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2026-02-23 11:37:27 +01:00
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class_name UserDefinedSettings
enum DisplayMode {FULLSCREEN, WINDOWED_FULLSCREEN, WINDOWED}
enum AAMode_3D {DISABLED, FXAA, TAA, MSAA_2X, MSAA_4X, FSR_2}
enum AAMode_2D {DISABLED, MSAA_2X, MSAA_4X, MSAA_8X}
enum AudioBus {MASTER, MUSIC, SFX, VOICE}
func _register_settings() -> void:
_register_graphics_settings()
_register_audio_settings()
_register_controls_settings()
func _register_graphics_settings() -> void:
var graphics_category = Settings.SettingCategory.new("graphics", "Graphics")
var display_mode_options: Array[String] = ["Fullscreen", "Windowed Fullscreen", "Windowed"]
var display_mode_setting = Settings.OptionSetting.new("display_mode",
"Display Mode",
"Windowed Fullscreen",
display_mode_options,
_set_display_mode)
graphics_category.add_setting(display_mode_setting)
var vsync_enabled_setting = Settings.BoolSetting.new("vsync_enabled", "VSync enabled", true, _set_vsync_enabled)
graphics_category.add_setting(vsync_enabled_setting)
var aa_3d_options: Array[String] = ["Disabled", "FXAA", "TAA", "MSAA 2x", "MSAA 4x", "FSR 2"]
var aa_3d_setting = Settings.OptionSetting.new("3d_aa_mode",
"3D Anti-Aliasing Mode",
"Disabled",
aa_3d_options,
_set_aa_mode_3d)
graphics_category.add_setting(aa_3d_setting)
# 2D MSAA is not yet available in the Compatibility renderer
if (ProjectSettings.get_setting_with_override("rendering/renderer/rendering_method") != "gl_compatibility"):
var aa_2d_options: Array[String] = ["Disabled", "MSAA 2x", "MSAA 4x", "MSAA 8x"]
var aa_2d_setting = Settings.OptionSetting.new("2d_aa_mode",
"2D Anti-Aliasing Mode",
"Disabled",
aa_2d_options,
_set_aa_mode_2d)
graphics_category.add_setting(aa_2d_setting)
Settings.add_root_category(graphics_category)
func _register_audio_settings() -> void:
var audio_category = Settings.SettingCategory.new("audio", "Audio")
var master_volume_setting = Settings.FloatSetting.new("volume_master",
"Master Volume",
100.0,
0.0,
150.0,
1.0,
func(volume): _set_audio_bus_volume(volume, AudioBus.MASTER))
audio_category.add_setting(master_volume_setting)
# Fine Control subcategory for audio
var fine_control_category = Settings.SettingCategory.new("fine_control", "Fine Control")
var music_volume_setting = Settings.FloatSetting.new("volume_music",
"Volume (Music)",
100.0,
0.0,
150.0,
1.0,
func(volume): _set_audio_bus_volume(volume, AudioBus.MUSIC))
fine_control_category.add_setting(music_volume_setting)
var sfx_volume_setting = Settings.FloatSetting.new("volume_sfx",
"Volume (SFX)",
100.0,
0.0,
150.0,
1.0,
func(volume): _set_audio_bus_volume(volume, AudioBus.SFX))
fine_control_category.add_setting(sfx_volume_setting)
var voice_volume_setting = Settings.FloatSetting.new("volume_voice",
"Volume (Voice)",
100.0,
0.0,
150.0,
1.0,
func(volume): _set_audio_bus_volume(volume, AudioBus.VOICE))
fine_control_category.add_setting(voice_volume_setting)
audio_category.add_sub_category(fine_control_category)
Settings.add_root_category(audio_category)
func _register_controls_settings() -> void:
var controls_category = Settings.SettingCategory.new("controls", "Controls")
var mouse_sensitivity_setting = Settings.FloatSetting.new("mouse_sensitivity",
"Mouse Sensitivity",
1.0,
0.1,
1.9,
0.01)
controls_category.add_setting(mouse_sensitivity_setting)
var key_bindings_category = Settings.SettingCategory.new("key_bindings", "Key Bindings")
