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

Reusable binder for settings panels. More...

Go to the source code of this file.

Namespaces

namespace  settings_panel_controller
 

Variables

 settings_panel_controller.SettingsManagerScript
 
 settings_panel_controller.controls = bound_controls
 Bind a dictionary of UI controls and immediately sync them from saved settings.
 
 settings_panel_controller.settings_manager
 Refresh all bound controls from SettingsManager.
 
 settings_panel_controller.settings
 
 settings_panel_controller.window_size_options
 
 settings_panel_controller.selected_index = index
 
 settings_panel_controller.index
 
 settings_panel_controller.theme_options
 
 settings_panel_controller.selected_theme_index = theme_index
 
 settings_panel_controller.theme_index
 
 settings_panel_controller.text_size_options
 
 settings_panel_controller.selected_text_index = text_index
 
 settings_panel_controller.text_index
 
 settings_panel_controller.button_pressed
 
 settings_panel_controller.value
 
 settings_panel_controller.label
 
 settings_panel_controller.manager
 
 settings_panel_controller.settings_manager_fallback = SettingsManagerScript.new()
 
 settings_panel_controller.loop
 

Detailed Description

Reusable binder for settings panels.

Scenes pass existing UI controls into bind() and this controller wires them to SettingsManager. This keeps main-menu, pause-menu, and in-game settings panels consistent without duplicating option population and signal handlers.

Definition in file settings_panel_controller.gd.