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Pixelorama/Scripts/PreferencesDialog.gd
OverloadedOrama de2f9b68be Preferences Window Overhaul
Languages are now unique buttons instead of one OptionButton, this also fixes problem where Chinese characters weren't being rendered with the Roboto font. Also made the brushes popup a little bigger.
2019-12-27 01:02:36 +02:00

148 lines
7 KiB
GDScript

extends AcceptDialog
onready var tree : Tree = $HSplitContainer/Tree
onready var right_side : VBoxContainer = $HSplitContainer/ScrollContainer/VBoxContainer
onready var languages = $HSplitContainer/ScrollContainer/VBoxContainer/Languages
onready var theme_option = $HSplitContainer/ScrollContainer/VBoxContainer/ThemeOption
onready var grid_guides = $"HSplitContainer/ScrollContainer/VBoxContainer/Grid&Guides"
func _ready() -> void:
var root := tree.create_item()
var language_button := tree.create_item(root)
var theme_button := tree.create_item(root)
var grid_button := tree.create_item(root)
language_button.set_text(0, " Language")
language_button.select(0)
theme_button.set_text(0, " Themes")
grid_button.set_text(0, " Guides & Grid")
for child in languages.get_children():
if child is Button:
child.connect("pressed", self, "_on_Language_pressed", [child])
if Global.config_cache.has_section_key("preferences", "theme"):
var theme_id = Global.config_cache.get_value("preferences", "theme")
change_theme(theme_id)
theme_option.selected = theme_id
func _on_Tree_item_selected() -> void:
for child in right_side.get_children():
child.visible = false
var selected := tree.get_selected().get_text(0)
if "Language" in selected:
languages.visible = true
elif "Themes" in selected:
theme_option.visible = true
elif "Guides & Grid" in selected:
grid_guides.visible = true
func _on_Language_pressed(button : Button) -> void:
var index := 0
var i := -1
for child in languages.get_children():
if child is Button:
if child == button:
button.pressed = true
index = i
else:
child.pressed = false
i += 1
if index == -1:
TranslationServer.set_locale(OS.get_locale())
else:
TranslationServer.set_locale(Global.loaded_locales[index])
if TranslationServer.get_locale() == "zh_TW":
Global.control.theme.default_font = preload("res://Assets/Fonts/NotoSansCJKtc-Regular.tres")
else:
Global.control.theme.default_font = preload("res://Assets/Fonts/Roboto-Regular.tres")
Global.config_cache.set_value("preferences", "locale", TranslationServer.get_locale())
Global.config_cache.save("user://cache.ini")
func _on_ThemeOption_item_selected(ID : int) -> void:
change_theme(ID)
Global.config_cache.set_value("preferences", "theme", ID)
Global.config_cache.save("user://cache.ini")
func change_theme(ID : int) -> void:
var font = Global.control.theme.default_font
var main_theme
var top_menu_style
var ruler_style
if ID == 0: #Dark Theme
Global.theme_type = "Dark"
Global.transparent_background.create_from_image(preload("res://Assets/Graphics/Transparent Background Dark.png"), 0)
VisualServer.set_default_clear_color(Color(0.247059, 0.25098, 0.247059))
main_theme = preload("res://Themes & Styles/Dark Theme/Dark Theme.tres")
top_menu_style = preload("res://Themes & Styles/Dark Theme/DarkTopMenuStyle.tres")
ruler_style = preload("res://Themes & Styles/Dark Theme/DarkRulerStyle.tres")
elif ID == 1: #Gray Theme
Global.theme_type = "Dark"
Global.transparent_background.create_from_image(preload("res://Assets/Graphics/Transparent Background Gray.png"), 0)
VisualServer.set_default_clear_color(Color(0.301961, 0.301961, 0.301961))
main_theme = preload("res://Themes & Styles/Gray Theme/Gray Theme.tres")
top_menu_style = preload("res://Themes & Styles/Gray Theme/GrayTopMenuStyle.tres")
