Files
aventuriers-des-mots/scenes/ui/settings.gd
T
Denis Defolie 0089ac0c27 Add choice between five background music tracks (0.5.1)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 23:02:56 +02:00

131 lines
5.0 KiB
GDScript

extends Control
## Reglages de l'appareil : volume, taille du texte, animations. Accessible
## depuis la carte et la selection de profil sans barriere (l'enfant peut
## baisser le son lui-meme). L'espace adulte est un bouton separe, derriere
## une petite barriere.
@onready var _title_label: Label = %TitleLabel
@onready var _volume_label: Label = %VolumeLabel
@onready var _volume_slider: HSlider = %VolumeSlider
@onready var _music_label: Label = %MusicLabel
@onready var _music_slider: HSlider = %MusicSlider
@onready var _effects_label: Label = %EffectsLabel
@onready var _effects_slider: HSlider = %EffectsSlider
@onready var _track_label: Label = %TrackLabel
@onready var _track_option: OptionButton = %TrackOption
@onready var _text_size_label: Label = %TextSizeLabel
@onready var _text_size_box: HBoxContainer = %TextSizeBox
@onready var _animations_label: Label = %AnimationsLabel
@onready var _animations_box: HBoxContainer = %AnimationsBox
@onready var _adult_button: Button = %AdultButton
@onready var _back_button: Button = %BackButton
func _ready() -> void:
_title_label.text = UIText.get_text("settings.title")
_volume_label.text = UIText.get_text("settings.volume_label")
_text_size_label.text = UIText.get_text("settings.text_size_label")
_animations_label.text = UIText.get_text("settings.animations_label")
_adult_button.text = UIText.get_text("settings.adult_button")
_back_button.text = UIText.get_text("settings.back_button")
_music_label.text = UIText.get_text("settings.music_label")
_effects_label.text = UIText.get_text("settings.effects_label")
_setup_slider(_volume_slider, SettingsManager.volume, _on_volume_changed)
_setup_slider(_music_slider, SettingsManager.music_volume, _on_music_changed)
_setup_slider(_effects_slider, SettingsManager.effects_volume, _on_effects_changed)
# Un petit son a la fin du geste fait entendre le niveau choisi.
_volume_slider.drag_ended.connect(_on_drag_ended)
_effects_slider.drag_ended.connect(_on_drag_ended)
_build_track_option()
_build_text_size_buttons()
_build_animation_buttons()
_adult_button.pressed.connect(_on_adult_pressed)
_back_button.pressed.connect(_on_back_pressed)
func _build_text_size_buttons() -> void:
var group := ButtonGroup.new()
for index in range(AppSettings.TEXT_SCALES.size()):
var button := Button.new()
button.text = UIText.get_text("settings.text_size_%d" % index)
button.toggle_mode = true
button.button_group = group
button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button.custom_minimum_size = Vector2(0, 52)
button.button_pressed = index == SettingsManager.text_scale_index
button.pressed.connect(_on_text_size_pressed.bind(index))
_text_size_box.add_child(button)
func _build_animation_buttons() -> void:
var group := ButtonGroup.new()
for enabled: bool in [true, false]:
var button := Button.new()
button.text = UIText.get_text("settings.animations_on" if enabled else "settings.animations_off")
button.toggle_mode = true
button.button_group = group
button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button.custom_minimum_size = Vector2(0, 52)
button.button_pressed = enabled == SettingsManager.animations_enabled
button.pressed.connect(_on_animations_chosen.bind(enabled))
_animations_box.add_child(button)
func _setup_slider(slider: HSlider, value: float, handler: Callable) -> void:
slider.min_value = 0.0
slider.max_value = 1.0
slider.step = 1.0 / AppSettings.VOLUME_STEPS
slider.value = value
slider.value_changed.connect(handler)
func _build_track_option() -> void:
_track_label.text = UIText.get_text("settings.track_label")
var choices := SoundCatalog.music_choices()
for choice in choices:
_track_option.add_item(UIText.get_text("music.%s" % choice))
_track_option.select(choices.find(SettingsManager.music_track))
_track_option.item_selected.connect(_on_track_selected)
func _on_track_selected(index: int) -> void:
SettingsManager.set_music_track(SoundCatalog.music_choices()[index])
# On fait entendre le choix tout de suite.
AudioManager.play_region_music(ProgressManager.school_level())
func _on_volume_changed(value: float) -> void:
SettingsManager.set_volume(value)
func _on_music_changed(value: float) -> void:
SettingsManager.set_music_volume(value)
func _on_effects_changed(value: float) -> void:
SettingsManager.set_effects_volume(value)
func _on_drag_ended(_value_changed: bool) -> void:
AudioManager.play_sfx("success")
func _on_text_size_pressed(index: int) -> void:
SettingsManager.set_text_scale_index(index)
func _on_animations_chosen(enabled: bool) -> void:
SettingsManager.set_animations_enabled(enabled)
func _on_adult_pressed() -> void:
GameManager.goto(GameManager.SCENE_ADULT_SPACE)
func _on_back_pressed() -> void:
GameManager.goto(GameManager.settings_return_scene)