bcirpggithubmirror/Phase2/Godot _Game_Code/Settings/bcirpg_move/Settings.gd

66 lines
2.2 KiB
GDScript

extends Node
var bIsDarkThemeOn = false
var settingsFile = "user://settings.cfg"
var playerSettingsSingleton = PlayerSettingsTemplate.new()
func make_settings_file():
var config = ConfigFile.new()
config.set_value("Player", "InputName", "Default Name")
config.set_value("Player", "riskFactor", 0)
config.set_value("Player", "brightness", 3)
config.set_value("Player", "fontSize", 11)
config.set_value("Player", "volume", 6)
var bClosedCaptions = config.set_value("player", "bClosedCaptions")
var bDevConsole = config.set_value("Player", "bDevConsole")
var bVirtualKeyboard = config.set_value("Player", "bVirtualKeyboard", false)
var preferredTheme = config.set_value("Player", "preferredTheme", PlayerSettingsTemplate.ThemeChoice.LIGHTHIGHCONTRAST)
var visualKeyboardLayout = config.set_value("Player", "visualKeyboardLayout", PlayerSettingsTemplate.KeyboardLayout.QWERTY)
config.save("user://settings.cfg")
#Config/ini:
func load_settings_file():
var config = ConfigFile.new()
# Load data from a file.
var err = config.load(settingsFile)
# If the file didn't load, ignore it.
if err != OK:
return
for player in config.get_sections():
var inputName = config.get_value(player, "InputSettings")
var riskFactor = config.get_value(player, "riskFactor")
var brightness = config.get_value(player, "brightness")
var fontSize = config.get_value(player, "fontSize")
var volume = config.get_value(player, "volume")
var bClosedCaptions = config.get_value(player, "bClosedCaptions")
var bDevConsole = config.get_value(player, "bDevConsole")
var bVirtualKeyboard = config.get_value(player, "bVirtualKeyboard")
var preferredTheme = config.get_value(player, "preferredTheme")
var visualKeyboardLayout = config.get_value(player, "visualKeyboardLayout")
print("Input name loaded as: " + inputName)
playerSettingsSingleton.inputName = inputName
playerSettingsSingleton.riskFactor = riskFactor
func EnableGlobalThemes(bDark):
if (bDark == true):
controlNode.theme=load("res://assets/ui_controlNode_dark_theme.tres")
if (bDark == false):
controlNode.theme=load("res://assets/ui_controlNode_light_theme.tres")
func _ready():
pass # Replace with function body.