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path: root/game/src/Game/Menu/OptionMenu/SettingNodes/SettingCheckBox.gd
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extends CheckBox
class_name SettingCheckBox

signal option_selected(pressed : bool, by_user : bool)

@export
var section_name : String = "setting"

@export
var setting_name : String = "setting_checkbox"

@export
var default_pressed : bool = true

func _setup_button() -> void:
   pass

func _ready():
   Events.Options.load_settings.connect(load_setting)
   Events.Options.save_settings.connect(save_setting)
   Events.Options.reset_settings.connect(reset_setting)
   toggled.connect(func(pressed : bool): option_selected.emit(pressed, true))
   _setup_button()

func _set_value_from_file(load_value) -> void:
   match typeof(load_value):
      TYPE_BOOL, TYPE_INT:
         set_pressed_no_signal(load_value as bool)
         return
      TYPE_STRING, TYPE_STRING_NAME:
         var load_str := (load_value as String).to_lower()
         if load_str.is_empty() or load_str.begins_with("f") or load_str.begins_with("n"):
            set_pressed_no_signal(false)
            return
         if load_str.begins_with("t") or load_str.begins_with("y"):
            set_pressed_no_signal(true)
            return
   push_error("Setting value '%s' invalid for setting [%s] \"%s\"" % [load_value, section_name, setting_name])
   set_pressed_no_signal(default_pressed)

func load_setting(file : ConfigFile) -> void:
   if file == null: return
   _set_value_from_file(file.get_value(section_name, setting_name, default_pressed))
   option_selected.emit(button_pressed, false)

func save_setting(file : ConfigFile) -> void:
   if file == null: return
   file.set_value(section_name, setting_name, button_pressed)

func reset_setting(no_emit : bool = false) -> void:
   set_pressed_no_signal(default_pressed)
   if not no_emit:
      option_selected.emit(button_pressed, false)