Files
puzzle-quest/scenes/UI/settings/Settings.gd
T
Vaillant Jeremy c17769246f Replace M* table-wrapper classes with typed Resources; add type hints
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>
2026-05-16 21:58:11 +02:00

55 lines
2.2 KiB
GDScript

extends Node
func _ready() -> void:
_apply_translation()
_apply_settings_language()
_apply_settings_gyroscope()
_apply_settings_sound_ambient()
_apply_settings_resolution()
_apply_settings_fullscreen()
## PRIVATE
func _apply_translation() -> void:
$VBoxContainer/langue/VBoxContainer/Label.text = tr("SETTINGS_LABEL_LANGUE")
$VBoxContainer/gyroscope/HBoxContainer/Label.text = tr("SETTINGS_LABEL_GYROSCOPE")
func _apply_settings_language() -> void:
var data: ItemList = $VBoxContainer/langue/VBoxContainer/data
data.add_item("English", load("res://assets/ui/flags/english.png"), true) # id : 0
data.add_item("Français", load("res://assets/ui/flags/french.png"), true) # id : 1
data.select(Setting.get_setting_language())
func _apply_settings_gyroscope() -> void:
$VBoxContainer/gyroscope/HBoxContainer/data.button_pressed = Setting.get_setting_gyrosocpe()
func _apply_settings_sound_ambient() -> void:
$VBoxContainer/ambient_sound/HBoxContainer/data.button_pressed = Setting.get_setting_ambient_sound()
func _apply_settings_resolution() -> void:
var data: ItemList = $VBoxContainer/resolution/VBoxContainer/data
data.add_item("2560 x 1440", null, true)
data.add_item("1920 x 1080", null, true)
data.add_item("1280 x 720", null, true)
data.add_item("854 x 576", null, true)
for index in range(4):
if data.get_item_text(index).split(" x ") == Setting.get_setting_resolution():
data.select(index)
func _apply_settings_fullscreen() -> void:
$VBoxContainer/fullscreen/HBoxContainer/data.button_pressed = Setting.get_setting_fullscreen()
func _on_gyroscope_pressed() -> void:
Setting.set_setting_gyroscope($VBoxContainer/gyroscope/HBoxContainer/data.button_pressed)
func _on_ambient_sound_pressed() -> void:
Setting.set_setting_ambient_sound($VBoxContainer/ambient_sound/HBoxContainer/data.button_pressed)
func _on_langue_item_selected(index: int) -> void:
Setting.set_setting_language(index)
func _on_resolution_item_selected(index: int) -> void:
Setting.set_setting_resolution($VBoxContainer/resolution/VBoxContainer/data.get_item_text(index))
func _on_fullscreen_item_selected() -> void:
Setting.set_setting_fullscreen($VBoxContainer/fullscreen/HBoxContainer/data.button_pressed)