99 lines
2.9 KiB
GDScript
99 lines
2.9 KiB
GDScript
extends DialogicSubsystem
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## Subsystem that allows setting and getting settings that are automatically saved slot independent.
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##
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## All settings that are stored in the project settings dialogic/settings section are supported.
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## For example the text_speed setting is stored there.
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## How to access this subsystem via code:
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## ```gd
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## Dialogic.Settings.text_speed = 0.05
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## ```
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##
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## Settings stored there can also be changed with the Settings event.
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var settings := {}
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var _connections := {}
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#region MAIN METHODS
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####################################################################################################
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## Built-in, called by DialogicGameHandler.
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func clear_game_state(_clear_flag:=DialogicGameHandler.ClearFlags.FULL_CLEAR):
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_reload_settings()
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func _reload_settings() -> void:
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settings = {}
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for prop in ProjectSettings.get_property_list():
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if prop.name.begins_with('dialogic/settings'):
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settings[prop.name.trim_prefix('dialogic/settings/')] = ProjectSettings.get_setting(prop.name)
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if dialogic.has_subsystem('Save'):
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for i in settings:
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settings[i] = dialogic.Save.get_global_info(i, settings[i])
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func _set(property:StringName, value:Variant) -> bool:
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if not settings.has(property) or settings[property] != value:
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_setting_changed(property, value)
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settings[property] = value
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if dialogic.has_subsystem('Save'):
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dialogic.Save.set_global_info(property, value)
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return true
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func _get(property:StringName) -> Variant:
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if property in settings:
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return settings[property]
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return null
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func _setting_changed(property:StringName, value:Variant) -> void:
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if !property in _connections:
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return
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for i in _connections[property]:
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if not is_instance_valid(i.get_object()):
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var remove := func(): _connections[property].erase(i)
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remove.call_deferred()
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continue
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i.call(value)
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#endregion
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#region HANDY METHODS
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####################################################################################################
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## Get a setting named `property`, if it does not exist, falls back to `default`.
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func get_setting(property: StringName, default: Variant) -> Variant:
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return _get(property) if _get(property) != null else default
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## Whether a setting has been set/stored before.
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func has_setting(property: StringName) -> bool:
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return property in settings
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func reset_all() -> void:
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for setting in settings:
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reset_setting(setting)
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func reset_setting(property: StringName) -> void:
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if ProjectSettings.has_setting('dialogic/settings/'+property):
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settings[property] = ProjectSettings.get_setting('dialogic/settings/'+property)
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_setting_changed(property, settings[property])
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else:
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settings.erase(property)
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_setting_changed(property, null)
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## If a setting named `property` changes its value, this will emit `Callable`.
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func connect_to_change(property: StringName, callable: Callable) -> void:
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if not property in _connections:
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_connections[property] = []
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_connections[property].append(callable)
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#endregion
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