Sort the scripts and scenes into folders

main/ holds the main window and top bar, quiz/ the quiz and its parts,
player/ the music player, popups/ every popup and what they share, data/ the
songs, players, playlist and settings, server/ the MusicServer client,
common/ the list row and GameLog, and themes/ the themes and style boxes.
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Sansan committed 2026-10-06 11:57:29 +02:00
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class_name SettingsPopup
extends BasePopup
## The settings: how songs are shown and played, the winning score, the song cache,
## which MusicServer to use and fullscreen.
## Emitted when another MusicServer is picked.
signal server_changed
@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 hide_beginning_button: CheckButton = %HideBeginningCheckButton
@onready var hide_length_button: CheckButton = %HideLengthCheckButton
@onready var hide_ticks_button: CheckButton = %HideTicksCheckButton
@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 hide_for_seconds_label: Label = %HideForSecondsLabel
@onready var lower_hide_for_seconds_button: Button = %LowerHideForSecondsButton
@onready var increase_hide_for_seconds_button: Button = %IncreaseHideForSecondsButton
@onready var select_server_button: OptionButton = %SelectServerButton
@onready var fullscreen_button: CheckButton = %FullscreenButton
@onready var local_button: CheckButton = %LocalButton
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)
hide_beginning_button.pressed.connect(hide_beginning)
hide_length_button.pressed.connect(hide_length)
hide_ticks_button.pressed.connect(hide_ticks)
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)
lower_hide_for_seconds_button.pressed.connect(lower_hide_for_seconds)
increase_hide_for_seconds_button.pressed.connect(increase_hide_for_seconds)
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
hide_beginning_button.button_pressed = Settings.hide_beginning
hide_length_button.button_pressed = Settings.hide_length
hide_ticks_button.button_pressed = Settings.hide_ticks
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)
hide_for_seconds_label.text = str(Settings.hide_for_seconds)
fullscreen_button.button_pressed = Settings.fullscreen
update_hide_for_seconds_enabled()
select_server_button.select(Settings.selected_server)
select_server_button.item_selected.connect(select_server)
visibility_changed.connect(_on_visibility_changed)
# Alt+Enter switches fullscreen from the main window, which resizes the window
get_window().size_changed.connect(_update_fullscreen_button)
# Settings can change outside this popup, e.g. winning turns statistics off
func _on_visibility_changed() -> void:
if visible:
add_to_database_button.button_pressed = Settings.add_to_stats
_update_fullscreen_button()
func _update_fullscreen_button() -> void:
fullscreen_button.set_pressed_no_signal(Settings.fullscreen)
func fullscreen() -> void:
Settings.fullscreen = !Settings.fullscreen
if Settings.fullscreen:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
if !Settings.fullscreen:
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 hide_beginning() -> void:
Settings.hide_beginning = !Settings.hide_beginning
update_hide_for_seconds_enabled()
func update_hide_for_seconds_enabled() -> void:
var enabled: bool = Settings.hide_beginning
%HideForSecondsHBoxContainer.visible = enabled
func hide_length() -> void:
Settings.hide_length = !Settings.hide_length
func hide_ticks() -> void:
Settings.hide_ticks = !Settings.hide_ticks
func lower_winning_score() -> void:
Settings.winning_score = max(Settings.winning_score - 1, 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 lower_hide_for_seconds() -> void:
Settings.hide_for_seconds -= 1.0
if Settings.hide_for_seconds < 0:
Settings.hide_for_seconds = 0
hide_for_seconds_label.text = str(Settings.hide_for_seconds)
func increase_hide_for_seconds() -> void:
Settings.hide_for_seconds += 1.0
if Settings.hide_for_seconds > 10.0:
Settings.hide_for_seconds = 10.0
hide_for_seconds_label.text = str(Settings.hide_for_seconds)
func select_server(new_server: int) -> void:
GameLog.debug("select_server")
Settings.default_path = select_server_button.get_item_text(new_server)
Settings.selected_server = new_server
GameLog.debug("Settings.default_path: " + Settings.default_path)
GameLog.debug("Settings.selected_server: " + str(Settings.selected_server))
GameLog.debug("new_server: " + str(new_server))
GameLog.debug("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:
GameLog.debug("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
GameLog.debug("Settings.default_path: " + Settings.default_path)
GameLog.debug("Settings.selected_server: " + str(Settings.selected_server))
GameLog.debug("new_server: " + str(new_server))
GameLog.debug("select_server_button.get_item_text(new_server): ",
select_server_button.get_item_text(new_server))
server_changed.emit()