RhythmGame/singletons/Settings.gd

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GDScript3
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# A slightly redundant proxy to ProjectSettings
# This is mostly used so that signals can be used to respond to settings changes
extends Node
signal config_loaded
signal subsampling_changed(xy)
# Newer Android versions require storage access permissions to be requested at runtime.
# There is no way around this, so this code needs to be updated to work.
var android_permissions_granted := false
const REQUIRED_ANDROID_PERMISSIONS := PoolStringArray(['MANAGE_EXTERNAL_FILES', 'READ_EXTERNAL_FILES', 'WRITE_EXTERNAL_FILES'])
func check_android_permissions() -> bool:
if self.android_permissions_granted:
return true
var permissions_granted := OS.get_granted_permissions()
for perm in REQUIRED_ANDROID_PERMISSIONS:
if not (perm in permissions_granted):
return false
self.android_permissions_granted = true
return true
func update_android_permissions() -> void:
if not OS.has_feature('Android'):
return
if self.check_android_permissions():
return
OS.request_permissions()
func _on_request_permissions_result(permission: String, granted: bool) -> void:
print('_on_request_permissions_result: %s = %s' % [permission, granted])
# if granted and (permission in REQUIRED_ANDROID_PERMISSIONS):
# self.call_deferred('update_view')
const ANDROID_USERDIR := '/storage/emulated/0/RhythmGame/'
# The following would probably work. One huge caveat is that permission needs to be manually granted by the user in app settings as we can't use OS.request_permission('WRITE_EXTERNAL_STORAGE')
# '/storage/emulated/0/Android/data/au.ufeff.rhythmgame/'
# '/sdcard/Android/data/au.ufeff.rhythmgame/'
var user_data_dir := OS.get_user_data_dir().rstrip('/')+'/' if OS.get_name() != 'Android' else ANDROID_USERDIR
var SETTINGS_FILENAME = user_data_dir + 'settings.cfg'
var config : ConfigFile
var subsampling: Vector2 setget SSXY_set, SSXY_get
var subsampling_x: float setget SSX_set, SSX_get
var subsampling_y: float setget SSY_set, SSY_get
func SSX_set(x: float):
ProjectSettings.set_setting('rendering/quality/subsampling/x', x)
emit_signal('subsampling_changed', self.subsampling)
func SSY_set(y: float):
ProjectSettings.set_setting('rendering/quality/subsampling/y', y)
emit_signal('subsampling_changed', self.subsampling)
func SSXY_set(xy: Vector2):
ProjectSettings.set_setting('rendering/quality/subsampling/x', xy.x)
ProjectSettings.set_setting('rendering/quality/subsampling/y', xy.y)
emit_signal('subsampling_changed', self.subsampling)
func SSX_get() -> float:
return ProjectSettings.get_setting('rendering/quality/subsampling/x')
func SSY_get() -> float:
return ProjectSettings.get_setting('rendering/quality/subsampling/y')
func SSXY_get() -> Vector2:
return Vector2(self.subsampling_x, self.subsampling_y)
func get_library_paths() -> PoolStringArray:
var paths = [user_data_dir]
var additional_paths = config.get_value('libraries', 'additional_paths', [])
# Ensure paths are valid and have trailing slash
for p in additional_paths:
if p is String:
paths.append(p.rstrip('/')+'/')
return PoolStringArray(paths)
func set_additional_library_paths(entries):
config.set_value('libraries', 'additional_paths', PoolStringArray(entries))
save_settings()
func load_settings():
config = ConfigFile.new()
config.set_value('libraries', 'additional_paths', [])
match config.load(SETTINGS_FILENAME):
OK:
self.subsampling = Vector2(
config.get_value('rendering', 'subsampling_x', self.subsampling_x),
config.get_value('rendering', 'subsampling_y', self.subsampling_y)
)
emit_signal('config_loaded')
ERR_FILE_NOT_FOUND:
save_settings()
print('Loaded settings from ' + SETTINGS_FILENAME)
func save_settings():
config.save(SETTINGS_FILENAME)
print('Saved settings to ' + SETTINGS_FILENAME)
func _ready():
load_settings()
get_tree().connect('on_request_permissions_result', self, '_on_request_permissions_result')
self.update_android_permissions()