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# Hurry Curry! - a game about cooking
# Copyright (C) 2025 Hurry Curry! contributors
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, version 3 of the License only.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
class_name G
extends Node
const VERSION := "2.3.5"
const DISTRIBUTION := "unknown"
signal using_joypad_change(using: bool)
signal using_touch_change(using: bool)
@warning_ignore("UNUSED_SIGNAL")
signal hand_count_change(count: bool)
var using_joypad := false
var using_touch := false
var game_paused := false
var hand_count := 0
var current_map_name := ""
var last_map_name := "" # last map name for displaying in rating menu
var focused_node: Control
var focused_menu: Menu # only use this as a last resort, currently exists to open setup menu from settings
func _ready():
GLTFDocument.register_gltf_document_extension(GLTFApplyNodeVisibility.new())
Profile.load(OS.get_data_dir().path_join("hurrycurry").path_join("profile"))
Settings.load(OS.get_config_dir().path_join("hurrycurry").path_join("settings.json"))
get_viewport().gui_focus_changed.connect(Sound.play_hover_maybe)
get_viewport().gui_focus_changed.connect(func(node): focused_node = node)
func _input(event):
if Input.is_action_just_pressed("fullscreen"):
match Settings.read("graphics.fullscreen"):
"keep":
var fs = DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN
if fs: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
"always": Settings.write("graphics.fullscreen", "never")
"never": Settings.write("graphics.fullscreen", "always")
# Update using_joypad variable
if event is InputEventMouseButton or event is InputEventKey:
if using_joypad:
using_joypad = false
using_joypad_change.emit(using_joypad)
elif event is InputEventJoypadButton or event is InputEventJoypadMotion:
if not using_joypad:
using_joypad = true
using_joypad_change.emit(using_joypad)
# Update using_touch variable
if Settings.read("ui.touch_controls") == "automatic": # Only if set to automatic
if event is InputEventScreenTouch or event is InputEventScreenDrag:
if not using_touch:
using_touch = true
using_touch_change.emit(using_touch)
if event is InputEventKey or event is InputEventJoypadButton or event is InputEventJoypadMotion:
if using_touch:
using_touch = false
using_touch_change.emit(using_touch)
func on_mobile() -> bool:
var os_name := OS.get_name()
return os_name == "Android" or os_name == "iOS"
func on_high_end() -> bool:
if on_mobile():
return false
return on_vulkan()
func on_vulkan() -> bool:
return ProjectSettings.get_setting("rendering/rendering_device/driver") == "vulkan"
static func interpolate(current, target, dt):
return target + (current - target) * exp(-dt)
static func interpolate_angle(current, target, dt) -> float:
current = fmod(current, PI * 2)
target = fmod(target, PI * 2)
if target - current > PI: target -= PI * 2
elif current - target > PI: current -= PI * 2
return target + (current - target) * exp(-dt)
# TODO not working in all cases yet but there was an attempt
static func angle_closest_quarter(current, target) -> float:
current = fmod(current, PI * 2)
target = fmod(target, PI * 2)
while abs(target - current) > PI / 4.:
if target - current < 0: target += PI / 2
else: target -= PI / 2
return target
func find_menu(node: Node) -> Menu:
if node is Menu: return node
else: return find_menu(node.get_parent())
func get_message_str(m: Dictionary) -> String:
if "text" in m: return m.text
if "translation" in m: return tr(m.translation.id).format(m.translation.params.map(get_message_str))
return "[unsupported message type]"
func language_list():
var a = TranslationServer.get_loaded_locales()
a.sort()
a.insert(0, "system")
return a
func array_eq(a, b):
return a.all(func(e): return a.count(e) == b.count(e))
static func add_missing_keys(dict: Dictionary, reference: Dictionary):
for k in reference.keys():
if !dict.has(k) or typeof(dict[k]) != typeof(reference[k]):
dict[k] = reference[k]
else:
if dict[k] is Dictionary:
add_missing_keys(dict[k], reference[k])
func array_has_all(parent: Array, children: Array) -> bool:
for i in children:
if not i in parent:
return false
return true
func configure_viewport_aa(vp: Viewport) -> void:
match Settings.read("graphics.aa"):
"disabled":
vp.msaa_3d = Viewport.MSAA_DISABLED
vp.screen_space_aa = Viewport.SCREEN_SPACE_AA_DISABLED
"fx":
vp.msaa_3d = Viewport.MSAA_DISABLED
vp.screen_space_aa = Viewport.SCREEN_SPACE_AA_FXAA
"ms2x":
vp.msaa_3d = Viewport.MSAA_2X
vp.screen_space_aa = Viewport.SCREEN_SPACE_AA_DISABLED
"ms4x":
vp.msaa_3d = Viewport.MSAA_4X
vp.screen_space_aa = Viewport.SCREEN_SPACE_AA_DISABLED
static func index_to_hand(i):
match i:
0: return "left"
1: return "right"
_: return "unknown"
static func rem_euclid(i: int, mod: int) -> int:
var num := i % mod
if num < 0:
num += mod
num %= mod
return num
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