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author Spartan322 <Megacake1234@gmail.com>2023-05-20 10:39:37 +0200
committer Spartan322 <Megacake1234@gmail.com>2023-05-20 10:39:37 +0200
commit3bf63f1615868cb4a8625356a49eff4aed36879c (patch)
tree54d7092a3f68740e92008e073334d6beb3154a8b /game/src/Autoload/Resolution.gd
parente80966ad4d92599bd5f899dfa708d2e6d131b7e7 (diff)
Add revert dialog functionality to ScreenModeSelector
Fix recursion bug caused by invalid default value in `reset_setting` Add `option_selected` signal to SettingOptionButton Allows discerning between user option selection and system option selection Add `no_emit` bool defaulted to false for `SettingOptionButton.reset_setting` Add push_error for failing to generate option as well Generalize ResolutionRevertDialog functionality Using the `dialog_reverted` signal enables custom revert functionality instead Disables process function while not visible Displayed time is more correct Add Resolution `resolution_added`, `resolution_changed`, and `window_mode_changed` signals Add `get_resolution_name` to Resolution Change ResolutionSelector `_sync_resolutions` to use `Resolution.resolution_added` signal Reduces unnecessary resolution option list rebuilds Move Resolution display_name functionality to ResolutionSelector Makes it easier to denote default functionality an inline fashion Add SettingRevertButton to automatically handle revert setting behavior Rename VideoTab VBoxContainer/GridContainer to VideoSettingGrid Rename VideoTab VBoxContainer to VideoSettingList Remove `horizontal_alignment` from AutosaveIntervalLabel
Diffstat (limited to 'game/src/Autoload/Resolution.gd')
-rw-r--r--game/src/Autoload/Resolution.gd12
1 files changed, 11 insertions, 1 deletions
diff --git a/game/src/Autoload/Resolution.gd b/game/src/Autoload/Resolution.gd
index 56aa4a5..c973ba9 100644
--- a/game/src/Autoload/Resolution.gd
+++ b/game/src/Autoload/Resolution.gd
@@ -1,5 +1,9 @@
extends Node
+signal resolution_added(value : Vector2i, name : StringName, display_name : StringName)
+signal resolution_changed(value : Vector2i)
+signal window_mode_changed(value : Window.Mode)
+
const error_resolution : Vector2i = Vector2i(-1,-1)
@export
@@ -39,7 +43,7 @@ func has_resolution(resolution_value : Vector2i) -> bool:
func add_resolution(resolution_value : Vector2i, resolution_name : StringName = &"") -> bool:
if has_resolution(resolution_value): return true
- var res_dict := { value = resolution_value }
+ var res_dict := { value = resolution_value, name = &"" }
var display_name := "%sx%s" % [resolution_value.x, resolution_value.y]
if not resolution_name.is_empty():
res_dict.name = resolution_name
@@ -48,6 +52,7 @@ func add_resolution(resolution_value : Vector2i, resolution_name : StringName =
if resolution_value.x < minimum_resolution.x or resolution_value.y < minimum_resolution.y:
push_error("Resolution %s is smaller than minimum (%sx%s)" % [res_dict.display_name, minimum_resolution.x, minimum_resolution.y])
return false
+ resolution_added.emit(resolution_value, resolution_name, display_name)
_resolutions[resolution_value] = res_dict
return true
@@ -56,6 +61,9 @@ func get_resolution_value_list() -> Array:
list.sort_custom(func(a, b): return a > b)
return list
+func get_resolution_name(resolution_value : Vector2i) -> StringName:
+ return _resolutions.get(resolution_value, { name = &"unknown resolution" }).name
+
func get_resolution_display_name(resolution_value : Vector2i) -> StringName:
return _resolutions.get(resolution_value, { display_name = &"unknown resolution" }).display_name
@@ -80,6 +88,8 @@ func set_resolution(resolution : Vector2i) -> void:
if not has_resolution(resolution):
push_warning("Setting resolution to non-standard value %sx%s" % [resolution.x, resolution.y])
var window := get_viewport().get_window()
+ if get_current_resolution() != resolution:
+ resolution_changed.emit(resolution)
match window.mode:
Window.MODE_EXCLUSIVE_FULLSCREEN, Window.MODE_FULLSCREEN:
window.content_scale_size = resolution