168 lines
5 KiB
GDScript
168 lines
5 KiB
GDScript
extends Node
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const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
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var character_name = null
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var character_color = null
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var character_sex = null
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var character_slot = null
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# BG loader
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var loader
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var wait_frames
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var time_max = 10 # msec
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var current_scene = null
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func _ready():
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var root = get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() -1)
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change_title()
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get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
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########
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#### change title ####
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func on_window_size_changed():
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change_title()
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func change_title():
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var title = "Khanat"
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if has_node( WINDOW_TITLE_INPUT ):
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var title_node = get_node( WINDOW_TITLE_INPUT )
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if title_node and not title_node.text.strip_edges() == "":
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title = title_node.text.strip_edges()
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title += " (" + String(OS.get_window_size().x) + "x" + String(OS.get_window_size().y) + ")"
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OS.set_window_title( title )
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########
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########
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#### scene loading
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func goto_scene_loading( path ):
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print( "goto: "+str(path) )
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get_node("background_loader").show()
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loader = ResourceLoader.load_interactive( path )
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if loader == null: # check for errors
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show_error()
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return
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set_process(true)
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if current_scene:
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print( "queue_free: "+str(current_scene.name) )
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current_scene.queue_free() # get rid of the old scene
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wait_frames = 1
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func _process( time ):
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print( "process" )
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if loader == null:
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# no need to process anymore
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set_process(false)
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return
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if wait_frames > 0: # wait for frames to let the "loading" animation to show up
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wait_frames -= 1
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return
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var t = OS.get_ticks_msec()
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while OS.get_ticks_msec() < t + time_max: # use "time_max" to control how much time we block this thread
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print( "poll: "+str((float(loader.get_stage()) / loader.get_stage_count())*100)+"%" )
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# poll your loader
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var err = loader.poll()
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# update_progress()
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if err == ERR_FILE_EOF: # load finished
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# update_progress()
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var resource = loader.get_resource()
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loader = null
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set_new_scene( resource )
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break
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elif err == OK:
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update_progress()
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pass
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else: # error during loading
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show_error()
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loader = null
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break
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func update_progress():
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var progress_texture = get_node("background_loader/center_container/texture_progress")
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var progress = (float(loader.get_stage()) / loader.get_stage_count()) * progress_texture.max_value
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progress_texture.value = progress
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func set_new_scene( scene_resource ):
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var progress_texture = get_node("background_loader/center_container/texture_progress")
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progress_texture.value = 0
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current_scene = scene_resource.instance()
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get_tree().get_root().add_child(current_scene)
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# get_tree().set_current_scene( current_scene )
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get_node("background_loader").hide()
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func _on_login_scene_character_creation_finished():
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var config_file = ConfigFile.new()
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var err = config_file.load( "user://player.cfg" )
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if err:
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print("Error code when loading config file: ", err)
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config_file.set_value(str(global.character_slot), "name", global.character_name)
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config_file.set_value(str(global.character_slot), "color", global.character_color)
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config_file.save( "user://player.cfg" )
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print("test")
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# global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
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global.goto_scene_loading( "res://game_scene/game_scene.tscn" )
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# get_tree().change_scene( "res://game_scene/game_scene.tscn" )
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func _on_logout_button_pressed():
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global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
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# get_tree().change_scene( "res://login_scene/login_scene.tscn" )
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########
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########
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#### defered goto without loading
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func goto_scene( path ):
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# This function will usually be called from a signal callback,
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# or some other function from the running scene.
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# Deleting the current scene at this point might be
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# a bad idea, because it may be inside of a callback or function of it.
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# The worst case will be a crash or unexpected behavior.
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# The way around this is deferring the load to a later time, when
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# it is ensured that no code from the current scene is running:
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call_deferred("_deferred_goto_scene", path)
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func _deferred_goto_scene( path ):
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# Immediately free the current scene,
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# there is no risk here.
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if current_scene:
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current_scene.free()
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# Load new scene.
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var s = ResourceLoader.load( path )
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# Instance the new scene.
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current_scene = s.instance()
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# Add it to the active scene, as child of root.
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get_tree().get_root().add_child( current_scene )
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# Optional, to make it compatible with the SceneTree.change_scene() API.
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get_tree().set_current_scene( current_scene )
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########
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