#include "Main.h" #include using namespace godot; using namespace main; void Main::_register_methods() { register_method("_ready", &Main::_ready); register_method("_physics_process", &Main::_physics_process); register_method("_on_monitor_loaded", &Main::_on_monitor_loaded); register_property("game_version", &Main::set_game_version, &Main::get_game_version, String(main::game_version.c_str())); register_property>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("PackedScene")); register_property("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen); register_property("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size); register_property("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen); register_signal
("monitor_loaded"); } Main::Main() { } Main::~Main() { } void Main::_init() { _os = OS::get_singleton(); _input = Input::get_singleton(); _project_settings = ProjectSettings::get_singleton(); _resource_loader = ResourceLoader::get_singleton(); game_version = String(main::game_version.c_str()); full_screen = main::full_screen; window_size = main::window_size; launch_screen = main::launch_screen; } void Main::_ready() { auto success = _project_settings->load_resource_pack("monitor.pck"); if (success) { // Load monitor from pck Godot::print("Monitor pck found, loading..."); load_monitor(); } else if (_resource_loader->exists("res://monitor/Monitor.tscn")) { // Load monitor from alai's pck load_monitor(); } else { // There is no monitor included _on_monitor_loaded(); } if (get_full_screen()) { _os->set_window_fullscreen(true); } else { _os->set_window_size(window_size); _os->set_window_position( _os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5 ); } success = _project_settings->load_resource_pack("crt.pck"); if (success) { // Load crt from pck Godot::print("CRT pck found, loading..."); Ref crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn"); add_child(crt_scene->instance()); } else if (_resource_loader->exists("res://shaders/crt/crt.tscn")) { // Load crt from alai's pck Ref crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn"); add_child(crt_scene->instance()); } } void Main::_on_monitor_loaded() { if (level != nullptr) { auto level_node = load_level(); connect("monitor_loaded", level_node->get_child(0)->find_node("Player", true, false), "_on_monitor_loaded"); emit_signal("monitor_loaded"); } } void Main::load_monitor() { Ref monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn"); add_child(monitor_scene->instance()); auto monitor = get_node("Monitor"); monitor->connect("monitor_loaded", this, "_on_monitor_loaded"); get_tree()->set_pause(true); } Node *Main::load_level() { if (level != nullptr) { auto path = level->get_path(); auto loaded_level = level->instance(); auto level_node = get_node("Level"); level_node->add_child(loaded_level); return level_node; } return nullptr; } void Main::_physics_process(float delta) { if (_input->is_action_just_pressed("ui_cancel")) { get_tree()->quit(); } } void Main::set_level(Ref level) { this->level = level; } Ref Main::get_level() { return this->level; } void Main::set_game_version(String game_version) { this->game_version = game_version; } String Main::get_game_version() { return this->game_version; } void Main::set_full_screen(bool full_screen) { this->full_screen = full_screen; } bool Main::get_full_screen() { return this->full_screen; } void Main::set_window_size(Vector2 window_size) { this-> window_size = window_size; } Vector2 Main::get_window_size() { return this->window_size; } void Main::set_launch_screen(int8_t launch_screen) { this->launch_screen = launch_screen; } int8_t Main::get_launch_screen() { if (this->launch_screen == -1) { return _os->get_current_screen(); } else { return this->launch_screen; } }