Fries
604d79e654
i added a GameArea class which makes it easier to operate on in coordinates bounds with the GameCoordinate struct wrapper which does calculations for me. the GameArea class also has a normalization system which is how the ScalingManager can teleport items in bounds to relatively the same place when resized. it took quite a while to get the paddle to teleport. looks like im supposed to modify the position inside IntegrateForces instead of PhysicsProcess which is my mistake.
77 lines
1.9 KiB
C#
77 lines
1.9 KiB
C#
using System;
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using System.Text.Json;
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using System.Threading.Tasks;
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using Pong.Scripts.Data;
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namespace Pong.Scripts.Managers;
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public partial class SettingsManager : Node
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{
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private const string SettingsPath = "user://settings.json";
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public Settings SettingsData = Settings.Default;
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private static readonly JsonSerializerOptions SerializerOptions = new() { IncludeFields = true };
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public event Action SettingsChanged;
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public override async void _EnterTree()
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{
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await LoadSettings();
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}
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/// <summary>
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/// load the settings data from the filesystem.
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/// </summary>
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private async Task LoadSettings()
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{
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try
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{
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if (!FileAccess.FileExists(SettingsPath))
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{
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await SaveSettings(Settings.Default);
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return;
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}
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using var file = await OpenSettingsFile(FileAccess.ModeFlags.Read);
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SettingsData =
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await Task.Run(() => JsonSerializer.Deserialize<Settings>(file.GetAsText(), SerializerOptions));
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SettingsChanged?.Invoke();
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}
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catch (Exception e)
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{
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PrintFileError(e);
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}
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}
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/// <summary>
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/// open the settings file from the filesystem.
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/// </summary>
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/// <returns> a godot FileAccess object.</returns>
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private static async Task<FileAccess> OpenSettingsFile(FileAccess.ModeFlags flag)
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{
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return await Task.Run(() => FileAccess.Open(SettingsPath, flag));
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}
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internal async Task<bool> SaveSettings(Settings settings)
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{
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try
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{
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using var file = await OpenSettingsFile(FileAccess.ModeFlags.WriteRead);
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var json = await Task.Run(() => JsonSerializer.Serialize(settings, SerializerOptions));
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await Task.Run(() => file.StoreBuffer(json.ToUtf8Buffer()));
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SettingsData = settings;
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SettingsChanged?.Invoke();
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return true;
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}
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catch (Exception e)
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{
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PrintFileError(e);
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return false;
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}
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}
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private static void PrintFileError(Exception e)
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{
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GD.PrintErr($"a {e.GetType()} has occured while trying to load the settings file: {e}.");
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GD.PrintErr("default settings will be used.");
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}
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}
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