Move Escoria settings load action out of init (#414)
InputMap actions added/removed at plugin enabled/disabled Some changes to README Co-authored-by: StraToN <StraToN@users.noreply.github.com>
This commit is contained in:
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README.md
14
README.md
@@ -1,4 +1,6 @@
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# Escoria Rewrite
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# Escoria
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Libre framework for the creation of point-and-click adventure games with the MIT-licensed multi-platform game engine [Godot Engine](https://godotengine.org).
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Libre framework for the creation of point-and-click adventure games with the MIT-licensed multi-platform game engine [Godot Engine](https://godotengine.org).
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@@ -36,9 +38,17 @@ In alphabetical order:
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* [ESC language documentation](docs/esc.md)
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* [ESC language documentation](docs/esc.md)
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* [API reference](docs/api)
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* [API reference](docs/api)
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## Issues & support
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Escoria's development is organized using Github issues.
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If you encounter an issue, a bug or a question to developers, please submit a ticket in our [issues page](https://github.com/godot-escoria/escoria-issues/issues).
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You can also find support on our official Discord server.
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[](https://discord.com/invite/jMxJjuBY5Z)
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## Roadmap
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## Roadmap
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Escoria's development is organized using Github [issues](https://github.com/godotengine/escoria/issues). Take a look, what's planned for the next version.
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Take a look, what's planned for the next version in our [projects boards](https://github.com/godot-escoria/escoria-demo-game/projects).
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## Licensing
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## Licensing
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@@ -85,7 +85,8 @@ func _ready():
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func _input(event) -> void:
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func _input(event) -> void:
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if not escoria.current_state == escoria.GAME_STATE.DEFAULT:
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if not escoria.current_state == escoria.GAME_STATE.DEFAULT:
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return
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return
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if event.is_action_pressed("switch_action_verb"):
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if InputMap.has_action("switch_action_verb") \
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and event.is_action_pressed("switch_action_verb"):
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if event.button_index == BUTTON_WHEEL_UP:
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if event.button_index == BUTTON_WHEEL_UP:
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emit_signal("mouse_wheel_up")
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emit_signal("mouse_wheel_up")
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elif event.button_index == BUTTON_WHEEL_DOWN:
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elif event.button_index == BUTTON_WHEEL_DOWN:
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@@ -54,7 +54,8 @@ func _ready():
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#
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#
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# - event: The event received
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# - event: The event received
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func _on_inventory_item_gui_input(event: InputEvent):
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func _on_inventory_item_gui_input(event: InputEvent):
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if event.is_action_pressed("switch_action_verb"):
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if InputMap.has_action("switch_action_verb") \
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and event.is_action_pressed("switch_action_verb"):
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if event.button_index == BUTTON_WHEEL_UP:
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if event.button_index == BUTTON_WHEEL_UP:
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escoria.inputs_manager._on_mousewheel_action(-1)
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escoria.inputs_manager._on_mousewheel_action(-1)
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elif event.button_index == BUTTON_WHEEL_DOWN:
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elif event.button_index == BUTTON_WHEEL_DOWN:
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@@ -108,8 +108,6 @@ func _init():
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self.controller = ESCController.new()
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self.controller = ESCController.new()
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settings = ESCSaveSettings.new()
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settings = ESCSaveSettings.new()
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settings = save_manager.load_settings()
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_on_settings_loaded(settings)
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if ProjectSettings.get_setting("escoria/ui/game_scene") == "":
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if ProjectSettings.get_setting("escoria/ui/game_scene") == "":
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logger.report_errors("escoria.gd",
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logger.report_errors("escoria.gd",
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@@ -123,7 +121,14 @@ func _init():
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# Load settings
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# Load settings
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func _ready():
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func _ready():
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settings = save_manager.load_settings()
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_on_settings_loaded(settings)
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inputs_manager.register_core()
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inputs_manager.register_core()
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if ProjectSettings.get_setting("escoria/main/game_start_script").empty():
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logger.report_errors("escoria.gd",
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[
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"Project setting 'escoria/main/game_start_script' is not set!"
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])
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start_script = self.esc_compiler.load_esc_file(
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start_script = self.esc_compiler.load_esc_file(
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ProjectSettings.get_setting("escoria/main/game_start_script")
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ProjectSettings.get_setting("escoria/main/game_start_script")
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)
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)
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@@ -288,7 +293,8 @@ func _on_settings_loaded(p_settings: ESCSaveSettings) -> void:
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# Input function to manage specific input keys
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# Input function to manage specific input keys
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func _input(event):
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func _input(event):
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if event.is_action_pressed("esc_show_debug_prompt"):
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if InputMap.has_action("esc_show_debug_prompt") \
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and event.is_action_pressed("esc_show_debug_prompt"):
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escoria.main.get_node("layers/debug_layer/esc_prompt_popup").popup()
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escoria.main.get_node("layers/debug_layer/esc_prompt_popup").popup()
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if event.is_action_pressed("ui_cancel"):
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if event.is_action_pressed("ui_cancel"):
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@@ -13,6 +13,10 @@ func _enter_tree():
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for key in autoloads.keys():
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for key in autoloads.keys():
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add_autoload_singleton(key, autoloads[key])
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add_autoload_singleton(key, autoloads[key])
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# Add input actions in InputMap
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InputMap.add_action("switch_action_verb")
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InputMap.add_action("esc_show_debug_prompt")
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# Prepare settings
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# Prepare settings
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set_escoria_main_settings()
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set_escoria_main_settings()
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set_escoria_debug_settings()
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set_escoria_debug_settings()
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@@ -291,4 +295,7 @@ func _exit_tree():
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if ProjectSettings.has_setting(key):
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if ProjectSettings.has_setting(key):
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remove_autoload_singleton(key)
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remove_autoload_singleton(key)
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InputMap.erase_action("switch_action_verb")
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InputMap.erase_action("esc_show_debug_prompt")
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@@ -13,7 +13,7 @@ Logging framework for Escoria
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### LOG\_DEBUG
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### LOG\_DEBUG
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```gdscript
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```gdscript
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const LOG_WARNING: int = 1
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const LOG_ERROR: int = 0
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```
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```
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Valid log levels
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Valid log levels
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@@ -21,7 +21,7 @@ Valid log levels
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### LOG\_ERROR
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### LOG\_ERROR
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```gdscript
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```gdscript
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const LOG_WARNING: int = 1
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const LOG_ERROR: int = 0
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```
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```
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Valid log levels
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Valid log levels
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@@ -29,7 +29,7 @@ Valid log levels
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### LOG\_INFO
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### LOG\_INFO
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```gdscript
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```gdscript
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const LOG_WARNING: int = 1
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const LOG_ERROR: int = 0
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```
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```
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Valid log levels
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Valid log levels
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@@ -37,7 +37,7 @@ Valid log levels
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### LOG\_WARNING
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### LOG\_WARNING
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```gdscript
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```gdscript
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const LOG_WARNING: int = 1
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const LOG_ERROR: int = 0
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```
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```
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Valid log levels
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Valid log levels
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