Reordering scene, and setup basic scene instance on main view
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extends Node
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onready var language_id = null
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onready var gyroscope_id = null
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func _ready():
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print("[Settings#_ready]")
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_translation()
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_apply_settings()
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## PRIVATE
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func _translation():
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print("[Settings#_translation]")
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$VBoxContainer/Langue/HBoxContainer/Label.text = tr("SETTINGS_LABEL_LANGUE")
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$VBoxContainer/gyroscope/HBoxContainer/Label.text = tr("SETTINGS_LABEL_GYROSCOPE")
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func _apply_settings():
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print("[Settings#_apply_settings]")
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var lang = _get_settings_data("langue", Global.table_settings, Global.data_settings)
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var gyro = _get_settings_data("gyroscope", Global.table_settings, Global.data_settings)
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$CenterContainer/VBoxContainer/Langue/HBoxContainer/data.set_text(lang)
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$CenterContainer/VBoxContainer/gyroscope/HBoxContainer/data.set_pressed(int(gyro) as bool)
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func _get_settings_data(name, table, datas):
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for index in range(0, Global.table_settings.get_props_count()):
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if table.get_prop_at(index).get_prop_name() == name:
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_save_id(name, table.get_prop_at(index).get_prop_id())
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return datas[index].get_data()
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func _save_id(name, id):
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if name == "langue":
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language_id = id
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if name == "gyroscope":
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gyroscope_id = id
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func _on_gyroscope_pressed():
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print("[Settings#_on_gyroscop_toggled] change value to database ...........")
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Global.table_settings.edit_data(gyroscope_id,
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gddb_types.e_prop_type_bool,
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int($CenterContainer/VBoxContainer/gyroscope/HBoxContainer/data.pressed) as String)
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Global.database.save_db()
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