Files
Defensaria/Game/Menu/options.gd
2025-07-29 20:19:07 +02:00

122 lines
4.3 KiB
GDScript

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"
@onready var master_volume: HSlider = $"TabContainer/Music & Sound/VBoxContainer/HBoxContainer/HSlider"
@onready var music_volume: HSlider = $"TabContainer/Music & Sound/VBoxContainer/HBoxContainer2/HSlider"
@onready var sfx_volume: HSlider = $"TabContainer/Music & Sound/VBoxContainer/HBoxContainer3/HSlider"
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
load_settings()
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 save_settings():
var config = ConfigFile.new()
# Save resolution details
var res = resolutions[resolution_button.selected]
config.set_value("screen", "width", res.x)
config.set_value("screen", "height", res.y)
# Save display mode
config.set_value("screen", "mode", display_mode.get_selected_id()) # 0=Windowed, 1=Fullscreen, 2=Borderless
# Save music module volumes
config.set_value("audio", "master_volume", master_volume.value)
config.set_value("audio", "music_volume", music_volume.value)
config.set_value("audio", "sfx_volume", sfx_volume.value)
var err = config.save("user://settings.cfg")
func load_settings():
var config = ConfigFile.new()
var err = config.load("user://settings.cfg")
if err == OK:
# Load resolution
var width = config.get_value("screen", "width", -1)
var height = config.get_value("screen", "height", -1)
if width != -1 and height != -1:
for i in range(resolutions.size()):
if resolutions[i].x == width and resolutions[i].y == height:
resolution_button.select(i)
break
# Load display mode and apply it
var mode = config.get_value("screen", "mode", 0)
display_mode.select(mode)
_on_display_mode_selected(mode) # apply display mode and resolution
# Load audio volumes
master_volume.value = config.get_value("audio", "master_volume", master_volume.value)
music_volume.value = config.get_value("audio", "music_volume", music_volume.value)
sfx_volume.value = config.get_value("audio", "sfx_volume", sfx_volume.value)
else:
print("No previous settings found or failed to load.")
func _on_button_pressed() -> void:
save_settings()
get_tree().change_scene_to_file("res://Game/Menu/main.tscn")