Files
tgcc/core/scene_manager/scene_manager.gd
2026-06-29 15:23:44 +02:00

95 lines
2.9 KiB
GDScript

extends CanvasLayer
@export var config: SceneConfig
@onready var color_rect = $ColorRect
@onready var loading_screen = $LoadingScreen
@export var transition_duration: float = 1
const SHADER_PATH := "res://core/transition.gdshader"
func _ready() -> void:
_build_material()
_update_resolution()
get_viewport().size_changed.connect(_update_resolution)
_set_factor(0.0)
color_rect.visible = false
func _build_material() -> void:
var mat := ShaderMaterial.new()
mat.shader = load(SHADER_PATH)
#directional gradient: botto-left-> black; top-right -> white
var g := Gradient.new()
g.set_color(0, Color.BLACK)
g.set_color(1, Color.WHITE)
var grad_tex := GradientTexture2D.new()
grad_tex.gradient = g
grad_tex.fill = GradientTexture2D.FILL_LINEAR
grad_tex.fill_from = Vector2(0.0, 1.0) # bottom-left
grad_tex.fill_to = Vector2(1.0, 0.0) # top-right
grad_tex.width = 256
grad_tex.height = 256
#shape: sphere (white at the center, black around)
var sg := Gradient.new()
sg.set_color(0, Color.WHITE)
sg.set_color(1, Color.BLACK)
var shape_tex := GradientTexture2D.new()
shape_tex.gradient = sg
shape_tex.fill = GradientTexture2D.FILL_RADIAL
shape_tex.fill_from = Vector2(0.5, 0.5) # center
shape_tex.fill_to = Vector2(0.5, 0.0) # ray
shape_tex.width = 64
shape_tex.height = 64
mat.set_shader_parameter("base_color", Color.BLACK)
mat.set_shader_parameter("gradient_texture", grad_tex)
mat.set_shader_parameter("gradient_fixed", false)
mat.set_shader_parameter("shape_texture", shape_tex)
mat.set_shader_parameter("shape_tiling", 16.0)
mat.set_shader_parameter("shape_rotation", 0.0)
mat.set_shader_parameter("shape_scroll", Vector2.ZERO)
mat.set_shader_parameter("shape_feathering", 0.05)
mat.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
mat.set_shader_parameter("width", 0.5)
color_rect.material = mat
func _update_resolution() -> void:
var s := get_viewport().get_visible_rect().size
color_rect.material.set_shader_parameter("node_resolution", s)
func _set_factor(v: float) -> void:
color_rect.material.set_shader_parameter("factor", v)
func cover(duration := 0.5) -> void:
color_rect.visible = true
var t := create_tween()
t.tween_method(_set_factor, 0.0, 1.0, duration)
await t.finished
func reveal(duration := 0.5) -> void:
var t := create_tween()
t.tween_method(_set_factor, 1.0, 0.0, duration)
await t.finished
color_rect.visible = false
func change_scene(scene_enum: SceneConfig.SceneName) -> void:
if not config or not config.scenes.has(scene_enum):
return
var target_scene: PackedScene = config.scenes[scene_enum]
color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
loading_screen.visible = true
await cover(transition_duration)
get_tree().change_scene_to_packed(target_scene)
await reveal(transition_duration)
loading_screen.visible = false
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
func quit_game() -> void:
get_tree().quit()