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path: root/game/src/Autoload/Resolution.gd
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extends Node

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 _regex_pattern : String = "(\\d+)\\s*[xX,]\\s*(\\d+)"
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])
   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:
   if has_resolution(resolution_value): return true
   var res_dict := { value = resolution_value }
   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])
      return false
   _resolutions[resolution_value] = res_dict
   return true

func get_resolution_value_list() -> Array:
   var list := _resolutions.keys()
   list.sort_custom(func(a, b): return a > b)
   return list

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

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()
   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())