The quiz card's settings are saved to quiz_settings.cfg in OS.get_config_dir() on every change and loaded at start. Debug builds use their own file, and MUSICPLAYER_CONFIG_DIR moves the file elsewhere so tests never touch it. Count plays in statistics and Prefer less played soundtracks are not saved and move from the quiz card to the Settings popup.
135 lines
5.7 KiB
GDScript
135 lines
5.7 KiB
GDScript
class_name QuizSettingsCard
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extends BasePopup
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## The quiz settings, in a small card that opens above the Quiz settings button by the
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## music player: how songs are played and hidden, the winning score and the inspiration
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## list. It does not dim the quiz, so it can be changed during a song.
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##
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## Every change is saved at once with [method Settings.save_quiz_settings].
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##
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## The card's bottom edge is where the card is placed, just above the player bar, and
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## it grows upward to fit its rows.
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##
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## The application settings, such as the server, are in [SettingsPopup].
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## The most seconds of a song's beginning that can be hidden.
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const MAX_HIDE_SECONDS: float = 10.0
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## Space between the rows and the card's edges.
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const PADDING: Vector2 = Vector2(16, 12)
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@onready var card_panel: Panel = %CardPanel
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@onready var rows: VBoxContainer = %VBox
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@onready var auto_repeat_button: CheckButton = %AutoRepeatCheckButton
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@onready var stop_after_current_button: CheckButton = %StopAfterCurrentCheckButton
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@onready var hide_next_track_button: CheckButton = %HideNextTrackCheckButton
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@onready var hide_beginning_button: CheckButton = %HideBeginningCheckButton
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@onready var hide_for_seconds_row: HBoxContainer = %HideForSecondsRow
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@onready var hide_for_seconds_label: Label = %HideForSecondsLabel
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@onready var lower_hide_for_seconds_button: Button = %LowerHideForSecondsButton
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@onready var increase_hide_for_seconds_button: Button = %IncreaseHideForSecondsButton
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@onready var hide_length_button: CheckButton = %HideLengthCheckButton
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@onready var hide_ticks_button: CheckButton = %HideTicksCheckButton
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@onready var score_label: Label = %ScoreLabel
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@onready var lower_winning_score_button: Button = %LowerButton
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@onready var increase_winning_score_button: Button = %IncreaseButton
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@onready var inspiration_speed_label: Label = %InspirationListSpeedLabel
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@onready var lower_inspiration_speed_button: Button = %LowerInspirationSpeedButton
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@onready var increase_inspiration_speed_button: Button = %IncreaseInspirationSpeedButton
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func _ready() -> void:
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auto_repeat_button.toggled.connect(_save_toggle.bind(&"auto_repeat_song"))
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stop_after_current_button.toggled.connect(_save_toggle.bind(&"stop_after_current"))
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hide_next_track_button.toggled.connect(_save_toggle.bind(&"hide_next_track"))
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hide_beginning_button.toggled.connect(_on_hide_beginning_toggled)
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hide_length_button.toggled.connect(_save_toggle.bind(&"hide_length"))
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hide_ticks_button.toggled.connect(_save_toggle.bind(&"hide_ticks"))
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lower_winning_score_button.pressed.connect(lower_winning_score)
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increase_winning_score_button.pressed.connect(increase_winning_score)
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lower_inspiration_speed_button.pressed.connect(lower_inspiration_speed)
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increase_inspiration_speed_button.pressed.connect(increase_inspiration_speed)
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lower_hide_for_seconds_button.pressed.connect(lower_hide_for_seconds)
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increase_hide_for_seconds_button.pressed.connect(increase_hide_for_seconds)
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visibility_changed.connect(_on_visibility_changed)
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show_settings()
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## Shows the current settings. This runs every time the card opens, in case a setting
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## was changed somewhere else.
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func show_settings() -> void:
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auto_repeat_button.set_pressed_no_signal(Settings.auto_repeat_song)
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stop_after_current_button.set_pressed_no_signal(Settings.stop_after_current)
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hide_next_track_button.set_pressed_no_signal(Settings.hide_next_track)
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hide_beginning_button.set_pressed_no_signal(Settings.hide_beginning)
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hide_length_button.set_pressed_no_signal(Settings.hide_length)
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hide_ticks_button.set_pressed_no_signal(Settings.hide_ticks)
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hide_for_seconds_row.visible = Settings.hide_beginning
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hide_for_seconds_label.text = "%d" % Settings.hide_for_seconds
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score_label.text = str(Settings.winning_score)
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inspiration_speed_label.text = str(Settings.inspiration_list_speed)
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_fit_to_rows()
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func lower_winning_score() -> void:
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set_winning_score(Settings.winning_score - 1)
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func increase_winning_score() -> void:
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set_winning_score(Settings.winning_score + 1)
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## Sets the winning score, never below 1.
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func set_winning_score(new_score: int) -> void:
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Settings.winning_score = maxi(new_score, 1)
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score_label.text = str(Settings.winning_score)
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Settings.save_quiz_settings()
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func lower_inspiration_speed() -> void:
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Settings.inspiration_list_speed = maxi(Settings.inspiration_list_speed - 1, 1)
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inspiration_speed_label.text = str(Settings.inspiration_list_speed)
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Settings.save_quiz_settings()
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func increase_inspiration_speed() -> void:
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Settings.inspiration_list_speed += 1
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inspiration_speed_label.text = str(Settings.inspiration_list_speed)
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Settings.save_quiz_settings()
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func lower_hide_for_seconds() -> void:
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Settings.hide_for_seconds = maxf(Settings.hide_for_seconds - 1.0, 0.0)
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hide_for_seconds_label.text = "%d" % Settings.hide_for_seconds
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Settings.save_quiz_settings()
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func increase_hide_for_seconds() -> void:
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Settings.hide_for_seconds = minf(Settings.hide_for_seconds + 1.0, MAX_HIDE_SECONDS)
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hide_for_seconds_label.text = "%d" % Settings.hide_for_seconds
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Settings.save_quiz_settings()
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# Sets the on/off quiz setting named [param setting] and saves the quiz settings
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func _save_toggle(on: bool, setting: StringName) -> void:
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Settings.set(setting, on)
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Settings.save_quiz_settings()
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func _on_hide_beginning_toggled(on: bool) -> void:
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_save_toggle(on, &"hide_beginning")
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hide_for_seconds_row.visible = on
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_fit_to_rows()
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# Grows or shrinks the card upward, keeping its bottom edge in place
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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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card_panel.position.y = -height
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card_panel.size.y = height
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rows.position = PADDING
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rows.size = Vector2(card_panel.size.x - PADDING.x * 2, height - PADDING.y * 2)
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func _on_visibility_changed() -> void:
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if visible:
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show_settings()
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