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

signal resolution_added(value : Vector2i)

const error_resolution : Vector2i = Vector2i(-1,-1)

@export
var minimum_resolution : Vector2i = Vector2i(1,1)

# REQUIREMENTS:
# * SS-130, SS-131, SS-132, SS-133
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

func _ready() -> void:
   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)
   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) -> bool:
   if has_resolution(resolution_value): return true
   if resolution_value.x < minimum_resolution.x or resolution_value.y < 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
   _resolutions.append(resolution_value)
   resolution_added.emit(resolution_value)
   return true

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 : Vector2i, b : Vector2i) -> bool: return a > b)
   return list

func get_resolution_value_from_string(resolution_string : String) -> Vector2i:
   if not resolution_string.is_empty():
      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 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 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!")