Files
MusicPlayer/SettingsWindow.gd
2025-12-27 14:05:56 +01:00

166 lines
5.7 KiB
GDScript

extends Control
@onready
var settings_panel: Panel = %SettingsPanel
@onready
var stop_after_current_button: CheckButton = %StopAfterCurrentCheckButton
@onready
var hide_next_track_button: CheckButton = %HideNextTrackCheckButton
@onready
var add_to_database_button: CheckButton = %AddToDatabaseCheckButton
@onready
var low_played_button: CheckButton = %LowPlayedCheckButton
@onready
var score_label: Label = %ScoreLabel
@onready
var lower_winning_score_button: Button = %LowerButton
@onready
var increase_winning_score_button: Button = %IncreaseButton
@onready
var cache_label: Label = %CacheLabel
@onready
var lower_cache_button: Button = %LowerCacheButton
@onready
var increase_cache_button: Button = %IncreaseCacheButton
@onready
var inspiration_speed_label: Label = %InspirationListSpeedLabel
@onready
var lower_inspiration_speed_button: Button = %LowerInspirationSpeedButton
@onready
var increase_inspiration_speed_button: Button = %IncreaseInspirationSpeedButton
@onready
var select_server_button: OptionButton = %SelectServerButton
@onready
var fullscreen_button: CheckButton = %FullscreenButton
@onready
var local_button: CheckButton = %LocalButton
signal server_changed
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
fullscreen_button.button_pressed = Settings.fullscreen
select_server_button.selected = Settings.selected_server
stop_after_current_button.pressed.connect(stop_after_current)
hide_next_track_button.pressed.connect(hide_next_track)
add_to_database_button.pressed.connect(add_to_database)
low_played_button.pressed.connect(low_played)
lower_winning_score_button.pressed.connect(lower_winning_score)
increase_winning_score_button.pressed.connect(increase_winning_score)
lower_cache_button.pressed.connect(lower_cache)
increase_cache_button.pressed.connect(increase_cache)
lower_inspiration_speed_button.pressed.connect(lower_inspiration_speed)
increase_inspiration_speed_button.pressed.connect(increase_inspiration_speed)
fullscreen_button.pressed.connect(fullscreen)
local_button.pressed.connect(local_play)
stop_after_current_button.button_pressed = Settings.stop_after_current
hide_next_track_button.button_pressed = Settings.hide_next_track
add_to_database_button.button_pressed = Settings.add_to_stats
low_played_button.button_pressed = Settings.use_low_played_mode
score_label.text = str(Settings.winning_score)
cache_label.text = str(Playlist.number_of_tracks_to_preload)
inspiration_speed_label.text = str(Settings.inspiration_list_speed)
fullscreen_button.button_pressed = Settings.fullscreen
select_server_button.select(Settings.selected_server)
select_server_button.item_selected.connect(select_server)
func _input(event: InputEvent) -> void:
if self.visible == true:
if event is InputEventMouseButton && event.is_pressed():
var evLocal: InputEvent = make_input_local(event)
if !Rect2(Vector2(0, 0), settings_panel.size).has_point(evLocal.position):
self.visible = false
func fullscreen() -> void:
Settings.fullscreen = !Settings.fullscreen
if Settings.fullscreen == true:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
if Settings.fullscreen == false:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
func local_play() -> void:
Settings.play_local = !Settings.play_local
func stop_after_current() -> void:
Settings.stop_after_current = !Settings.stop_after_current
func hide_next_track() -> void:
Settings.hide_next_track = !Settings.hide_next_track
func add_to_database() -> void:
Settings.add_to_stats = !Settings.add_to_stats
func low_played() -> void:
Settings.use_low_played_mode = !Settings.use_low_played_mode
func lower_winning_score() -> void:
Settings.winning_score -= 1
score_label.text = str(Settings.winning_score)
func increase_winning_score() -> void:
Settings.winning_score += 1
score_label.text = str(Settings.winning_score)
func set_winning_score(new_score: int) -> void:
Settings.winning_score = new_score
score_label.text = str(Settings.winning_score)
func lower_cache() -> void:
Playlist.number_of_tracks_to_preload -= 1
if Playlist.number_of_tracks_to_preload < 1:
Playlist.number_of_tracks_to_preload = 1
cache_label.text = str(Playlist.number_of_tracks_to_preload)
func increase_cache() -> void:
Playlist.number_of_tracks_to_preload += 1
cache_label.text = str(Playlist.number_of_tracks_to_preload)
func lower_inspiration_speed() -> void:
Settings.inspiration_list_speed -= 1
if Settings.inspiration_list_speed < 1:
Settings.inspiration_list_speed = 1
inspiration_speed_label.text = str(Settings.inspiration_list_speed)
func increase_inspiration_speed() -> void:
Settings.inspiration_list_speed += 1
inspiration_speed_label.text = str(Settings.inspiration_list_speed )
func select_server(new_server: int) -> void:
print("select_server")
Settings.default_path = select_server_button.get_item_text(new_server)
Settings.selected_server = new_server
print("Settings.default_path: " + Settings.default_path)
print("Settings.selected_server: " + str(Settings.selected_server))
print("new_server: " + str(new_server))
print("select_server_button.get_item_text(new_server): " + select_server_button.get_item_text(new_server))
server_changed.emit()
func set_selected_server(new_server: int) -> void:
print("set_selected_server")
select_server_button.select(new_server)
Settings.default_path = select_server_button.get_item_text(new_server)
Settings.selected_server = new_server
print("Settings.default_path: " + Settings.default_path)
print("Settings.selected_server: " + str(Settings.selected_server))
print("new_server: " + str(new_server))
print("select_server_button.get_item_text(new_server): " + select_server_button.get_item_text(new_server))
server_changed.emit()