c17769246f
Two related cleanups from the best-practice audit: Task 3 — typed Resources instead of MBase / MScene / MLevel / MSetting The old model classes wrapped the godot_db_manager Table API: each row read went through table.get_data_at_row_idx(int), Cell.get_data(), and 'as int' / 'as String' casts that don't actually parse anything in Godot 4. m_value, m_lock, m_label, ... members shadowed the cell indirection. Setters round-tripped through table.edit_data() + Global.database.save_db(). That's a lot of plumbing for what is, in the end, three flat tables of static strings. Introduce three @export-typed Resources: db/scene_entry.gd class_name SceneEntry db/level_entry.gd class_name LevelEntry db/settings_data.gd class_name SettingsData Rewrite scripts/Database.gd so Database.DB holds: settings: SettingsData levels: Array[LevelEntry] scenes: Array[SceneEntry] Build them once at startup from ahog.json, and serialise back to the same JSON shape on save() so existing progress files keep working. LevelEntry carries its own object_to_find / object_finding / reset methods (talking to Global.database for cross-table lookups), and SceneEntry carries its own mesh_path / audio_sound. Per-scene dissolve state (value, tick_reference, dissolved) lives on SceneEntry as non-exported runtime fields. Delete db/MBase.gd / db/MScene.gd / db/MLevel.gd / db/MSetting.gd. Update consumers: - scripts/Setting.gd: read/write Global.database.settings directly, call Global.database.save() after each setter. - scenes/levels/Levels.gd: iterate Global.database.scenes_for_level( current_scene_int) instead of mscene.new(i) for every row; scene state reads (scene.lock, scene.mesh, scene.counter, ...) replace scene.lock() / scene.mesh() / scene.counter() method calls; runtime dissolve state lives on the SceneEntry instance instead of mutable m_value / m_tick_reference members on MScene; 'dissolved' flag replaces set_mesh(null) signalling. - scenes/UI/choose_scenes/ChooseScene.gd: iterate Global.database .levels; level.name / level.thumb property access in place of level.name() / level.thumbnail(). configure_reset() loses its redundant index argument (LevelEntry knows its own index). - scripts/event.gd: _on_reset_level signature now takes LevelEntry, reset path drops index forwarding. Task 2 — type hints across the remaining scripts scripts/Global.gd, scenes/Main.gd, scenes/UI/ending/Ending.gd, scenes/UI/loading/Loading.gd, scenes/UI/settings/Settings.gd: add typed parameters and -> return annotations. current_scene_int is now 'int = -1' (sentinel) so callers don't fall into Variant comparisons; event.gd:_on_reset_level resets it to -1 instead of null. Settings.gd no longer wraps button_pressed in int() before passing to the now-typed bool setters. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
70 lines
1.8 KiB
GDScript
70 lines
1.8 KiB
GDScript
extends Node
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# Reads / writes the SettingsData held by Global.database. Applies locale,
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# resolution, and fullscreen state on startup and on any setter call.
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func _ready() -> void:
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apply_language(translate_int_to_locale(get_setting_language()))
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apply_resolution()
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apply_fullscreen()
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func apply_language(locale: String) -> void:
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TranslationServer.set_locale(locale)
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func translate_int_to_locale(id: int) -> String:
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match id:
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0: return "en"
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1: return "fr"
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return "en"
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func apply_resolution() -> void:
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var res := get_setting_resolution()
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get_window().content_scale_size = Vector2i(int(res[0]), int(res[1]))
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func apply_fullscreen() -> void:
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get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if get_setting_fullscreen() else Window.MODE_WINDOWED
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func _data() -> SettingsData:
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return Global.database.settings
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func get_setting_language() -> int:
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return _data().langue
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func set_setting_language(value: int) -> void:
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_data().langue = value
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Global.database.save()
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apply_language(translate_int_to_locale(value))
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func get_setting_gyrosocpe() -> bool:
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return _data().gyroscope
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func set_setting_gyroscope(value: bool) -> void:
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_data().gyroscope = value
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Global.database.save()
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func get_setting_ambient_sound() -> bool:
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return _data().ambient_sound
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func set_setting_ambient_sound(value: bool) -> void:
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_data().ambient_sound = value
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Global.database.save()
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func get_setting_resolution() -> PackedStringArray:
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return _data().resolution_split()
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func set_setting_resolution(value: String) -> void:
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_data().resolution = value
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Global.database.save()
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apply_resolution()
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func get_setting_fullscreen() -> bool:
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return _data().fullscreen
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func set_setting_fullscreen(value: bool) -> void:
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_data().fullscreen = value
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Global.database.save()
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apply_fullscreen()
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func get_setting_version() -> String:
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return "v" + _data().version
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