ruler_style = preload("res://Themes & Styles/Dark Theme/DarkRulerStyle.tres")
elif ID == 2: #Godot's Theme
Global.theme_type = "Dark"
Global.transparent_background.create_from_image(preload("res://Assets/Graphics/Transparent Background Godot.png"), 0)
VisualServer.set_default_clear_color(Color(0.27451, 0.278431, 0.305882))
main_theme = preload("res://Themes & Styles/Godot\'s Theme/Godot\'s Theme.tres")
top_menu_style = preload("res://Themes & Styles/Godot\'s Theme/TopMenuStyle.tres")
ruler_style = preload("res://Themes & Styles/Godot\'s Theme/RulerStyle.tres")
elif ID == 3: #Gold Theme
Global.theme_type = "Gold"
Global.transparent_background.create_from_image(preload("res://Assets/Graphics/Transparent Background Gold.png"), 0)
VisualServer.set_default_clear_color(Color(0.694118, 0.619608, 0.458824))
main_theme = preload("res://Themes & Styles/Gold Theme/Gold Theme.tres")
top_menu_style = preload("res://Themes & Styles/Gold Theme/GoldTopMenuStyle.tres")
ruler_style = preload("res://Themes & Styles/Gold Theme/GoldRulerStyle.tres")
elif ID == 4: #Light Theme
Global.theme_type = "Light"
Global.transparent_background.create_from_image(preload("res://Assets/Graphics/Transparent Background Light.png"), 0)
VisualServer.set_default_clear_color(Color(0.705882, 0.705882, 0.705882))
main_theme = preload("res://Themes & Styles/Light Theme/Light Theme.tres")
top_menu_style = preload("res://Themes & Styles/Light Theme/LightTopMenuStyle.tres")
ruler_style = preload("res://Themes & Styles/Light Theme/LightRulerStyle.tres")
Global.control.theme = main_theme
Global.control.theme.default_font = font
Global.top_menu_container.add_stylebox_override("panel", top_menu_style)
Global.horizontal_ruler.add_stylebox_override("normal", ruler_style)
Global.horizontal_ruler.add_stylebox_override("pressed", ruler_style)
Global.horizontal_ruler.add_stylebox_override("hover", ruler_style)
Global.horizontal_ruler.add_stylebox_override("focus", ruler_style)
Global.vertical_ruler.add_stylebox_override("normal", ruler_style)
Global.vertical_ruler.add_stylebox_override("pressed", ruler_style)
Global.vertical_ruler.add_stylebox_override("hover", ruler_style)
Global.vertical_ruler.add_stylebox_override("focus", ruler_style)
for button in get_tree().get_nodes_in_group("UIButtons"):
var last_backslash = button.texture_normal.resource_path.get_base_dir().find_last("/")
var button_category = button.texture_normal.resource_path.get_base_dir().right(last_backslash + 1)
var normal_file_name = button.texture_normal.resource_path.get_file()
button.texture_normal = load("res://Assets/Graphics/%s Themes/%s/%s" % [Global.theme_type, button_category, normal_file_name])
if button.texture_pressed:
var pressed_file_name = button.texture_pressed.resource_path.get_file()
button.texture_pressed = load("res://Assets/Graphics/%s Themes/%s/%s" % [Global.theme_type, button_category, pressed_file_name])
if button.texture_hover:
var hover_file_name = button.texture_hover.resource_path.get_file()
button.texture_hover = load("res://Assets/Graphics/%s Themes/%s/%s" % [Global.theme_type, button_category, hover_file_name])
if button.texture_disabled:
var disabled_file_name = button.texture_disabled.resource_path.get_file()
button.texture_disabled = load("res://Assets/Graphics/%s Themes/%s/%s" % [Global.theme_type, button_category, disabled_file_name])
# Make sure the frame text gets updated
Global.current_frame = Global.current_frame
func _on_GridWidthValue_value_changed(value : float) -> void:
Global.grid_width = value
func _on_GridHeightValue_value_changed(value : float) -> void:
Global.grid_height = value
func _on_GridColor_color_changed(color : Color) -> void:
Global.grid_color = color