extends Node # https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html signal state_changed(previous, new) enum State {UNLOADED, LOADED} const config_path = "user://logue.cfg" var config = ConfigFile.new() var db = SQLite.new() var current_scene = null var current_state = State.UNLOADED func _ready(): var root = get_tree().root current_scene = root.get_child(root.get_child_count() - 1) db.verbosity_level = SQLite.VERBOSE var err = config.load(config_path) if err == OK: var db_path = config.get_value("general", "db_path") load_db(db_path) func switch_state(new: State): var old = current_state if old == new: return current_state = new #signal state_changed(old, new) func load_db(path: String): db.path = path var success = db.open_db() if success: config.set_value("general", "db_path", path) config.save(config_path) else: db.path = "" func goto_scene(path): call_deferred("_deferred_goto_scene", path) func _deferred_goto_scene(path): # It is now safe to remove the current scene. current_scene.free() # Load the new scene. var s = ResourceLoader.load(path) # Instance the new scene. current_scene = s.instantiate() # Add it to the active scene, as child of root. get_tree().root.add_child(current_scene) # Optionally, to make it compatible with the SceneTree.change_scene_to_file() API. get_tree().current_scene = current_scene