RapidGameFramework
Reusable Godot managers for data-driven small games
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settings_manager.gd File Reference

Reusable display/audio settings singleton. More...

Go to the source code of this file.

Namespaces

namespace  settings_manager
 

Variables

 settings_manager.file
 Load settings from disk.
 
 settings_manager.String
 Return a duplicated settings dictionary.
 
 settings_manager.data
 
 settings_manager.profile
 
 settings_manager.low_power_profiles = loaded_profiles
 
 settings_manager.Dictionary
 
 settings_manager.typography_defaults = _merge_dict(typography_defaults, data.get("typography", {}))
 
 settings_manager.themes
 
 settings_manager.definition
 
 settings_manager.label = str(definition.get("name", label))
 
 settings_manager.theme_typography_definition
 
 settings_manager.loaded = DEFAULT_THEME_OPTIONS.duplicate(true)
 
 settings_manager.theme_options = loaded
 
 settings_manager.theme_typography = loaded_typography
 
 settings_manager.resolved_id
 
 settings_manager.typography
 
 settings_manager.options
 
 settings_manager.preset
 
 settings_manager.node_name
 
 settings_manager.size_key = "title"
 
 settings_manager.font_size = min(font_size, int(node.get_meta("max_font_size")))
 
 settings_manager.font_role = role
 
 settings_manager.button_font_size = min(button_font_size, int(node.get_meta("max_font_size")))
 
 settings_manager.y
 
 settings_manager.font_paths
 
 settings_manager.font = load(path)
 

Detailed Description

Reusable display/audio settings singleton.

UI scenes should bind to this manager or the settings panel controller rather than saving settings directly.

Definition in file settings_manager.gd.