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# Undercooked - a game about cooking
# Copyright 2024 metamuffin
# Copyright 2024 tpart
# Copyright 2024 nokoe
#
# 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/>.
#
extends Node

const DEFAULT_PROFILE := {
	"username": "Giovanni",
	"character": 0,
	"last_server_url": ""
}

var default_settings := {
	"interpolate_camera_rotation": {
		"value": true,
		"description": tr("Interpolate the camera rotation")
	},
	"server_binary": {
		"value": "",
		"description": tr("The path of the server binary (leave empty to search PATH)")
	},
	"server_data": {
		"value": "",
		"description": tr("The path of the server data directory (leave empty to auto-detect)")
	},
}

var profile: Dictionary
var settings: Dictionary

var server_url = ""
var error_message = ""

var fade_next := false # Set true when transitioning from another scene (fade in requried)

func _ready():
	profile = load_dict("user://profile", DEFAULT_PROFILE)
	settings = load_dict("user://settings", default_settings)

func save_profile():
	save_dict("user://profile", profile)

func save_settings():
	save_dict("user://settings", settings)

func save_dict(path: String, dict: Dictionary):
	var f = FileAccess.open(path, FileAccess.WRITE)
	f.store_var(dict.duplicate(true))

func load_dict(path: String, default: Dictionary) -> Dictionary:
	# TOCTOU here. Godot docs says its fine.
	if not FileAccess.file_exists(path):
		print("Skip profile load")
		return default
	var f = FileAccess.open(path, FileAccess.READ)
	var saved_dict = f.get_var()
	var res: Dictionary = {}
	if saved_dict != null and saved_dict is Dictionary:
		for i in default.keys():
			if saved_dict.has(i):
				res[i] = saved_dict[i]
			else:
				res[i] = default[i]

	print("Loaded dict: ", res)
	return res

func on_vulkan() -> bool:
	return ProjectSettings.get_setting("rendering/rendering_device/driver") == "vulkan"

func focus_first_button(node: Node) -> bool:
	if node is Button:
		node.grab_focus()
		print("Node %s (%s) was selected for focus" % [node.name, node])
		return true
	for c in node.get_children():
		if focus_first_button(c):
			return true
	return false