diff options
author | George L. Albany <Megacake1234@gmail.com> | 2023-07-09 02:14:54 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-07-09 02:14:54 +0200 |
commit | 1d8accc1ca6b30120732c56233e5d74e860de1bb (patch) | |
tree | 97c167b06a8b2f2b868107414b5676ccb5fcb53b | |
parent | d05bff0c40a482a9bb44877fe76b1e0efb2e1a68 (diff) | |
parent | 86bee7b44c7cc7adaef8cdf441667a99223dd98a (diff) |
Merge pull request #135 from Spartan322/generalize/loading-and-events
20 files changed, 184 insertions, 100 deletions
diff --git a/game/project.godot b/game/project.godot index e47e459..4f95926 100644 --- a/game/project.godot +++ b/game/project.godot @@ -23,6 +23,7 @@ config/project_settings_override.template="user://settings.cfg" ArgumentParser="*res://src/Game/Autoload/Argument/ArgumentParser.tscn" Events="*res://src/Game/Autoload/Events.gd" +GameLoader="*res://src/Game/Autoload/GameLoader.gd" Resolution="*res://src/Game/Autoload/Resolution.gd" SoundManager="*res://src/Game/Autoload/SoundManager.gd" MusicConductor="*res://src/Game/MusicConductor/MusicConductor.tscn" diff --git a/game/src/Game/Autoload/Argument/ArgumentParser.gd b/game/src/Game/Autoload/Argument/ArgumentParser.gd index 123a733..b463c74 100644 --- a/game/src/Game/Autoload/Argument/ArgumentParser.gd +++ b/game/src/Game/Autoload/Argument/ArgumentParser.gd @@ -312,6 +312,7 @@ Options: func _ready(): if Engine.is_editor_hint(): return _set_argument_setting() + GameDebug._singleton = GameDebug.new() if get_argument(&"help"): _print_help() get_tree().quit() diff --git a/game/src/Game/Autoload/Events.gd b/game/src/Game/Autoload/Events.gd index f979301..da12bf6 100644 --- a/game/src/Game/Autoload/Events.gd +++ b/game/src/Game/Autoload/Events.gd @@ -1,56 +1,11 @@ +## Events are exclusively for the purpose of handling global signals +## This is to reduce "signal bubbling" which is when a signal callback is used to "bubble" the signal callbacks up the scene tree. +## It does such by providing a global interface of signals that are connected to and emitted by that are garunteed to exist. extends Node -var GameDebug: GameDebugSingleton -var Options: OptionsSingleton -var Localisation: LocalisationSingleton -var ShaderManager: ShaderManagerSingleton +var Loader: LoaderEventsObject +var Options: OptionsEventsObject -var _define_filepaths_dict : Dictionary = { - GameSingleton.get_province_identifier_file_key(): "res://common/map/provinces.json", - GameSingleton.get_water_province_file_key(): "res://common/map/water.json", - GameSingleton.get_region_file_key(): "res://common/map/regions.json", - GameSingleton.get_terrain_variant_file_key(): "res://common/map/terrain.json", - GameSingleton.get_terrain_texture_dir_key(): "res://art/terrain/", - GameSingleton.get_province_image_file_key(): "res://common/map/provinces.png", - GameSingleton.get_terrain_image_file_key(): "res://common/map/terrain.png", - GameSingleton.get_goods_file_key(): "res://common/goods.json", - GameSingleton.get_good_icons_dir_key(): "res://art/economy/goods" -} - -# REQUIREMENTS -# * FS-333, FS-334, FS-335, FS-341 -func load_events(loading_screen: LoadingScreen): - GameSingleton.setup_logger() - loading_screen.update_loading_screen(5) - - # Set this to your Vic2 install dir or a mod's dir to enable compatibility mode - # (this won't work for mods which rely on vanilla map assets, copy missing assets - # into the mod's dir for a temporary fix) - # Usage: OpenVic --compatibility-mode <path> - - var compatibility_mode_path : String = ArgumentParser.get_argument(&"compatibility-mode") - - var start := Time.get_ticks_usec() - - GameDebug = GameDebugSingleton.new() - loading_screen.update_loading_screen(15) - Options = OptionsSingleton.new() - loading_screen.update_loading_screen(25) - Localisation = LocalisationSingleton.new() - loading_screen.update_loading_screen(45) - ShaderManager = ShaderManagerSingleton.new() - loading_screen.update_loading_screen(50, true) - - if compatibility_mode_path: - if GameSingleton.load_defines_compatibility_mode(compatibility_mode_path) != OK: - push_error("Errors loading game defines!") - else: - if GameSingleton.load_defines(_define_filepaths_dict) != OK: - push_error("Errors loading game defines!") - - loading_screen.update_loading_screen(100) - var end := Time.get_ticks_usec() - print("Loading took ", float(end - start) / 1000000, " seconds") - - # change scene in a thread-safe way - get_tree().call_deferred("change_scene_to_file", "res://src/Game/GameMenu.tscn") +func _init(): + Loader = LoaderEventsObject.new() + Options = OptionsEventsObject.new() diff --git a/game/src/Game/Autoload/Events/GameDebug.gd b/game/src/Game/Autoload/Events/GameDebug.gd deleted file mode 100644 index 9e18343..0000000 --- a/game/src/Game/Autoload/Events/GameDebug.gd +++ /dev/null @@ -1,9 +0,0 @@ -extends RefCounted -class_name GameDebugSingleton - -func set_debug_mode(value : bool) -> void: - ArgumentParser.set_argument(&"game-debug", value) - print("Set debug mode to: ", value) - -func is_debug_mode() -> bool: - return ArgumentParser.get_argument(&"game-debug", false) diff --git a/game/src/Game/Autoload/Events/Loader.gd b/game/src/Game/Autoload/Events/Loader.gd new file mode 100644 index 0000000..c17dc6f --- /dev/null +++ b/game/src/Game/Autoload/Events/Loader.gd @@ -0,0 +1,6 @@ +class_name LoaderEventsObject +extends RefCounted + +signal startup_load_begun() +signal startup_load_changed(percentage : float) +signal startup_load_ended() diff --git a/game/src/Game/Autoload/Events/Options.gd b/game/src/Game/Autoload/Events/Options.gd index 2e9b90b..08f34db 100644 --- a/game/src/Game/Autoload/Events/Options.gd +++ b/game/src/Game/Autoload/Events/Options.gd @@ -1,5 +1,5 @@ +class_name OptionsEventsObject extends RefCounted -class_name OptionsSingleton signal save_settings(save_file: ConfigFile) signal load_settings(load_file: ConfigFile) diff --git a/game/src/Game/Autoload/GameLoader.gd b/game/src/Game/Autoload/GameLoader.gd new file mode 100644 index 0000000..1720e3c --- /dev/null +++ b/game/src/Game/Autoload/GameLoader.gd @@ -0,0 +1,18 @@ +extends Node + +var define_filepaths_dict : Dictionary = { + GameSingleton.get_province_identifier_file_key(): "res://common/map/provinces.json", + GameSingleton.get_water_province_file_key(): "res://common/map/water.json", + GameSingleton.get_region_file_key(): "res://common/map/regions.json", + GameSingleton.get_terrain_variant_file_key(): "res://common/map/terrain.json", + GameSingleton.get_terrain_texture_dir_key(): "res://art/terrain/", + GameSingleton.get_province_image_file_key(): "res://common/map/provinces.png", + GameSingleton.get_terrain_image_file_key(): "res://common/map/terrain.png", + GameSingleton.get_goods_file_key(): "res://common/goods.json", + GameSingleton.get_good_icons_dir_key(): "res://art/economy/goods" +} + +var ShaderManager : ShaderManagerClass + +func _init(): + ShaderManager = ShaderManagerClass.new() diff --git a/game/src/Game/GameSession/MapControlPanel/Minimap.gd b/game/src/Game/GameSession/MapControlPanel/Minimap.gd index 1f9b75e..be65db5 100644 --- a/game/src/Game/GameSession/MapControlPanel/Minimap.gd +++ b/game/src/Game/GameSession/MapControlPanel/Minimap.gd @@ -12,7 +12,7 @@ var _viewport_points : PackedVector2Array func _ready(): _minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_aspect_ratio(), 1.0) * 150 var minimap_material := _minimap_texture.get_material() - if Events.ShaderManager.set_up_shader(minimap_material, false) != OK: + if GameLoader.ShaderManager.set_up_shader(minimap_material, false) != OK: push_error("Failed to set up minimap shader") else: _minimap_shader = minimap_material @@ -20,7 +20,7 @@ func _ready(): func _on_province_selected(index : int) -> void: if _minimap_shader != null: - _minimap_shader.set_shader_parameter(Events.ShaderManager.param_selected_index, index) + _minimap_shader.