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author Hop311 <Hop3114@gmail.com>2023-06-24 00:55:45 +0200
committer GitHub <noreply@github.com>2023-06-24 00:55:45 +0200
commit432000a3ab73980fc6421b3587de4b97af30d3ad (patch)
tree4b80d98261252f25011e34b22a8d49767525559f /game/src/Game/Autoload
parent40cf0fa95e325f3bf875e42c11254da23192f506 (diff)
parent206cafc8bba310e4d4f35f4898ef3ac289abe81a (diff)
Merge pull request #131 from OpenVicProject/ui-cleanup
Localisation and UI focus cleanup
Diffstat (limited to 'game/src/Game/Autoload')
-rw-r--r--game/src/Game/Autoload/Events/Localisation.gd11
-rw-r--r--game/src/Game/Autoload/Resolution.gd145
2 files changed, 94 insertions, 62 deletions
diff --git a/game/src/Game/Autoload/Events/Localisation.gd b/game/src/Game/Autoload/Events/Localisation.gd
index 91f9ca0..37b550d 100644
--- a/game/src/Game/Autoload/Events/Localisation.gd
+++ b/game/src/Game/Autoload/Events/Localisation.gd
@@ -15,10 +15,10 @@ func get_default_locale() -> String:
return ProjectSettings.get_setting("internationalization/locale/fallback", "en_GB")
func load_localisation(dir_path : String) -> void:
- if LoadLocalisation.load_localisation_dir(dir_path) == OK:
- print("loaded locales: ", TranslationServer.get_loaded_locales())
- else:
- push_error("Failed to load localisation directory: ", dir_path)
+ if LoadLocalisation.load_localisation_dir(dir_path) != OK:
+ push_error("Error loading localisation directory: ", dir_path)
+ var loaded_locales : PackedStringArray = TranslationServer.get_loaded_locales()
+ print("Loaded ", loaded_locales.size(), " locales: ", loaded_locales)
# REQUIREMENTS
# * SS-57
@@ -29,3 +29,6 @@ func _init():
push_error("Missing localisation_path setting!")
else:
load_localisation(localisation_dir_path)
+
+func tr_number(num) -> String:
+ return TextServerManager.get_primary_interface().format_number(str(num))
diff --git a/game/src/Game/Autoload/Resolution.gd b/game/src/Game/Autoload/Resolution.gd
index c973ba9..1c7add7 100644
--- a/game/src/Game/Autoload/Resolution.gd
+++ b/game/src/Game/Autoload/Resolution.gd
@@ -1,28 +1,26 @@
extends Node
-signal resolution_added(value : Vector2i, name : StringName, display_name : StringName)
-signal resolution_changed(value : Vector2i)
-signal window_mode_changed(value : Window.Mode)
+signal resolution_added(value : Vector2i)
const error_resolution : Vector2i = Vector2i(-1,-1)
@export
var minimum_resolution : Vector2i = Vector2i(1,1)
-const _starting_resolutions : Dictionary = {
- Vector2i(3840,2160): &"4K",
- Vector2i(2560,1080): &"UW1080p",
- Vector2i(1920,1080): &"1080p",
- Vector2i(1366,768) : &"",
- Vector2i(1536,864) : &"",
- Vector2i(1280,720) : &"720p",
- Vector2i(1440,900) : &"",
- Vector2i(1600,900) : &"",
- Vector2i(1024,600) : &"",
- Vector2i(800,600) : &""
-}
-
-var _resolutions : Dictionary
+const _starting_resolutions : Array[Vector2i] = [
+ Vector2i(3840,2160),
+ Vector2i(2560,1080),
+ Vector2i(1920,1080),
+ Vector2i(1366,768),
+ Vector2i(1536,864),
+ Vector2i(1280,720),
+ Vector2i(1440,900),
+ Vector2i(1600,900),
+ Vector2i(1024,600),
+ Vector2i(800,600)
+]
+
+var _resolutions : Array[Vector2i]
const _regex_pattern : String = "(\\d+)\\s*[xX,]\\s*(\\d+)"
var _regex : RegEx
@@ -30,72 +28,103 @@ var _regex : RegEx
func _ready():
assert(minimum_resolution.x > 0 and minimum_resolution.y > 0, "Minimum resolution must be positive!")
for resolution_value in _starting_resolutions:
- add_resolution(resolution_value, _starting_resolutions[resolution_value])
+ add_resolution(resolution_value)
assert(not _resolutions.is_empty(), "No valid starting resolutions!")