# Insert remappable actions
_create_action_setting(key_bindings_category, "move_up", "Move Forward")
_create_action_setting(key_bindings_category, "move_down", "Move Backward")
_create_action_setting(key_bindings_category, "move_left", "Move Left")
_create_action_setting(key_bindings_category, "move_right", "Move Right")
controls_category.add_sub_category(key_bindings_category)
Settings.add_root_category(controls_category)
#region Graphics Settings Callbacks
func _set_display_mode(display_mode_string: String):
var display_mode_index = ["Fullscreen", "Windowed Fullscreen", "Windowed"].find(display_mode_string)
match display_mode_index:
0: # FULLSCREEN
Global.game_manager.get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN
1: # WINDOWED_FULLSCREEN
Global.game_manager.get_window().mode = Window.MODE_FULLSCREEN
2: # WINDOWED
Global.game_manager.get_window().mode = Window.MODE_WINDOWED
func _set_vsync_enabled(enabled: bool):
var mode = DisplayServer.VSyncMode.VSYNC_ENABLED if enabled else DisplayServer.VSyncMode.VSYNC_DISABLED
DisplayServer.window_set_vsync_mode(mode) # Just for the main window
func _set_aa_mode_3d(mode_string: String):
var mode_index = ["Disabled", "FXAA", "TAA", "MSAA 2x", "MSAA 4x", "FSR 2"].find(mode_string)
var vp = Global.game_manager.get_viewport()
vp.use_taa = false
vp.screen_space_aa = Viewport.SCREEN_SPACE_AA_DISABLED
vp.msaa_3d = Viewport.MSAA_DISABLED
vp.msaa_2d = Viewport.MSAA_DISABLED
vp.scaling_3d_mode = Viewport.SCALING_3D_MODE_BILINEAR
match mode_index:
1: vp.screen_space_aa = Viewport.SCREEN_SPACE_AA_FXAA
2: vp.use_taa = true # TAA
3: vp.msaa_3d = Viewport.MSAA_2X
4: vp.msaa_3d = Viewport.MSAA_4X
5: vp.scaling_3d_mode = Viewport.SCALING_3D_MODE_FSR2
func _set_aa_mode_2d(mode_string: String):
var mode_index = ["Disabled", "MSAA 2x", "MSAA 4x", "MSAA 8x"].find(mode_string)
var vp = Global.game_manager.get_viewport()
vp.msaa_2d = Viewport.MSAA_DISABLED
match mode_index:
1: vp.msaa_2d = Viewport.MSAA_2X # MSAA_2X
2: vp.msaa_2d = Viewport.MSAA_4X # MSAA_4X
3: vp.msaa_2d = Viewport.MSAA_8X # MSAA_8X
#endregion
#region Audio Settings Callbacks
func _set_audio_bus_volume(volume: float, bus: AudioBus):
volume /= 100.0
volume = volume*volume # Quadratic curve for better control on low end
match bus:
AudioBus.MASTER: AudioServer.set_bus_volume_linear(AudioServer.get_bus_index("Master"), volume)
AudioBus.MUSIC: AudioServer.set_bus_volume_linear(AudioServer.get_bus_index("Music"), volume)
AudioBus.SFX: AudioServer.set_bus_volume_linear(AudioServer.get_bus_index("SFX"), volume)
AudioBus.VOICE: AudioServer.set_bus_volume_linear(AudioServer.get_bus_index("Voice"), volume)
#endregion
#region Control Settings Callbacks
func _create_action_setting(category: Settings.SettingCategory, action: String, label: String) -> void:
var events = InputMap.action_get_events(action)
var default_events: Array[InputEvent] = []
for i in range(2):
if i < events.size():
default_events.append(events[i])
else:
default_events.append(null)
var setting = Settings.InputRemappingSetting.new("action_map_" + action,
label,
default_events,
func(new_events): _set_input_events(new_events, action))
category.add_setting(setting)
func _set_input_events(events: Array[InputEvent], action: String) -> void:
InputMap.action_erase_events(action)
for event in events:
if event:
InputMap.action_add_event(action, event)
#endregion