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index) # REQUIREMENTS # * SS-80 diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd index ced8bb7..a2fe6b1 100644 --- a/game/src/Game/GameSession/MapView.gd +++ b/game/src/Game/GameSession/MapView.gd @@ -58,7 +58,7 @@ func _ready(): # Shader Material var map_material := _map_mesh_instance.get_active_material(0) - if Events.ShaderManager.set_up_shader(map_material, true) != OK: + if GameLoader.ShaderManager.set_up_shader(map_material, true) != OK: push_error("Failed to set up map shader") return _map_shader_material = map_material @@ -70,7 +70,7 @@ func _ready(): # Set map mesh size and get bounds const pixels_per_terrain_tile : float = 32.0 - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor, + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_terrain_tile_factor, float(GameSingleton.get_height()) / pixels_per_terrain_tile) var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform _map_mesh_corner = Vector2( @@ -114,7 +114,7 @@ func zoom_out() -> void: _zoom_target += _zoom_target_step func _on_province_selected(index : int) -> void: - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_selected_index, index) + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index) # REQUIREMENTS # * SS-31 @@ -218,14 +218,14 @@ func _update_mouse_map_position() -> void: _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport) var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map) if _mouse_over_viewport: - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, hover_index) + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, hover_index) func _on_mouse_entered_viewport(): _mouse_over_viewport = true func _on_mouse_exited_viewport(): _mouse_over_viewport = false - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, 0) + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, 0) func _on_minimap_clicked(pos_clicked : Vector2): pos_clicked *= _map_mesh_dims diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd index bad093d..758c24b 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd +++ b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd @@ -107,7 +107,7 @@ func _update_info() -> void: _life_rating_bar.value = _province_info.get(GameSingleton.get_province_info_life_rating_key(), 0) _life_rating_bar.tooltip_text = tr("LIFE_RATING_TOOLTIP").format({ - "life_rating": Events.Localisation.tr_number(_life_rating_bar.value) + "life_rating": Localisation.tr_number(_life_rating_bar.value) }) _rgo_name_label.text = _province_info.get(GameSingleton.get_province_info_rgo_key(), diff --git a/game/src/Game/GameStart.gd b/game/src/Game/GameStart.gd new file mode 100644 index 0000000..995541f --- /dev/null +++ b/game/src/Game/GameStart.gd @@ -0,0 +1,60 @@ +extends Control + +const LoadingScreen = preload("res://src/Game/LoadingScreen.gd") + +@export_subgroup("Nodes") +@export var loading_screen : LoadingScreen + +func _ready() -> void: + loading_screen.start_loading_screen(_initialize_game) + +# REQUIREMENTS +# * FS-333, FS-334, FS-335, FS-341 +func _initialize_game() -> void: + GameSingleton.setup_logger() + loading_screen.try_update_loading_screen(5) + + # Set this to your Vic2 install dir or a mod's dir to enable compatibility mode + # (this won't work for mods which rely on vanilla map assets, copy missing assets + # into the mod's dir for a temporary fix) + # Usage: OpenVic --compatibility-mode <path> + + var compatibility_mode_path : String = ArgumentParser.get_argument(&"compatibility-mode") + + var start := Time.get_ticks_usec() + + loading_screen.try_update_loading_screen(15) + loading_screen.try_update_loading_screen(25) + Localisation.initialize() + loading_screen.try_update_loading_screen(45) + loading_screen.try_update_loading_screen(50, true) + + # TODO: Loading