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author George L. Albany <Megacake1234@gmail.com>2023-02-21 22:30:12 +0100
committer GitHub <noreply@github.com>2023-02-21 22:30:12 +0100
commitf1c23555878ee4b0e40c6af5f89f05b666012309 (patch)
tree978dfdfd1ac6940414af5e19128060419076de76 /game/src/OptionMenu/MonitorDisplaySelector.gd
parentfb9e316a18139ea6b6ffe3b237796b42d7114738 (diff)
Add Keychain plugin for Controls tab (#15)
* Add modified Keychain plugin for future Controls tab See https://github.com/Orama-Interactive/Keychain/tree/4.x Added Events autoload singleton for global eventing namespace Added Events.Options for global options functionality * Add Controls tab via Keychain plugin Use Events.Options for save, load, and reset of settings Separate OptionMenu tabs into scene files Add locale saving and loading Refactor SettingNodes scripts for more generalized use Remove random prints Remove useless spinbox signal connection Make Resolution consistently use Vector2i * Implement Godot project overrides for resolution and window mode Overrides are necessary as Godot does not load resolution or window mode on startup, so an override is necessary to ensure this happens. Add null checks to SettingHSlider and SettingOptionButton * Fix incorrect resolution value in ResolutionSelector * Correct project settings override behavior in editor Godot normally tries to overwrite the project settings in the editor, a template feature tag must be used to prevent the editor from overwriting the project.godot settings. * Fix Orama-Interactive/Keychain#8
Diffstat (limited to 'game/src/OptionMenu/MonitorDisplaySelector.gd')
-rw-r--r--game/src/OptionMenu/MonitorDisplaySelector.gd6
1 files changed, 2 insertions, 4 deletions
diff --git a/game/src/OptionMenu/MonitorDisplaySelector.gd b/game/src/OptionMenu/MonitorDisplaySelector.gd
index 600b296..f2f0dc8 100644
--- a/game/src/OptionMenu/MonitorDisplaySelector.gd
+++ b/game/src/OptionMenu/MonitorDisplaySelector.gd
@@ -1,16 +1,14 @@
extends SettingOptionButton
-
-func _ready():
+func _setup_button():
clear()
for screen_index in range(DisplayServer.get_screen_count()):
add_item("Monitor %d" % (screen_index + 1))
+ default_selected = get_viewport().get_window().current_screen
func _on_item_selected(index):
- print("Selected index: %d" % index)
var window := get_viewport().get_window()
var mode := window.mode
window.mode = Window.MODE_WINDOWED
get_viewport().get_window().set_current_screen(index)
window.mode = mode
- print(get_viewport().get_window().current_screen)