alai/src/Main.cpp

186 lines
4.6 KiB
C++

#include "Main.h"
#include <SceneTree.hpp>
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<Main, String>("game_version", &Main::set_game_version, &Main::get_game_version, String(main::game_version.c_str()));
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"));
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
register_signal<Main>("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<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
Ref<PackedScene> 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<PackedScene> 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<PackedScene> level)
{
this->level = level;
}
Ref<PackedScene> 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;
}
}