takes way too long to keep the LoadingScreen at 50% + # Should either split this up or seperately multithread the compatibility mode loader + # Or both and emit a signal that allows us to add percentages to the LoadingScreen + if compatibility_mode_path: + if GameSingleton.load_defines_compatibility_mode(compatibility_mode_path) != OK: + push_error("Errors loading game defines!") + else: + GameLoader.define_filepaths_dict.make_read_only() + if GameSingleton.load_defines(GameLoader.define_filepaths_dict) != OK: + push_error("Errors loading game defines!") + + loading_screen.try_update_loading_screen(100) + var end := Time.get_ticks_usec() + print("Loading took ", float(end - start) / 1000000, " seconds") + + # change scene in a thread-safe way + get_tree().call_deferred("change_scene_to_file", "res://src/Game/GameMenu.tscn") + +func _on_splash_container_splash_end(): + loading_screen.show() + +func _on_loading_screen_load_started(): + Events.Loader.startup_load_begun.emit() + +func _on_loading_screen_load_changed(percentage : float) -> void: + Events.Loader.startup_load_changed.emit(percentage) + +func _on_loading_screen_load_ended(): + Events.Loader.startup_load_ended.emit() diff --git a/game/src/Game/GameStart.tscn b/game/src/Game/GameStart.tscn index 6cc358d..f16daa3 100644 --- a/game/src/Game/GameStart.tscn +++ b/game/src/Game/GameStart.tscn @@ -1,18 +1,21 @@ -[gd_scene load_steps=6 format=3 uid="uid://1udsn4mggep2"] +[gd_scene load_steps=7 format=3 uid="uid://1udsn4mggep2"] +[ext_resource type="Script" path="res://src/Game/GameStart.gd" id="1_e0cos"] [ext_resource type="PackedScene" uid="uid://3kktdpfnc0sn" path="res://src/Game/LoadingScreen.tscn" id="2_h0oiw"] [ext_resource type="Script" path="res://src/Game/SplashContainer.gd" id="2_xmcgv"] [ext_resource type="Texture2D" uid="uid://deef5hufq0j61" path="res://splash_assets/splash_end.png" id="3_qfv12"] [ext_resource type="Texture2D" uid="uid://cgdnixsyh7bja" path="res://splash_assets/splash_image.png" id="4_5b6yq"] [ext_resource type="VideoStream" path="res://splash_assets/splash_startup.ogv" id="5_8euyy"] -[node name="GameStartup" type="Control"] +[node name="GameStartup" type="Control" node_paths=PackedStringArray("loading_screen")] layout_mode = 3 anchors_preset = 15 anchor_right = 1.0 anchor_bottom = 1.0 grow_horizontal = 2 grow_vertical = 2 +script = ExtResource("1_e0cos") +loading_screen = NodePath("LoadingScreen") [node name="LoadingScreen" parent="." instance=ExtResource("2_h0oiw")] visible = false @@ -48,5 +51,8 @@ stream = ExtResource("5_8euyy") autoplay = true expand = true -[connection signal="splash_end" from="SplashContainer" to="LoadingScreen" method="_on_splash_container_splash_end"] +[connection signal="load_changed" from="LoadingScreen" to="." method="_on_loading_screen_load_changed"] +[connection signal="load_ended" from="LoadingScreen" to="." method="_on_loading_screen_load_ended"] +[connection signal="load_started" from="LoadingScreen" to="." method="_on_loading_screen_load_started"] +[connection signal="splash_end" from="SplashContainer" to="." method="_on_splash_container_splash_end"] [connection signal="finished" from="SplashContainer/SplashVideo" to="SplashContainer" method="_on_splash_startup_finished"] diff --git a/game/src/Game/GlobalClass/GameDebug.gd b/game/src/Game/GlobalClass/GameDebug.gd new file mode 100644 index 0000000..08d2b8b --- /dev/null +++ b/game/src/Game/GlobalClass/GameDebug.gd @@ -0,0 +1,26 @@ +class_name GameDebug +extends RefCounted + +static var _singleton : GameDebug + +static var debug_mode : bool: + get = is_debug_mode, set = set_debug_mode + +static func set_debug_mode(value : bool) -> void: + if _singleton == null: + push_warning("Debug mode could not be set.") + return + _singleton._set_debug_mode(value) + +static func is_debug_mode() -> bool: + if _singleton == null: + push_warning("Could not get debug