Added menu settings add-on

This commit is contained in:
2026-03-07 14:16:44 +01:00
parent 8b7a8e014f
commit df8c8c6c3b
70 changed files with 4053 additions and 1 deletions

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extends Control
class_name SettingsElement
## The base script for settings elements.
## Identifier for the element.
## This value is used as the key in the settings data.
@export var IDENTIFIER: String = "Element"
## Toggle based on whether the element handles a setting that requires an in game node to exist.
@export var IS_IN_GAME_SETTING: bool
## The name of the section the element is under.
@onready var SECTION: String = ParentRef.IDENTIFIER
## Reference to the section the settings element is under.
var ParentRef: SettingsSection
# Multi element flags
## Flag to turn an element into the main element of a multi element.
var IS_MULTI_ELEMENT: bool = false
## Flag to turn an element into a sub element of a multi element.
var IS_SUB_ELEMENT: bool = false
## Current value of the element.
var currentValue
func _enter_tree() -> void:
if not IS_MULTI_ELEMENT:
ParentRef = owner
func _ready() -> void:
SettingsDataManager.connect("settings_retrieved", load_settings)
# Check if the element is a sub element
if not IS_SUB_ELEMENT:
ParentRef.connect("apply_button_pressed", _apply_settings)
# Add an entry of the settings element to the section's reference table
ParentRef.ELEMENT_REFERENCE_TABLE_[IDENTIFIER] = self
## Used to initialize a settings element.
## This function is overwritten by each [b]type[/b] of element.
func init_element() -> void:
return
## Loads the saved or default value of the element.
func load_settings() -> void:
# List of valid values for the element
var VALUES_: Dictionary = get_valid_values()
VALUES_.make_read_only()
# Check if no save file exists
if SettingsDataManager.noSaveFile:
# Assign default value as current value
currentValue = VALUES_["defaultValue"]
# Add default value of element to the settings data
SettingsDataManager.settingsData_[SECTION][IDENTIFIER] = currentValue
else:
# Verify the existance and validity of the element in the settings data
if verify_settings_data(VALUES_):
# Get the current value from the settings data
currentValue = SettingsDataManager.settingsData_[SECTION][IDENTIFIER]
else:
# Assign default value as current value
currentValue = VALUES_["defaultValue"]
# Add default value of the element to the settings data
SettingsDataManager.settingsData_[SECTION][IDENTIFIER] = currentValue
SettingsDataManager.invalidSaveFile = true
init_element()
# Check if the current element is in an in game menu or if it is a sub element
if (
ParentRef.SettingsMenuRef.IS_IN_GAME_MENU == IS_IN_GAME_SETTING
or not IS_SUB_ELEMENT
):
# Apply the loaded values to the game
call_deferred("_apply_settings")
## Used to get the valid values an element can have for validating settings data.
## This function is overwritten by each [b]type[/b] of element.
func get_valid_values() -> Dictionary:
return {}
## Checks if the loaded values are valid for the element.
## If a value is wrong, it will be fixed automatically.
func verify_settings_data(VALUES_: Dictionary) -> bool:
# Check if an entry exists for the element
if not entry_exists():
return false
# Get the value of the element
var RETRIEVED_VALUE = SettingsDataManager.settingsData_[SECTION][IDENTIFIER]
# Check if the retrieved value is the correct type
if not is_valid_type(VALUES_, RETRIEVED_VALUE):
return false
# Check if the retrieved value has the expected value
if not is_valid_value(VALUES_, RETRIEVED_VALUE):
return false
return true
## Used by verify_settings_data() to check if the element
## and the section it is under exists in the settings data.
func entry_exists() -> bool:
# Check if the section exists in settings data
if not SettingsDataManager.settingsData_.has(SECTION):
push_warning("Settings section missing: ", SECTION)
return false
# Check if the element exists in the settings data
if not SettingsDataManager.settingsData_[SECTION].has(IDENTIFIER):
push_warning("Settings element is missing: ", IDENTIFIER)
return false
return true
## Used by verify_settings_data() to check if the retrieved value has the correct type.
func is_valid_type(VALUES_: Dictionary, RETRIEVED_VALUE) -> bool:
if typeof(RETRIEVED_VALUE) != typeof(VALUES_["defaultValue"]):
push_warning(
"Invalid value type of '"
+ type_string(typeof(RETRIEVED_VALUE))
+ "' for element '"
+ IDENTIFIER
+ "' expected value type of '"
+ type_string(typeof(VALUES_["defaultValue"]))
+ "'"
)
return false
return true
## Used by verify_settings_data() to check if the retrieved value has a valid value.
func is_valid_value(VALUES_: Dictionary, RETRIEVED_VALUE) -> bool:
# Get the type of the valid value
match typeof(VALUES_["defaultValue"]):
# If the type is either string or bool
TYPE_STRING, TYPE_BOOL:
# Check if the retrieved value is valid
if not VALUES_["validOptions"].has(RETRIEVED_VALUE):
push_warning(
"Invalid value '"
+ str(RETRIEVED_VALUE)
+ "' for element '"
+ IDENTIFIER
+ "' expected values: "
+ str(VALUES_["validOptions"])
)
return false
# If the type is either int or float
TYPE_INT, TYPE_FLOAT:
# Check if the retrieved value is valid
if (
RETRIEVED_VALUE < VALUES_["minValue"]
or RETRIEVED_VALUE > VALUES_["maxValue"]
):
# Special check if max fps is set to 0 (unlimited)
if IDENTIFIER == "MaxFPS" and RETRIEVED_VALUE == 0:
return true
push_warning(
"Invalid value "
+ str(RETRIEVED_VALUE)
+ " for element '"
+ IDENTIFIER
+ "' expected values between "
+ str(VALUES_["minValue"])
+ " and "
+ str(VALUES_["maxValue"])
)
return false
return true
## Used to apply in game settings that require a node to exist to be applied,
## i.e., world environment related settings and or most gameplay settings.
func apply_in_game_setting(value = null) -> bool:
if ParentRef.SettingsMenuRef.IS_IN_GAME_MENU:
SettingsDataManager.call_deferred(
"emit_signal",
"applied_in_game_setting",
SECTION,
IDENTIFIER,
value
)
return true
return false
## Called to apply the setting to the game.
## This function is overwritten by each [b]element[/b].
func _apply_settings() -> void:
return