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RapidGameFramework
Reusable Godot managers for data-driven small games
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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 | |
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.