Popups fade in while growing and close the reverse way, with the backdrop fading along. The winner gets confetti, bouncing pictures and a score graph that draws itself from the left. Filtered statistics cards and search rows fade in, the tabs slide in from their side, and every button bounces on hover and click (ButtonBounce, now added to all buttons). In the player list the score pops on every point, the first point flashes the row, and a player on match point glows with a "Match point!" tag. A song starting fades in the title, flashes its row (kept across list rebuilds) and pops the play button. Common/anim.gd holds the helpers. A saved "Reduce animations" switch in Settings turns all movement off; the tests use it. The flash colours are theme colours (Palette first_point, match_point, flash) in every theme. Closes #48 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
252 lines
10 KiB
GDScript
252 lines
10 KiB
GDScript
class_name SettingsPopup
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extends BasePopup
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## The application settings: which MusicServer or music folder to play from, the theme,
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## fullscreen, fewer animations, how many songs to download ahead, whether to prefer less played soundtracks
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## and whether plays count in the statistics, and a button that opens the folder the
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## settings are kept in. Opened from the Settings button in the top bar.
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##
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## A music folder (see [MusicFolder]) is used instead of the server until Use server is
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## pressed or the game is closed. The settings that need the server are off meanwhile.
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## A folder of characters (see [FolderCharacters]) is used the same way; without one, a
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## music folder's own [code]characters[/code] folder is used, or else the server's.
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##
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## The quiz settings, such as the winning score, are in [QuizSettingsCard].
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## Emitted when another MusicServer or music folder is picked, or a prepared quiz's play
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## order is changed. A new game starts.
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signal server_changed
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## Emitted when a folder of characters is picked or Use server is pressed for them.
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signal characters_changed
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## Space between the rows and the panel's edges.
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const PADDING: Vector2 = Vector2(20, 12)
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@onready var settings_panel: Panel = %SettingsPanel
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@onready var select_server_button: OptionButton = %SelectServerButton
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@onready var fullscreen_button: CheckButton = %FullscreenButton
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@onready var reduce_animations_button: CheckButton = %ReduceAnimationsButton
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@onready var theme_button: OptionButton = %ThemeButton
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@onready var cache_label: Label = %CacheLabel
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@onready var lower_cache_button: Button = %LowerCacheButton
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@onready var increase_cache_button: Button = %IncreaseCacheButton
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@onready var low_played_button: CheckButton = %LowPlayedCheckButton
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@onready var add_to_database_button: CheckButton = %AddToDatabaseCheckButton
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@onready var rows: VBoxContainer = %VBoxContainer
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@onready var folder_label: Label = %FolderLabel
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@onready var choose_folder_button: Button = %ChooseFolderButton
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@onready var use_server_button: Button = %UseServerButton
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@onready var folder_error_label: Label = %FolderErrorLabel
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@onready var play_order_row: HBoxContainer = %PlayOrderRow
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@onready var play_order_button: OptionButton = %PlayOrderButton
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@onready var folder_dialog: FileDialog = %FolderDialog
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@onready var characters_label: Label = %CharactersLabel
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@onready var choose_characters_button: Button = %ChooseCharactersButton
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@onready var use_server_characters_button: Button = %UseServerCharactersButton
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@onready var characters_error_label: Label = %CharactersErrorLabel
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@onready var character_folder_dialog: FileDialog = %CharacterFolderDialog
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@onready var open_config_folder_button: Button = %OpenConfigFolderButton
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## Shows a folder in the system's file manager. The tests replace it, so no file manager
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## opens while they run.
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var show_folder: Callable = _show_in_file_manager
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# Where the panel's middle is, so it stays centred when rows are shown or hidden
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var _panel_middle_y: float = 0.0
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func _ready() -> void:
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for server: String in Settings.servers:
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select_server_button.add_item(server)
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for entry: Dictionary in Settings.THEMES:
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theme_button.add_item(entry.name)
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theme_button.select(Settings.THEMES.find(Settings.theme_entry(Settings.theme_id)))
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theme_button.item_selected.connect(select_theme)
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fullscreen_button.button_pressed = Settings.fullscreen
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select_server_button.select(Settings.selected_server)
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cache_label.text = str(Playlist.number_of_tracks_to_preload)
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fullscreen_button.pressed.connect(fullscreen)
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reduce_animations_button.button_pressed = Settings.reduce_animations
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reduce_animations_button.toggled.connect(set_reduce_animations)
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choose_folder_button.pressed.connect(folder_dialog.popup_centered)
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folder_dialog.dir_selected.connect(use_music_folder)
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use_server_button.pressed.connect(use_server)
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choose_characters_button.pressed.connect(character_folder_dialog.popup_centered)
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character_folder_dialog.dir_selected.connect(use_character_folder)
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use_server_characters_button.pressed.connect(use_server_characters)
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open_config_folder_button.pressed.connect(open_config_folder)
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open_config_folder_button.tooltip_text = Settings.config_dir()
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play_order_button.item_selected.connect(_on_play_order_selected)
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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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select_server_button.item_selected.connect(select_server)
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low_played_button.toggled.connect(
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func(on: bool) -> void: Settings.use_low_played_mode = on)
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add_to_database_button.toggled.connect(func(on: bool) -> void: Settings.add_to_stats = on)
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visibility_changed.connect(_on_visibility_changed)
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# Alt+Enter switches fullscreen from the main window, which resizes the window
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get_window().size_changed.connect(_update_fullscreen_button)
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_panel_middle_y = settings_panel.position.y + settings_panel.size.y / 2
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_show_music_source()
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## Switches to the theme at [param index] in [constant Settings.THEMES] at once.
