dynamically load monitor and crt shader
This commit is contained in:
54
src/Main.cpp
54
src/Main.cpp
@@ -9,11 +9,13 @@ void Main::_register_methods()
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{
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register_method("_ready", &Main::_ready);
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register_method("_physics_process", &Main::_physics_process);
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register_method("_on_monitor_loaded", &Main::_on_monitor_loaded);
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register_property<Main, String>("game_version", &Main::set_game_version, &Main::get_game_version, String(main::game_version.c_str()));
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register_property<Main, Ref<PackedScene>>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("PackedScene"));
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register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
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register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
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register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
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register_signal<Main>("monitor_loaded");
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}
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Main::Main()
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@@ -28,6 +30,8 @@ void Main::_init()
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{
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_os = OS::get_singleton();
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_input = Input::get_singleton();
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_project_settings = ProjectSettings::get_singleton();
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_resource_loader = ResourceLoader::get_singleton();
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game_version = String(main::game_version.c_str());
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full_screen = main::full_screen;
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@@ -37,7 +41,32 @@ void Main::_init()
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void Main::_ready()
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{
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get_tree()->set_pause(true);
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auto success = _project_settings->load_resource_pack("monitor.pck");
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if (success)
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{
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// Load monitor from pck
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Godot::print("Monitor pck found, loading...");
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Ref<PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
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add_child(monitor_scene->instance());
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auto monitor = get_node("Monitor");
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monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
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get_tree()->set_pause(true);
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}
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else if (_resource_loader->exists("res://monitor/Monitor.tscn"))
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{
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// Load monitor from alai's pck
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Ref<PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
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add_child(monitor_scene->instance());
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auto monitor = get_node("Monitor");
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monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
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get_tree()->set_pause(true);
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}
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else
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{
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// There is no monitor included
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_on_monitor_loaded();
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}
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if (get_full_screen())
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{
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_os->set_window_fullscreen(true);
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@@ -50,9 +79,30 @@ void Main::_ready()
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);
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}
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success = _project_settings->load_resource_pack("crt.pck");
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if (success)
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{
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// Load crt from pck
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Godot::print("CRT pck found, loading...");
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Ref<PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn");
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add_child(crt_scene->instance());
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}
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else if (_resource_loader->exists("res://shaders/crt/crt.tscn"))
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{
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// Load crt from alai's pck
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Ref<PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn");
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add_child(crt_scene->instance());
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}
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}
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void Main::_on_monitor_loaded() {
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if (level != NULL)
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{
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get_node("Level")->add_child(level->instance());
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auto path = level->get_path();
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Ref<PackedScene> level_scene = _resource_loader->load(path);
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auto loaded_level = level_scene->instance();
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connect("monitor_loaded", loaded_level, "_on_monitor_loaded");
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get_node("Level")->add_child(loaded_level);
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}
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}
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