batrix/scripts/globals/settings.gd
2025-03-01 04:26:40 +10:00

210 lines
5.6 KiB
GDScript

extends Node
enum AntiAliasingMode { DISABLED, FXAA, MSAA_2X, MSAA_4X, MSAA_8X, TAA, FSR2, SSAA }
const SETTING_USAGE_FLAG := PROPERTY_USAGE_SCRIPT_VARIABLE | PROPERTY_USAGE_EDITOR
const CONFIG_PATH := "user://settings.cfg"
@export_group("Gameplay")
@export_subgroup("Camera")
@export_group("Video")
@export_subgroup("Display")
@export var fullscreen: bool = false:
set(value):
DisplayServer.window_set_mode(
(
DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN
if value
else DisplayServer.WINDOW_MODE_WINDOWED
)
)
fullscreen = value
@export var current_monitor: int = DisplayServer.get_primary_screen():
set(value):
DisplayServer.window_set_current_screen(value)
current_monitor = value
@export var vsync: DisplayServer.VSyncMode = DisplayServer.VSYNC_ADAPTIVE:
set(value):
DisplayServer.window_set_vsync_mode(value)
vsync = value
@export var limit_max_fps: bool = true:
set(value):
if value:
Engine.max_fps = max_fps
else:
Engine.max_fps = 0
limit_max_fps = value
@export var max_fps: int = 60:
set(value):
if limit_max_fps:
Engine.max_fps = value
else:
Engine.max_fps = 0
max_fps = value
@export_subgroup("Quality")
@export var antialiasing: AntiAliasingMode = AntiAliasingMode.MSAA_4X:
set(value):
get_viewport().use_taa = false
get_viewport().msaa_3d = Viewport.MSAA_DISABLED
get_viewport().screen_space_aa = Viewport.SCREEN_SPACE_AA_DISABLED
match value:
AntiAliasingMode.TAA:
get_viewport().use_taa = true
AntiAliasingMode.MSAA_2X:
get_viewport().msaa_3d = Viewport.MSAA_2X
AntiAliasingMode.MSAA_4X:
get_viewport().msaa_3d = Viewport.MSAA_4X
AntiAliasingMode.MSAA_8X:
get_viewport().msaa_3d = Viewport.MSAA_8X
AntiAliasingMode.FXAA:
get_viewport().screen_space_aa = Viewport.SCREEN_SPACE_AA_FXAA
AntiAliasingMode.FSR2:
filtering = Viewport.SCALING_3D_MODE_FSR2
resolution_scale = 1
AntiAliasingMode.SSAA:
filtering = Viewport.SCALING_3D_MODE_BILINEAR
resolution_scale = 2
antialiasing = value
@export var resolution_scale: float = 1:
set(value):
get_viewport().scaling_3d_scale = value
resolution_scale = value
@export var filtering: Viewport.Scaling3DMode = Viewport.SCALING_3D_MODE_BILINEAR:
set(value):
get_viewport().scaling_3d_mode = value
filtering = value
@export_group("UI")
@export var ui_scale: float = 1:
set(value):
get_tree().root.content_scale_factor = value
ui_scale = value
@export_group("Audio")
@export var master_volume: float = 0.25:
set(value):
AudioServer.set_bus_volume_db(_master_bus_index, _better_linear_to_db(value))
master_volume = value
@export var sfx_volume: float = 1:
set(value):
AudioServer.set_bus_volume_db(_sfx_bus_index, _better_linear_to_db(value))
sfx_volume = value
@export var music_volume: float = 1:
set(value):
AudioServer.set_bus_volume_db(_music_bus_index, _better_linear_to_db(value))
music_volume = value
@export_group("Controls")
@export_subgroup("KB & Mouse")
@export_subgroup("Controller")
@export var movement_stick_deadzone: float = 0.5
@export var aiming_stick_deadzone: float = 0.5
var _default_values: Dictionary = {}
var _master_bus_index := AudioServer.get_bus_index("Master")
var _sfx_bus_index := AudioServer.get_bus_index("SFX")
var _music_bus_index := AudioServer.get_bus_index("Music")
func _init() -> void:
for property in get_property_list():
if _property_is_setting(property):
var property_name := StringName(property["name"] as String)
_default_values[property_name] = get(property_name)
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
load_config()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_fullscreen"):
fullscreen = not fullscreen
func set_defaults() -> void:
for property_name: StringName in _default_values.keys():
set(property_name, _default_values[property_name])
var refresh_rate := DisplayServer.screen_get_refresh_rate()
if refresh_rate != -1:
max_fps = refresh_rate as int
func save_config() -> void:
var config := ConfigFile.new()
var section: String = ""
for property in get_property_list():
if _property_is_section(property):
section = property["name"] as String
if _property_is_setting(property):
var property_name := StringName(property["name"] as String)
config.set_value(section, property_name, get(property_name))
var err := config.save(CONFIG_PATH)
if err != OK:
printerr("failed to save config file: %s" % err)
func load_config() -> void:
var config := ConfigFile.new()
var err := config.load(CONFIG_PATH)
if err == ERR_FILE_NOT_FOUND:
set_defaults()
save_config()
return
if err != OK:
printerr("failed to load config file: %s" % err)
return
var section: String = ""
var some_not_found := false
for property in get_property_list():
if _property_is_section(property):
section = property["name"] as String
if _property_is_setting(property):
var property_name := StringName(property["name"] as String)
if not config.has_section_key(section, property_name):
print("%s not found in config, setting default" % property_name)
set(property_name, _default_values[property_name])
some_not_found = true
continue
var value: Variant = config.get_value(section, property_name)
set(property_name, value)
if some_not_found:
save_config()
func _property_is_setting(property: Dictionary) -> bool:
return (property["usage"] as int & SETTING_USAGE_FLAG) == SETTING_USAGE_FLAG
func _property_is_section(property: Dictionary) -> bool:
return property["usage"] == PROPERTY_USAGE_GROUP
func _better_linear_to_db(lin: float) -> float:
return linear_to_db(lin * lin * lin)