mode, returning false.") + return false + return _singleton._is_debug_mode() + +func _set_debug_mode(value : bool) -> void: + ArgumentParser.set_argument(&"game-debug", value) + print("Set debug mode to: ", value) + +func _is_debug_mode() -> bool: + return ArgumentParser.get_argument(&"game-debug", false) diff --git a/game/src/Game/Autoload/Events/Localisation.gd b/game/src/Game/GlobalClass/Localisation.gd index 37b550d..946dc50 100644 --- a/game/src/Game/Autoload/Events/Localisation.gd +++ b/game/src/Game/GlobalClass/Localisation.gd @@ -1,9 +1,9 @@ +class_name Localisation extends RefCounted -class_name LocalisationSingleton # REQUIREMENTS # * SS-59, SS-60, SS-61 -func get_default_locale() -> String: +static func get_default_locale() -> String: var locales := TranslationServer.get_loaded_locales() var default_locale := OS.get_locale() if default_locale in locales: @@ -14,7 +14,7 @@ func get_default_locale() -> String: return default_language return ProjectSettings.get_setting("internationalization/locale/fallback", "en_GB") -func load_localisation(dir_path : String) -> void: +static func load_localisation(dir_path : String) -> void: if LoadLocalisation.load_localisation_dir(dir_path) != OK: push_error("Error loading localisation directory: ", dir_path) var loaded_locales : PackedStringArray = TranslationServer.get_loaded_locales() @@ -23,12 +23,12 @@ func load_localisation(dir_path : String) -> void: # REQUIREMENTS # * SS-57 # * FS-17 -func _init(): +static func initialize(): var localisation_dir_path : String = ProjectSettings.get_setting("internationalization/locale/localisation_path", "") if localisation_dir_path.is_empty(): - push_error("Missing localisation_path setting!") + push_error("internationalization/locale/localisation_path setting is empty!") else: - load_localisation(localisation_dir_path) + Localisation.load_localisation(localisation_dir_path) -func tr_number(num) -> String: +static func tr_number(num) -> String: return TextServerManager.get_primary_interface().format_number(str(num)) diff --git a/game/src/Game/Autoload/Events/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd index 731dc3c..fd91e31 100644 --- a/game/src/Game/Autoload/Events/ShaderManager.gd +++ b/game/src/Game/GlobalClass/ShaderManager.gd @@ -1,5 +1,5 @@ +class_name ShaderManagerClass extends RefCounted -class_name ShaderManagerSingleton const param_province_shape_tex : StringName = &"province_shape_tex" const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions" diff --git a/game/src/Game/LoadingScreen.gd b/game/src/Game/LoadingScreen.gd index 9d44b41..3cbf199 100644 --- a/game/src/Game/LoadingScreen.gd +++ b/game/src/Game/LoadingScreen.gd @@ -1,32 +1,52 @@ extends Control -class_name LoadingScreen +signal load_started() +signal load_changed(percentage : float) +signal load_ended() + +@export var quote_file_path : String = "res://common/quotes.txt" + +@export_subgroup("Nodes") @export var progress_bar: ProgressBar @export var quote_label: Label -var loadthread: Thread +var thread: Thread var quotes: PackedStringArray = [] -func update_loading_screen(percent_complete: int, quote_should_change = false): +func start_loading_screen(thread_safe_function : Callable) -> void: + if not is_node_ready(): + await ready + # set first quote + progress_bar.value = 0 + quote_label.text = quotes[randi() % quotes.size()] + + if thread != null and thread.is_started(): + thread.wait_to_finish() + + thread.start(thread_safe_function) + load_started.emit() + +func try_update_loading_screen(percent_complete: float, quote_should_change = false): # forces the function to behave as if deferred await get_tree().process_frame progress_bar.value = percent_complete if quote_should_change: quote_label.text = quotes[randi() % quotes.size()] - -func _on_splash_container_splash_end(): - show() + if is_equal_approx(percent_complete, 