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author hop311 <hop3114@gmail.com>2023-12-19 00:38:54 +0100
committer hop311 <hop3114@gmail.com>2023-12-25 19:06:13 +0100
commit4e9764ee29fb7b453862835d5aa3a081b0f9a269 (patch)
treea59c5b960a706a383b8ebd1dbcfb704067a5b51b /game/src/Game/GameSession/MapControlPanel
parentd26c990d9a5596a3ef3b32ba1cb0f99950cd6d34 (diff)
Back to UI Work
- UIAdapter -> UITools with cleaner API - GUIOverlappingElementsBox (for core and modifier icons) - Improved GUINode API - Province building slots - TypeHints for files in the GameSession folder - Incorporate SIM strong colour types
Diffstat (limited to 'game/src/Game/GameSession/MapControlPanel')
-rw-r--r--game/src/Game/GameSession/MapControlPanel/MapControlPanel.gd4
-rw-r--r--game/src/Game/GameSession/MapControlPanel/Minimap.gd6
2 files changed, 5 insertions, 5 deletions
diff --git a/game/src/Game/GameSession/MapControlPanel/MapControlPanel.gd b/game/src/Game/GameSession/MapControlPanel/MapControlPanel.gd
index 6cdbf28..eb4dd9f 100644
--- a/game/src/Game/GameSession/MapControlPanel/MapControlPanel.gd
+++ b/game/src/Game/GameSession/MapControlPanel/MapControlPanel.gd
@@ -24,10 +24,10 @@ func _add_mapmode_button(identifier : String) -> void:
if _mapmode_button_group.get_pressed_button() == null:
button.button_pressed = true
-func _ready():
+func _ready() -> void:
_mapmode_button_group = ButtonGroup.new()
_mapmode_button_group.pressed.connect(_mapmode_pressed)
- for index in GameSingleton.get_mapmode_count():
+ for index : int in GameSingleton.get_mapmode_count():
_add_mapmode_button(GameSingleton.get_mapmode_identifier(index))
# REQUIREMENTS:
diff --git a/game/src/Game/GameSession/MapControlPanel/Minimap.gd b/game/src/Game/GameSession/MapControlPanel/Minimap.gd
index 5564821..ce27302 100644
--- a/game/src/Game/GameSession/MapControlPanel/Minimap.gd
+++ b/game/src/Game/GameSession/MapControlPanel/Minimap.gd
@@ -9,7 +9,7 @@ var _minimap_shader : ShaderMaterial
var _viewport_points : PackedVector2Array
-func _ready():
+func _ready() -> void:
_minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_map_aspect_ratio(), 1.0) * 150
var minimap_material := _minimap_texture.get_material()
if GameLoader.ShaderManager.set_up_shader(minimap_material, false) != OK:
@@ -32,7 +32,7 @@ func _draw() -> void:
# REQUIREMENTS
# * SS-81
# * UIFUN-127
-func _unhandled_input(event : InputEvent):
+func _unhandled_input(event : InputEvent) -> void:
if event is InputEventMouse and Input.is_action_pressed(_action_click):
var pos_clicked := get_local_mouse_position() / size - Vector2(0.5, 0.5)
if abs(pos_clicked.x) < 0.5 and abs(pos_clicked.y) < 0.5:
@@ -100,6 +100,6 @@ func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_ri
_add_line_looped_over_x(far_left, near_left)
_add_line_looped_over_x(near_right, far_right)
- for i in _viewport_points.size():
+ for i : int in _viewport_points.size():
_viewport_points[i] *= size
queue_redraw()