netfishing/ui/settings_panel.gd

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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 TITLE_HOST_OUTGOING_DURATION: float = 1.70
const TITLE_HOST_INCOMING_DURATION: float = 1.80
const PIXELATION_NAMES: PackedStringArray = [
"legible",
"cute",
"retro",
"hardcore",
"wtf",
]
const SettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
signal applied
signal closed
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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 _backdrop: ColorRect = $Backdrop
@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 _feedback: Label = %SettingsFeedback
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@onready var _world_value: BubbleButton = %WorldValue
@onready var _ui_value: BubbleButton = %UIValue
@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
func _ready() -> void:
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_pages = {
PAGE_ROOT: _root_page,
PAGE_DISPLAY: _display_page,
PAGE_CONTROLS: _controls_page,
PAGE_ACCESSIBILITY: _accessibility_page,
}
%DisplayCategory.pressed.connect(_push_page.bind(PAGE_DISPLAY))
%ControlsCategory.pressed.connect(_push_page.bind(PAGE_CONTROLS))
%AccessibilityCategory.pressed.connect(
_push_page.bind(PAGE_ACCESSIBILITY)
)
%ApplySettingsButton.pressed.connect(_apply_settings)
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%RootBackButton.pressed.connect(close_panel)
%DisplayBackButton.pressed.connect(handle_back)
%ControlsBackButton.pressed.connect(handle_back)
%AccessibilityBackButton.pressed.connect(handle_back)
%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)
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)
)
%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)
%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()
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call_deferred("_refresh_panel_size")
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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,
uses_external_backdrop: 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
_backdrop.visible = (
presentation_mode == PresentationMode.GAMEPLAY_MODAL
and not uses_external_backdrop
)
_settings_manager = settings_manager
_load_controls()
_feedback.text = ""
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),
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TITLE_HOST_INCOMING_DURATION
)
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()
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 _page_transition_active:
return
if _page_stack.size() > 1:
_start_page_transition(_page_stack[-2], false)
return
close_panel()
func get_active_page_id() -> StringName:
return _page_stack.back() if not _page_stack.is_empty() else StringName()
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
outgoing_page.transition_out(
_finish_outgoing_page.bind(
generation,
page_id,
push_page,
incoming_page
)
)
func _finish_outgoing_page(
generation: int,
page_id: StringName,
push_page: bool,
incoming_page: SettingsBubblePage,
) -> void:
if generation != _page_transition_generation or not _page_transition_active:
return
if push_page:
_page_stack.append(page_id)
else:
_page_stack.pop_back()
for page: SettingsBubblePage in _pages.values():
if page != incoming_page:
page.hide_page()
incoming_page.transition_in(
true,
_finish_incoming_page.bind(generation)
)
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()
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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),
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TITLE_HOST_OUTGOING_DURATION
)
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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()
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
var edited := PlayerSettings.new()
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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
edited.world_pixel_size = _settings_manager.current_settings.world_pixel_size
edited.ui_pixel_size = _settings_manager.current_settings.ui_pixel_size
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)
)
_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 _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()
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