#include "Main.h" #include "Event.h" #include void alai::Main::_register_methods() { godot::register_method("_ready", &Main::_ready); godot::register_method("_physics_process", &Main::_physics_process); godot::register_method("_on_monitor_loaded", &Main::_on_monitor_loaded); godot::register_property("game_version", &Main::set_game_version, &Main::get_game_version, godot::String(default_game_version.c_str())); godot::register_property>("level", &Main::set_level, &Main::get_level, godot::Ref(nullptr), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"); godot::register_property("full_screen", &Main::set_full_screen, &Main::get_full_screen, default_full_screen); godot::register_property("window_size", &Main::set_window_size, &Main::get_window_size, default_window_size); godot::register_property("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, default_launch_screen); godot::register_signal
("monitor_loaded"); } alai::Main::Main() { } alai::Main::~Main() { } void alai::Main::_init() { _os = godot::OS::get_singleton(); _input = godot::Input::get_singleton(); _project_settings = godot::ProjectSettings::get_singleton(); _resource_loader = godot::ResourceLoader::get_singleton(); set_game_version(godot::String(default_game_version.c_str())); set_full_screen(default_full_screen); set_window_size(default_window_size); set_launch_screen(default_launch_screen); } void alai::Main::_ready() { auto success = _project_settings->load_resource_pack("monitor.pck"); if (success) { // Load monitor from pck godot::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::Godot::print("CRT pck found, loading..."); godot::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 godot::Ref crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn"); add_child(crt_scene->instance()); } } void alai::Main::_on_monitor_loaded() { load_level(); auto event = get_node("/root/Event"); event->emit_signal("level_loaded"); } void alai::Main::load_monitor() { auto event = get_node("/root/Event"); event->connect("monitor_loaded", this, "_on_monitor_loaded"); godot::Ref monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn"); add_child(monitor_scene->instance()); get_tree()->set_pause(true); } void alai::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); } } void alai::Main::_physics_process(float delta) { if (_input->is_action_just_pressed("ui_cancel")) { get_tree()->quit(); } } void alai::Main::set_level(godot::Ref level) { this->level = level; } godot::Ref alai::Main::get_level() { return this->level; } void alai::Main::set_game_version(godot::String game_version) { this->game_version = game_version; } godot::String alai::Main::get_game_version() { return this->game_version; } void alai::Main::set_full_screen(bool full_screen) { this->full_screen = full_screen; } bool alai::Main::get_full_screen() { return this->full_screen; } void alai::Main::set_window_size(godot::Vector2 window_size) { this-> window_size = window_size; } godot::Vector2 alai::Main::get_window_size() { return this->window_size; } void alai::Main::set_launch_screen(int8_t launch_screen) { this->launch_screen = launch_screen; } int8_t alai::Main::get_launch_screen() { if (this->launch_screen == -1) { return _os->get_current_screen(); } else { return this->launch_screen; } }