Add gdlint and gdformat scripts
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@@ -29,7 +29,8 @@ var original_scale: Vector2
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var original_modulate: Color
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var is_highlighted: bool = false
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func _ready():
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func _ready() -> void:
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DebugManager.log_info("ValueStepper ready for: " + data_source, "ValueStepper")
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# Store original visual properties
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@@ -47,8 +48,9 @@ func _ready():
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_load_data()
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_update_display()
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## Loads data based on the data_source type
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func _load_data():
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func _load_data() -> void:
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match data_source:
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"language":
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_load_language_data()
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@@ -59,8 +61,9 @@ func _load_data():
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_:
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DebugManager.log_warn("Unknown data_source: " + data_source, "ValueStepper")
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func _load_language_data():
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var languages_data = SettingsManager.get_languages_data()
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func _load_language_data() -> void:
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var languages_data: Dictionary = SettingsManager.get_languages_data()
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if languages_data.has("languages"):
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values.clear()
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display_names.clear()
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@@ -69,28 +72,31 @@ func _load_language_data():
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display_names.append(languages_data.languages[lang_code]["display_name"])
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# Set current index based on current language
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var current_lang = SettingsManager.get_setting("language")
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var index = values.find(current_lang)
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var current_lang: String = SettingsManager.get_setting("language")
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var index: int = values.find(current_lang)
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current_index = max(0, index)
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DebugManager.log_info("Loaded %d languages" % values.size(), "ValueStepper")
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func _load_resolution_data():
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func _load_resolution_data() -> void:
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# Example resolution data - customize as needed
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values = ["1920x1080", "1366x768", "1280x720", "1024x768"]
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display_names = ["1920×1080 (Full HD)", "1366×768", "1280×720 (HD)", "1024×768"]
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current_index = 0
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DebugManager.log_info("Loaded %d resolutions" % values.size(), "ValueStepper")
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func _load_difficulty_data():
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func _load_difficulty_data() -> void:
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# Example difficulty data - customize as needed
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values = ["easy", "normal", "hard", "nightmare"]
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display_names = ["Easy", "Normal", "Hard", "Nightmare"]
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current_index = 1 # Default to "normal"
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DebugManager.log_info("Loaded %d difficulty levels" % values.size(), "ValueStepper")
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## Updates the display text based on current selection
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func _update_display():
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func _update_display() -> void:
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if values.size() == 0 or current_index < 0 or current_index >= values.size():
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value_display.text = "N/A"
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return
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@@ -100,26 +106,30 @@ func _update_display():
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else:
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value_display.text = values[current_index]
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## Changes the current value by the specified direction (-1 for previous, +1 for next)
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func change_value(direction: int):
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func change_value(direction: int) -> void:
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if values.size() == 0:
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DebugManager.log_warn("No values available for: " + data_source, "ValueStepper")
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return
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var new_index = (current_index + direction) % values.size()
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var new_index: int = (current_index + direction) % values.size()
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if new_index < 0:
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new_index = values.size() - 1
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current_index = new_index
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var new_value = values[current_index]
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var new_value: String = values[current_index]
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_update_display()
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_apply_value_change(new_value, current_index)
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value_changed.emit(new_value, current_index)
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DebugManager.log_info("Value changed to: " + new_value + " (index: " + str(current_index) + ")", "ValueStepper")
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DebugManager.log_info(
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"Value changed to: " + new_value + " (index: " + str(current_index) + ")", "ValueStepper"
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)
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## Override this method for custom value application logic
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func _apply_value_change(new_value: String, _index: int):
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func _apply_value_change(new_value: String, _index: int) -> void:
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match data_source:
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"language":
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SettingsManager.set_setting("language", new_value)
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@@ -132,29 +142,37 @@ func _apply_value_change(new_value: String, _index: int):
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# Apply difficulty change logic here
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DebugManager.log_info("Difficulty would change to: " + new_value, "ValueStepper")
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## Sets up custom values for the stepper
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func setup_custom_values(custom_values: Array[String], custom_display_names: Array[String] = []):
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func setup_custom_values(
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custom_values: Array[String], custom_display_names: Array[String] = []
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) -> void:
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values = custom_values.duplicate()
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display_names = custom_display_names.duplicate() if custom_display_names.size() > 0 else values.duplicate()
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display_names = (
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custom_display_names.duplicate() if custom_display_names.size() > 0 else values.duplicate()
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)
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current_index = 0
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_update_display()
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DebugManager.log_info("Setup custom values: " + str(values.size()) + " items", "ValueStepper")
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## Gets the current value
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func get_current_value() -> String:
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if values.size() > 0 and current_index >= 0 and current_index < values.size():
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return values[current_index]
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return ""
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## Sets the current value by string
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func set_current_value(value: String):
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var index = values.find(value)
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func set_current_value(value: String) -> void:
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var index: int = values.find(value)
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if index >= 0:
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current_index = index
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_update_display()
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## Visual highlighting for navigation systems
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func set_highlighted(highlighted: bool):
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func set_highlighted(highlighted: bool) -> void:
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is_highlighted = highlighted
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if highlighted:
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scale = original_scale * 1.05
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@@ -163,6 +181,7 @@ func set_highlighted(highlighted: bool):
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scale = original_scale
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modulate = original_modulate
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## Handle input actions for navigation integration
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func handle_input_action(action: String) -> bool:
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match action:
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@@ -175,16 +194,19 @@ func handle_input_action(action: String) -> bool:
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_:
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return false
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func _on_left_button_pressed():
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func _on_left_button_pressed() -> void:
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AudioManager.play_ui_click()
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DebugManager.log_info("Left button clicked", "ValueStepper")
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change_value(-1)
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func _on_right_button_pressed():
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func _on_right_button_pressed() -> void:
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AudioManager.play_ui_click()
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DebugManager.log_info("Right button clicked", "ValueStepper")
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change_value(1)
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## For navigation system integration
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func get_control_name() -> String:
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return data_source + "_stepper"
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