_pixel_size
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func _show_accessibility_helper(_kind: StringName) -> void:
var helper := %IntervalHelp as BubbleButton
helper.text = (
"Lower intervals click\nbarriers faster\nwhile held."
)
func _style_data_page() -> void:
UtilityPageStyle.apply_page(_data_page)
var paper := _data_page.get_node("Paper") as PanelContainer
paper.add_theme_stylebox_override(
"panel", UtilityPageStyle.panel_style()
)
var content := _data_page.get_node("Paper/Content") as VBoxContainer
content.add_theme_constant_override("separation", 12)
for node: Node in content.find_children("*", "", true, false):
if node is BaseButton:
UtilityPageStyle.apply_ocean_button(node)
elif node is Label:
node.add_theme_color_override(
"font_color", UtilityPageStyle.OCEAN_TEXT_PRIMARY
)
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func _set_world_pixelation(pixel_size: int) -> void:
if _settings_manager == null:
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return
if not _settings_manager.apply_pixelation(
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pixel_size,
_settings_manager.current_settings.ui_pixel_size
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):
_feedback.text = "failed to save pixelation settings."
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return
_refresh_value_labels()
func _set_ui_pixelation(pixel_size: int) -> void:
if _settings_manager == null:
return
if not _settings_manager.apply_pixelation(
_settings_manager.current_settings.world_pixel_size,
pixel_size
):
_feedback.text = "failed to save pixelation settings."
return
_refresh_value_labels()
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func _toggle_chat_dock() -> void:
if _settings_manager == null:
return
var edited: PlayerSettings = _settings_manager.current_settings.copy()
edited.chat_dock_right = not edited.chat_dock_right
if not _settings_manager.apply_settings(edited):
_feedback.text = "failed to save chat dock setting."
return
_refresh_value_labels()
func _toggle_chat_mode() -> void:
if _settings_manager == null:
return
var edited: PlayerSettings = _settings_manager.current_settings.copy()
edited.chat_mobile_mode = not edited.chat_mobile_mode
if not _settings_manager.apply_settings(edited):
_feedback.text = "failed to save chat mode setting."
return
_refresh_value_labels()
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func _toggle_paint_dock() -> void:
if _settings_manager == null:
return
var edited: PlayerSettings = _settings_manager.current_settings.copy()
edited.paint_dock_right = not edited.paint_dock_right
if not _settings_manager.apply_settings(edited):
_feedback.text = "failed to save paint dock setting."
return
_refresh_value_labels()
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func _adjust_mouse_sensitivity(direction: int) -> void:
_mouse_sensitivity = clampf(
_mouse_sensitivity + float(direction) * 0.0005,
PlayerSettings.MIN_MOUSE_SENSITIVITY,
PlayerSettings.MAX_MOUSE_SENSITIVITY
)
_refresh_value_labels()
func _adjust_controller_sensitivity(direction: int) -> void:
_controller_sensitivity = clampf(
_controller_sensitivity + float(direction) * 0.1,
PlayerSettings.MIN_CONTROLLER_SENSITIVITY,
PlayerSettings.MAX_CONTROLLER_SENSITIVITY
)
_refresh_value_labels()
func _adjust_auto_click_interval(direction: int) -> void:
_auto_click_interval_value = clampf(
_auto_click_interval_value + float(direction) * 0.01,
PlayerSettings.MIN_AUTO_CLICK_INTERVAL,
PlayerSettings.MAX_AUTO_CLICK_INTERVAL
)
_refresh_value_labels()
func _toggle_invert_y() -> void:
_invert_camera_y = not _invert_camera_y
_refresh_value_labels()
func _toggle_auto_click() -> void:
_auto_click_enabled = not _auto_click_enabled
_refresh_value_labels()
func _on_continuous_value_input(
event: InputEvent,
control_id: StringName,
) -> void:
var direction: int = 0
if event.is_action_pressed("ui_left"):
direction = -1
elif event.is_action_pressed("ui_right"):
direction = 1
if direction == 0:
return
match control_id:
&"mouse":
_adjust_mouse_sensitivity(direction)
&"controller":
_adjust_controller_sensitivity(direction)
&"interval":
_adjust_auto_click_interval(direction)
accept_event()
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func _pixel_size_label(pixel_size: int) -> String:
var index: int = clampi(
pixel_size - 1,
0,
PIXELATION_NAMES.size() - 1
)
return PIXELATION_NAMES[index]
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func set_effective_ui_pixel_size(pixel_size: int) -> void:
_effective_ui_pixel_size = clampi(
pixel_size,
PlayerSettings.MIN_UI_PIXEL_SIZE,
PlayerSettings.MAX_UI_PIXEL_SIZE
)
if is_node_ready():
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_refresh_value_labels()
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func focus_back_button() -> void:
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var active_page: SettingsBubblePage = _get_active_page()
if active_page != null:
active_page.focus_back()
func _on_back_bubble_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_down") or event.is_action_pressed("ui_focus_next"):
crisp_reset_focus_requested.emit()
accept_event()
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func refresh_open_panel() -> void:
if visible:
_load_controls()
func _refresh_panel_size() -> void:
if not is_node_ready():
return
var parent_control := get_parent() as Control
if parent_control == null:
return
var available_size: Vector2 = parent_control.size - Vector2.ONE * (
PANEL_EDGE_MARGIN * 2.0
)
var target_size := Vector2(
minf(MAX_PANEL_SIZE.x, maxf(320.0, available_size.x)),
minf(MAX_PANEL_SIZE.y, maxf(240.0, available_size.y))
)
custom_minimum_size = target_size
if parent_control is CenterContainer:
return
set_anchors_preset(Control.PRESET_CENTER)
position = (parent_control.size - target_size) * 0.5
size = target_size