_regex = RegEx.new()
var err := _regex.compile(_regex_pattern)
assert(err == OK, "Resolution RegEx failed to compile!")
-
func has_resolution(resolution_value : Vector2i) -> bool:
return resolution_value in _resolutions
-func add_resolution(resolution_value : Vector2i, resolution_name : StringName = &"") -> bool:
+func add_resolution(resolution_value : Vector2i) -> bool:
if has_resolution(resolution_value): return true
- 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
- display_name = "%s (%s)" % [display_name, resolution_name]
- res_dict.display_name = StringName(display_name)
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])
+ push_error("Resolution %dx%d is smaller than minimum (%dx%d)" % [resolution_value.x, resolution_value.y, minimum_resolution.x, minimum_resolution.y])
return false
- resolution_added.emit(resolution_value, resolution_name, display_name)
- _resolutions[resolution_value] = res_dict
+ _resolutions.append(resolution_value)
+ resolution_added.emit(resolution_value)
return true
-func get_resolution_value_list() -> Array:
- var list := _resolutions.keys()
+func get_resolution_value_list() -> Array[Vector2i]:
+ var list : Array[Vector2i] = []
+ # Return a sorted copy instead of a reference to the private array
+ list.append_array(_resolutions)
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
-
func get_resolution_value_from_string(resolution_string : String) -> Vector2i:
if not resolution_string.is_empty():
- for resolution in _resolutions.values():
- if resolution_string == resolution.name or resolution_string == resolution.display_name:
- return resolution.value
var result := _regex.search(resolution_string)
if result: return Vector2i(result.get_string(1).to_int(), result.get_string(2).to_int())
return error_resolution
func get_current_resolution() -> Vector2i:
- var window := get_viewport().get_window()
- match window.mode:
- Window.MODE_EXCLUSIVE_FULLSCREEN, Window.MODE_FULLSCREEN:
- return window.content_scale_size
- _:
- return window.size
+ var viewport := get_viewport()
+ if viewport != null:
+ var window := viewport.get_window()
+ if window != null:
+ match window.mode:
+ Window.MODE_EXCLUSIVE_FULLSCREEN, Window.MODE_FULLSCREEN:
+ return window.content_scale_size
+ _:
+ return window.size
+ push_error("Trying to get resolution before window exists!")
+ return error_resolution
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
- _:
- window.size = resolution
- window.content_scale_size = Vector2i(0,0)
-
-func reset_resolution() -> void:
- set_resolution(get_current_resolution())
+ var viewport := get_viewport()
+ if viewport != null:
+ var window := viewport.get_window()
+ if window != null:
+ match window.mode:
+ Window.MODE_EXCLUSIVE_FULLSCREEN, Window.MODE_FULLSCREEN:
+ window.content_scale_size = resolution
+ _:
+ window.size = resolution
+ window.content_scale_size = Vector2i(0,0)
+ return
+ push_error("Trying to set resolution before window exists!")
+
+func get_current_window_mode() -> Window.Mode:
+ var viewport := get_viewport()
+ if viewport != null:
+ var window := viewport.get_window()
+ if window != null:
+ return window.mode
+ push_error("Trying to get window mode before it exists!")
+ return Window.MODE_WINDOWED
+
+func set_window_mode(mode : Window.Mode) -> void:
+ var viewport := get_viewport()
+ if viewport != null:
+ var window := viewport.get_window()
+ if window != null:
+ var current_resolution := get_current_resolution()
+ var current_monitor := window.current_screen
+ window.mode = mode
+ window.current_screen = current_monitor
+ set_resolution(current_resolution)
+ return
+ push_error("Trying to set window mode before it exists!")
+
+func get_current_monitor() -> int:
+ var viewport := get_viewport()
+ if viewport != null:
+ var window := viewport.get_window()
+ if window != null:
+ return window.current_screen
+ push_error("Trying to get monitor index before window exists!")
+ return 0
+
+func set_monitor(index : int) -> void:
+ var viewport := get_viewport()
+ if viewport != null:
+ var window := viewport.get_window()
+ if window != null:
+ window.current_screen = index
+ return
+ push_error("Trying to set monitor index before window exists!")