Settings and resolutions

This commit is contained in:
2025-07-29 19:15:39 +02:00
parent e638e780c8
commit ec3a23b5cc
16 changed files with 617 additions and 0 deletions

69
Game/Menu/options.gd Normal file
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extends Control
var resolutions = [
Vector2i(640, 360),
Vector2i(800, 450),
Vector2i(1152, 648),
Vector2i(1280, 720),
Vector2i(1366, 768),
Vector2i(1600, 900),
Vector2i(1920, 1080),
Vector2i(2560, 1440),
Vector2i(3840, 2160)
]
# Adjust these paths as needed to match your scene
@onready var resolution_button: OptionButton = $"TabContainer/Screen & Video/VBoxContainer/HBoxContainer/OptionButton"
@onready var display_mode: OptionButton = $"TabContainer/Screen & Video/VBoxContainer/HBoxContainer2/OptionButton"
func _ready():
# Populate resolution selector
for res in resolutions:
resolution_button.add_item("%d x %d" % [res.x, res.y])
# Populate display mode selector
display_mode.clear()
display_mode.add_item("Windowed")
display_mode.add_item("Fullscreen")
display_mode.add_item("Borderless")
# Connect signals (editor: also connect in "Node" panel for best reliability)
resolution_button.connect("item_selected", Callable(self, "_on_resolution_button_item_selected"))
display_mode.connect("item_selected", Callable(self, "_on_display_mode_selected"))
# Set defaults (optional)
display_mode.select(0)
resolution_button.select(2)
resolution_button.disabled = false
func _on_display_mode_selected(index):
var mode_name = display_mode.get_item_text(index)
match mode_name:
"Windowed":
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
resolution_button.disabled = false
# Reapply current resolution
_set_screen_size(resolutions[resolution_button.selected])
"Fullscreen":
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
resolution_button.disabled = true
"Borderless":
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN)
resolution_button.disabled = false
# Optional: some platforms need actual borderless flag set
# DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, true)
_set_screen_size(resolutions[resolution_button.selected])
func _on_resolution_button_item_selected(index):
# Only acts if mode is not Fullscreen
if display_mode.get_selected_id() != 1:
_set_screen_size(resolutions[index])
func _set_screen_size(size: Vector2i):
# Only relevant for windowed/borderless
if display_mode.get_selected_id() != 1: # 1 is "Fullscreen"
DisplayServer.window_set_size(size)
# Optionally center or reposition window if desired
func _on_button_pressed() -> void:
get_tree().change_scene_to_file("res://Game/Menu/main.tscn")