Add audio settings management and integrate into UI; refactor input settings handling
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104
scripts/ui/audio_settings.gd
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104
scripts/ui/audio_settings.gd
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extends Node
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@export var master_volume_slider: Slider
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@export var music_volume_slider: Slider
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@export var sfx_volume_slider: Slider
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@export var audio_settings_control: Control
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@export var mute_treshold: float = -20.0
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func _ready() -> void:
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initialize()
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if master_volume_slider:
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master_volume_slider.value_changed.connect(_on_master_volume_slider_value_changed)
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if music_volume_slider:
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music_volume_slider.value_changed.connect(_on_music_volume_slider_value_changed)
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if sfx_volume_slider:
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sfx_volume_slider.value_changed.connect(_on_sfx_volume_slider_value_changed)
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load_settings()
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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if UiManager.is_screen_on_top(audio_settings_control):
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save_settings()
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UiManager.pop_screen()
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func initialize() -> void:
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if master_volume_slider:
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var volume_db: float = AudioServer.get_bus_volume_db(AudioServer.get_bus_index("Master"))
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master_volume_slider.value = volume_db
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master_volume_slider.min_value = mute_treshold
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master_volume_slider.max_value = 0.0
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if music_volume_slider:
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var music_volume_db: float = AudioServer.get_bus_volume_db(AudioServer.get_bus_index("music"))
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music_volume_slider.value = music_volume_db
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music_volume_slider.min_value = mute_treshold
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music_volume_slider.max_value = 0.0
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if sfx_volume_slider:
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var sfx_volume_db: float = AudioServer.get_bus_volume_db(AudioServer.get_bus_index("sfx"))
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sfx_volume_slider.value = sfx_volume_db
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sfx_volume_slider.min_value = mute_treshold
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sfx_volume_slider.max_value = 0.0
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func _handle_mute(bus_index: int, value: float) -> void:
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if AudioServer:
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if value == mute_treshold:
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AudioServer.set_bus_mute(bus_index, true)
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else:
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AudioServer.set_bus_mute(bus_index, false)
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func _on_master_volume_slider_value_changed(value: float) -> void:
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if AudioServer:
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), value)
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_handle_mute(AudioServer.get_bus_index("Master"), value)
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func _on_music_volume_slider_value_changed(value: float) -> void:
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if AudioServer:
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("music"), value)
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_handle_mute(AudioServer.get_bus_index("music"), value)
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func _on_sfx_volume_slider_value_changed(value: float) -> void:
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if AudioServer:
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("sfx"), value)
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_handle_mute(AudioServer.get_bus_index("sfx"), value)
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func save_settings() -> void:
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if not AudioServer:
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return
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var settings_config := ConfigFileHandler.settings_config
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settings_config.set_value("audio_settings", "master_volume", master_volume_slider.value)
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settings_config.set_value("audio_settings", "music_volume", music_volume_slider.value)
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settings_config.set_value("audio_settings", "sfx_volume", sfx_volume_slider.value)
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settings_config.set_value("audio_settings", "mute_treshold", mute_treshold)
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settings_config.save(ConfigFileHandler.SETTINGS_PATH)
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func load_settings() -> void:
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if not AudioServer:
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return
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var settings_config := ConfigFileHandler.settings_config
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if not settings_config.has_section("audio_settings"):
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print("Audio settings section not found in config file.")
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return
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var master_volume: float = settings_config.get_value("audio_settings", "master_volume", 0.0)
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var music_volume: float = settings_config.get_value("audio_settings", "music_volume", 0.0)
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var sfx_volume: float = settings_config.get_value("audio_settings", "sfx_volume", 0.0)
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if master_volume_slider:
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master_volume_slider.value = master_volume
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if music_volume_slider:
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music_volume_slider.value = music_volume
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if sfx_volume_slider:
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sfx_volume_slider.value = sfx_volume
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mute_treshold = settings_config.get_value("audio_settings", "mute_treshold", -20.0)
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1
scripts/ui/audio_settings.gd.uid
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1
scripts/ui/audio_settings.gd.uid
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@@ -0,0 +1 @@
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uid://dujk6pnftm7ra
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@@ -50,6 +50,14 @@ func _input(event: InputEvent) -> void:
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accept_event()
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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if UiManager.is_screen_on_top(self):
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UiManager.pop_screen()
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save_settings()
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load_settings()
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func create_action_list() -> void:
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InputMap.load_from_project_settings()
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for item in action_list.get_children():
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@@ -92,8 +100,16 @@ func on_reset_button_pressed() -> void:
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func save_settings() -> void:
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config_file_handler.settings_config.set_value("input_settings", "input_actions", input_actions)
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config_file_handler.settings_config.save(config_file_handler.SETTINGS_FILE_PATH)
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config_file_handler.settings_config.save(config_file_handler.SETTINGS_PATH)
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func load_settings() -> void:
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pass
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if not config_file_handler.settings_config.has_section("input_settings"):
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return
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var actions = config_file_handler.settings_config.get_value("input_settings", "input_actions", {})
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if not actions:
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return
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input_actions = actions
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create_action_list()
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