Files
MusicPlayer/SettingsWindow.gd
T
Sansan 428decf73a Turn statistics back on for a new game and fix low winning scores
Winning turned statistics off and nothing turned them back on, while
the Settings checkbox still showed them as on. Resetting points now
turns them back on if the win turned them off, and the checkbox shows
the current state when Settings is opened.

A winning score of 1 could never be won and with 2 the first point was
not announced as match point, because the first-point check ran first.
The winning score also could not be kept from going below 1.
2026-10-06 08:32:56 +02:00

226 lines
7.8 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 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
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)
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)
# Settings can change outside this window, e.g. winning turns statistics off
func _on_visibility_changed() -> void:
if visible:
add_to_database_button.button_pressed = Settings.add_to_stats
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 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:
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()