Files
MusicPlayer/popups/settings_popup.gd
T
Sansan b510aa47f2
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Split settings into a quiz card and an application Settings popup
- A Quiz settings button under the player bar opens a small card above
  it with the quiz settings, including Auto repeat, which moves there
  from under the player bar. The card does not dim the quiz, so it can
  be changed during a song, and grows to fit its rows.
- A Settings button in the top bar opens the application settings:
  server, fullscreen and songs to download ahead. Quick sync is gone,
  as the server no longer has it, and the server list is in Settings.
- Labels use sentence case, and seconds to hide show as whole numbers.
- Debug builds switch to the local server and a low winning score in
  the Settings autoload, before any scene asks the server for anything.
  The DEBUG label moves to the top bar, so it shows on every tab.
- Search moves from the top bar back to the quiz toolbar, as the
  Statistics tab has its own search.
2026-10-07 16:05:13 +02:00

85 lines
2.8 KiB
GDScript

class_name SettingsPopup
extends BasePopup
## The application settings: which MusicServer to use, fullscreen and how many songs to
## download ahead. Opened from the Settings button in the top bar.
##
## The quiz settings, such as the winning score, are in [QuizSettingsCard].
## Emitted when another MusicServer is picked.
signal server_changed
@onready var settings_panel: Panel = %SettingsPanel
@onready var select_server_button: OptionButton = %SelectServerButton
@onready var fullscreen_button: CheckButton = %FullscreenButton
@onready var cache_label: Label = %CacheLabel
@onready var lower_cache_button: Button = %LowerCacheButton
@onready var increase_cache_button: Button = %IncreaseCacheButton
@onready var local_button: CheckButton = %LocalButton
func _ready() -> void:
for server: String in Settings.SERVERS:
select_server_button.add_item(server)
fullscreen_button.button_pressed = Settings.fullscreen
select_server_button.select(Settings.selected_server)
cache_label.text = str(Playlist.number_of_tracks_to_preload)
fullscreen_button.pressed.connect(fullscreen)
local_button.pressed.connect(local_play)
lower_cache_button.pressed.connect(lower_cache)
increase_cache_button.pressed.connect(increase_cache)
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)
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 lower_cache() -> void:
Playlist.number_of_tracks_to_preload = maxi(Playlist.number_of_tracks_to_preload - 1, 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 select_server(new_server: int) -> void:
GameLog.debug("select_server")
_use_server(new_server)
## Picks [param new_server] in the list and uses it.
func set_selected_server(new_server: int) -> void:
GameLog.debug("set_selected_server")
select_server_button.select(new_server)
_use_server(new_server)
func _use_server(new_server: int) -> void:
Settings.default_path = Settings.SERVERS[new_server]
Settings.selected_server = new_server
GameLog.debug("Settings.default_path: " + Settings.default_path)
server_changed.emit()
func _on_visibility_changed() -> void:
if visible:
_update_fullscreen_button()
func _update_fullscreen_button() -> void:
fullscreen_button.set_pressed_no_signal(Settings.fullscreen)