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func select_theme(index: int) -> void:
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Settings.apply_theme(Settings.THEMES[index].id)
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## Turns every animation off or on, and saves it.
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func set_reduce_animations(on: bool) -> void:
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Settings.reduce_animations = on
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Settings.save_settings()
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func fullscreen() -> void:
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Settings.set_fullscreen(!Settings.fullscreen)
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## Plays songs from the folder at [param path] instead of the server's. A folder with
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## nothing to play is not used, and the popup says so.
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func use_music_folder(path: String) -> void:
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var folder: MusicFolder = MusicFolder.scan(path)
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if folder.kind == MusicFolder.Kind.EMPTY:
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folder_error_label.text = "No songs found in " + folder.display_name()
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folder_error_label.visible = true
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_fit_to_rows()
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return
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folder.set_play_order(play_order_button.selected as MusicFolder.PlayOrder)
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Settings.music_folder = folder
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_show_music_source()
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server_changed.emit()
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## Plays from the server again instead of the music folder.
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func use_server() -> void:
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Settings.music_folder = null
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_show_music_source()
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server_changed.emit()
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## Shows the folder with the config file, the saved settings and the cached characters
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## and songs in the system's file manager.
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func open_config_folder() -> void:
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var dir: String = Settings.config_dir()
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DirAccess.make_dir_recursive_absolute(dir)
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show_folder.call(dir)
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## Reads the characters from the folder at [param path] instead of the server. A folder
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## without pictures is not used, and the popup says so.
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func use_character_folder(path: String) -> void:
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if FolderCharacters.picture_names(path).is_empty():
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characters_error_label.text = "No pictures found in " + path.trim_suffix("/").get_file()
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characters_error_label.visible = true
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_fit_to_rows()
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return
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Settings.character_folder = path.trim_suffix("/")
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_show_music_source()
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characters_changed.emit()
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## Uses the server's characters again, or the music folder's own if it has them.
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func use_server_characters() -> void:
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Settings.character_folder = ""
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_show_music_source()
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characters_changed.emit()
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func lower_cache() -> void:
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Playlist.number_of_tracks_to_preload = maxi(Playlist.number_of_tracks_to_preload - 1, 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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GameLog.debug("select_server")
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_use_server(new_server)
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## Picks [param new_server] in the list and uses it.
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func set_selected_server(new_server: int) -> void:
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GameLog.debug("set_selected_server")
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select_server_button.select(new_server)
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_use_server(new_server)
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func _use_server(new_server: int) -> void:
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Settings.default_path = Settings.servers[new_server]
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Settings.selected_server = new_server
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GameLog.debug("Settings.default_path: " + Settings.default_path)
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server_changed.emit()
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# Winning a game turns statistics off, so the toggles are refreshed every time this opens
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func _on_visibility_changed() -> void:
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if visible:
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_update_fullscreen_button()
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low_played_button.set_pressed_no_signal(Settings.use_low_played_mode)
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add_to_database_button.set_pressed_no_signal(Settings.add_to_stats)
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else:
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folder_error_label.visible = false
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characters_error_label.visible = false
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_fit_to_rows()
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func _on_play_order_selected(order: int) -> void:
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if Settings.is_offline():
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Settings.music_folder.set_play_order(order as MusicFolder.PlayOrder)
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server_changed.emit()
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# Shows where songs come from, and turns off what needs the server while offline
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func _show_music_source() -> void:
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var folder: MusicFolder = Settings.music_folder
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folder_error_label.visible = false
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use_server_button.visible = folder != null
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if folder == null:
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folder_label.text = "None, using the server"
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folder_label.tooltip_text = ""
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else:
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folder_label.text = folder.display_name()
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folder_label.tooltip_text = folder.path
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play_order_row.visible = folder != null && folder.kind == MusicFolder.Kind.PREPARED_QUIZ
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characters_error_label.visible = false
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use_server_characters_button.visible = !Settings.character_folder.is_empty()
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characters_label.tooltip_text = Settings.characters_dir()
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if !Settings.character_folder.is_empty():
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characters_label.text = Settings.character_folder.get_file()
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elif !Settings.characters_dir().is_empty():
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characters_label.text = "From " + folder.display_name()
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else:
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characters_label.text = "From the server"
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for control: BaseButton in [select_server_button, low_played_button, add_to_database_button]:
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control.disabled = folder != null
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_fit_to_rows()
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# Grows or shrinks the panel to fit the rows shown, keeping it centred
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func _fit_to_rows() -> void:
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var height: float = rows.get_combined_minimum_size().y + PADDING.y * 2
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settings_panel.size.y = height
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settings_panel.position.y = floorf(_panel_middle_y - height / 2)
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rows.position = PADDING
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rows.size = Vector2(settings_panel.size.x - PADDING.x * 2, height - PADDING.y * 2)
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func _show_in_file_manager(dir: String) -> void:
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var error: Error = OS.shell_show_in_file_manager(dir)
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if error != OK:
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# Not every platform has a file manager to show a folder in; open it instead
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error = OS.shell_open(dir)
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if error != OK:
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GameLog.warning("Could not open %s: %s" % [dir, error_string(error)])
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func _update_fullscreen_button() -> void:
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fullscreen_button.set_pressed_no_signal(Settings.fullscreen)
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