100): + thread.wait_to_finish() + load_ended.emit() + else: + load_changed.emit(percent_complete) func _ready(): + if Engine.is_editor_hint(): return + thread = Thread.new() # FS-3, UI-30, UIFUN-35 - loadthread = Thread.new() - loadthread.start(Events.load_events.bind(self)) - var quotes_file = FileAccess.open("res://common/quotes.txt", FileAccess.READ).get_as_text() + var quotes_file := FileAccess.open(quote_file_path, FileAccess.READ).get_as_text() quotes = quotes_file.split("\n",false) if quotes.is_empty(): quotes = [""] - # set first quote - quote_label.text = quotes[randi() % quotes.size()] func _exit_tree(): - loadthread.wait_to_finish() + if thread != null and thread.is_started(): + thread.wait_to_finish() diff --git a/game/src/Game/LocaleButton.gd b/game/src/Game/LocaleButton.gd index 2b717a4..5bf8e32 100644 --- a/game/src/Game/LocaleButton.gd +++ b/game/src/Game/LocaleButton.gd @@ -9,7 +9,7 @@ func _ready(): var locales_country_rename : Dictionary = ProjectSettings.get_setting("internationalization/locale/country_short_name", {}) var locales_list = TranslationServer.get_loaded_locales() - var default_locale := Events.Localisation.get_default_locale() + var default_locale := Localisation.get_default_locale() if default_locale not in locales_list: locales_list.push_back(default_locale) @@ -43,7 +43,7 @@ func _valid_index(index : int) -> bool: func load_setting(file : ConfigFile) -> void: if file == null: return - var load_value = file.get_value(section_name, setting_name, Events.Localisation.get_default_locale()) + var load_value = file.get_value(section_name, setting_name, Localisation.get_default_locale()) match typeof(load_value): TYPE_STRING, TYPE_STRING_NAME: if _select_locale_by_string(load_value as String): diff --git a/game/src/Game/Menu/OptionMenu/MonitorDisplaySelector.gd b/game/src/Game/Menu/OptionMenu/MonitorDisplaySelector.gd index 028b3df..c3beaf6 100644 --- a/game/src/Game/Menu/OptionMenu/MonitorDisplaySelector.gd +++ b/game/src/Game/Menu/OptionMenu/MonitorDisplaySelector.gd @@ -15,7 +15,7 @@ func _notification(what : int): func _update_monitor_options_text() -> void: for index in get_item_count(): - set_item_text(index, tr("OPTIONS_VIDEO_MONITOR").format({ "index": Events.Localisation.tr_number(index + 1) })) + set_item_text(index, tr("OPTIONS_VIDEO_MONITOR").format({ "index": Localisation.tr_number(index + 1) })) func _on_option_selected(index : int, by_user : bool) -> void: if _valid_index(index): diff --git a/game/src/Game/Menu/OptionMenu/ResolutionSelector.gd b/game/src/Game/Menu/OptionMenu/ResolutionSelector.gd index 2791ecb..f843815 100644 --- a/game/src/Game/Menu/OptionMenu/ResolutionSelector.gd +++ b/game/src/Game/Menu/OptionMenu/ResolutionSelector.gd @@ -53,8 +53,8 @@ func _update_resolution_options_text() -> void: display_name += "_NAMED" if resolution_value == default_value: display_name += "_DEFAULT" - format_dict["width"] = Events.Localisation.tr_number(resolution_value.x) - format_dict["height"] = Events.Localisation.tr_number(resolution_value.y) + format_dict["width"] = Localisation.tr_number(resolution_value.x) + format_dict["height"] = Localisation.tr_number(resolution_value.y) display_name = tr(display_name).format(format_dict) set_item_text(index, display_name) diff --git a/game/src/Game/Menu/OptionMenu/SettingRevertDialog.gd b/game/src/Game/Menu/OptionMenu/SettingRevertDialog.gd index 8cde621..5e2b81f 100644 --- a/game/src/Game/Menu/OptionMenu/SettingRevertDialog.gd +++ b/game/src/Game/Menu/OptionMenu/SettingRevertDialog.gd @@ -22,7 +22,7 @@ func _notification(what): if not visible: _revert_node = null func _process(_delta) -> void: - dialog_text = tr(dialog_text_key).format({ "time": Events.Localisation.tr_number(int(timer.time_left)) }) + dialog_text = tr(dialog_text_key).format({ "time": Localisation.tr_number(int(timer.time_left)) }) func _on_canceled_or_close_requested() -> void: timer.stop() |