alai/src/Main.cpp

180 lines
4.8 KiB
C++

#include "Main.h"
#include "Event.h"
#include <SceneTree.hpp>
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<Main, godot::String>("game_version", &Main::set_game_version, &Main::get_game_version, godot::String(default_game_version.c_str()));
godot::register_property<Main, godot::Ref<godot::PackedScene>>("level", &Main::set_level, &Main::get_level, godot::Ref<godot::PackedScene>(nullptr), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
godot::register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, default_full_screen);
godot::register_property<Main, godot::Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, default_window_size);
godot::register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, default_launch_screen);
godot::register_signal<Main>("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<godot::PackedScene> 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<godot::PackedScene> 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<alai::Event>("/root/Event");
event->emit_signal("level_loaded");
}
void alai::Main::load_monitor()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("monitor_loaded", this, "_on_monitor_loaded");
godot::Ref<godot::PackedScene> 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<godot::PackedScene> level)
{
this->level = level;
}
godot::Ref<godot::PackedScene> 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;
}
}