#8: Added functionality to cache more than one song
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@@ -1,42 +1,54 @@
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extends VBoxContainer
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extends Control
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@onready
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var stop_after_current_button := $StopAfterCurrentCheckButton
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var settings_panel: Panel = %SettingsPanel
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@onready
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var hide_next_track_button := $HideNextTrackCheckButton
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var stop_after_current_button: CheckButton = %StopAfterCurrentCheckButton
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@onready
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var add_to_database_button := $AddToDatabaseCheckButton
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var hide_next_track_button: CheckButton = %HideNextTrackCheckButton
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@onready
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var low_played_button := $LowPlayedCheckButton
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var add_to_database_button: CheckButton = %AddToDatabaseCheckButton
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@onready
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var score_label := $HBoxContainer/ScoreLabel
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var low_played_button: CheckButton = %LowPlayedCheckButton
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@onready
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var lower_winning_score_button := $HBoxContainer/LowerButton
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var score_label: Label = %ScoreLabel
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@onready
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var increase_winning_score_button := $HBoxContainer/IncreaseButton
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var lower_winning_score_button: Button = %LowerButton
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@onready
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var select_server_button := $SelectServerButton
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var increase_winning_score_button: Button = %IncreaseButton
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@onready
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var fullscreen_button := $FullscreenButton
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var cache_label: Label = %CacheLabel
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@onready
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var quick_sync_button := $QuickSyncButton
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var lower_cache_button: Button = %LowerCacheButton
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@onready
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var local_button := $LocalButton
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var increase_cache_button: Button = %IncreaseCacheButton
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@onready
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var select_server_button: OptionButton = %SelectServerButton
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@onready
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var fullscreen_button: CheckButton = %FullscreenButton
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#@onready
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#var quick_sync_button := $QuickSyncButton
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@onready
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var local_button: CheckButton = %LocalButton
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signal server_changed
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready() -> void:
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fullscreen_button.button_pressed = Settings.fullscreen
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select_server_button.selected = Settings.selected_server
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@@ -46,9 +58,9 @@ func _ready():
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low_played_button.pressed.connect(low_played)
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lower_winning_score_button.pressed.connect(lower_winning_score)
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increase_winning_score_button.pressed.connect(increase_winning_score)
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#select_server_button.pressed.connect(select_server)
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lower_cache_button.pressed.connect(lower_cache)
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increase_cache_button.pressed.connect(increase_cache)
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fullscreen_button.pressed.connect(fullscreen)
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quick_sync_button.pressed.connect(quick_sync)
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local_button.pressed.connect(local_play)
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stop_after_current_button.button_pressed = Settings.stop_after_current
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@@ -56,44 +68,58 @@ func _ready():
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add_to_database_button.button_pressed = Settings.add_to_stats
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low_played_button.button_pressed = Settings.use_low_played_mode
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score_label.text = str(Settings.winning_score)
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cache_label.text = str(Playlist.number_of_tracks_to_preload)
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fullscreen_button.button_pressed = Settings.fullscreen
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quick_sync_button.button_pressed = Settings.quick_sync
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select_server_button.select(Settings.selected_server)
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select_server_button.item_selected.connect(select_server)
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func _input(event: InputEvent) -> void:
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if self.visible == true:
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if event is InputEventMouseButton && event.is_pressed():
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var evLocal: InputEvent = make_input_local(event)
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if !Rect2(Vector2(0, 0), settings_panel.size).has_point(evLocal.position):
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self.visible = false
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func fullscreen() -> void:
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Settings.fullscreen = !Settings.fullscreen
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if Settings.fullscreen == true:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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if Settings.fullscreen == false:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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func quick_sync() -> void:
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Settings.quick_sync = !Settings.quick_sync
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func local_play():
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func local_play() -> void:
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Settings.play_local = !Settings.play_local
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func stop_after_current():
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func stop_after_current() -> void:
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Settings.stop_after_current = !Settings.stop_after_current
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func hide_next_track():
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func hide_next_track() -> void:
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Settings.hide_next_track = !Settings.hide_next_track
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func add_to_database():
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func add_to_database() -> void:
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Settings.add_to_stats = !Settings.add_to_stats
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func low_played():
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func low_played() -> void:
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Settings.use_low_played_mode = !Settings.use_low_played_mode
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func lower_winning_score():
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func lower_winning_score() -> void:
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Settings.winning_score -= 1
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score_label.text = str(Settings.winning_score)
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func increase_winning_score():
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func increase_winning_score() -> void:
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Settings.winning_score += 1
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score_label.text = str(Settings.winning_score)
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func lower_cache() -> void:
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Playlist.number_of_tracks_to_preload -= 1
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if Playlist.number_of_tracks_to_preload < 1:
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Playlist.number_of_tracks_to_preload = 1
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cache_label.text = str(Playlist.number_of_tracks_to_preload)
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func increase_cache() -> void:
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Playlist.number_of_tracks_to_preload += 1
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cache_label.text = str(Playlist.number_of_tracks_to_preload)
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func select_server(new_server: int) -> void:
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Settings.default_path = select_server_button.get_item_text(new_server)
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Settings.selected_server = new_server
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