diff options
author | hop311 <hop3114@gmail.com> | 2024-08-27 00:54:19 +0200 |
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committer | hop311 <hop3114@gmail.com> | 2024-08-27 01:03:10 +0200 |
commit | d7672f406406eea46625bc725690651f28211e19 (patch) | |
tree | acb1166215188163b3406bd72508ace83e426911 /game/src/Game/GameSession/Topbar.gd | |
parent | 344651044bfee007f59e76d48661b34edee4bd5a (diff) |
Rename GUITextLabel to GUILabelgui-text-label
Diffstat (limited to 'game/src/Game/GameSession/Topbar.gd')
-rw-r--r-- | game/src/Game/GameSession/Topbar.gd | 108 |
1 files changed, 54 insertions, 54 deletions
diff --git a/game/src/Game/GameSession/Topbar.gd b/game/src/Game/GameSession/Topbar.gd index a173ccd..d6cc358 100644 --- a/game/src/Game/GameSession/Topbar.gd +++ b/game/src/Game/GameSession/Topbar.gd @@ -3,21 +3,21 @@ extends GUINode # Country info var _country_flag_texture : GFXMaskedFlagTexture var _country_flag_overlay_texture : GFXSpriteTexture -var _country_name_label : GUITextLabel -var _country_rank_label : GUITextLabel -var _country_prestige_label : GUITextLabel -var _country_prestige_rank_label : GUITextLabel -var _country_industrial_power_label : GUITextLabel -var _country_industrial_power_rank_label : GUITextLabel -var _country_military_power_label : GUITextLabel -var _country_military_power_rank_label : GUITextLabel -var _country_colonial_power_label : GUITextLabel +var _country_name_label : GUILabel +var _country_rank_label : GUILabel +var _country_prestige_label : GUILabel +var _country_prestige_rank_label : GUILabel +var _country_industrial_power_label : GUILabel +var _country_industrial_power_rank_label : GUILabel +var _country_military_power_label : GUILabel +var _country_military_power_rank_label : GUILabel +var _country_colonial_power_label : GUILabel # Time controls var _speed_up_button : Button var _speed_down_button : Button var _speed_indicator_texture : GFXSpriteTexture -var _date_label : GUITextLabel +var _date_label : GUILabel # NationManagement.Screen-Button var _nation_management_buttons : Dictionary @@ -32,48 +32,48 @@ var _production_alert_unemployment_texture : GFXSpriteTexture # Budget # TODO - line chart -var _budget_funds_label : GUITextLabel +var _budget_funds_label : GUILabel # Technology var _technology_progress_bar : TextureProgressBar -var _technology_current_research_label : GUITextLabel -var _technology_literacy_label : GUITextLabel -var _technology_research_points_label : GUITextLabel +var _technology_current_research_label : GUILabel +var _technology_literacy_label : GUILabel +var _technology_research_points_label : GUILabel # Politics var _politics_party_icon : TextureRect -var _politics_party_label : GUITextLabel -var _politics_suppression_points_label : GUITextLabel -var _politics_infamy_label : GUITextLabel +var _politics_party_label : GUILabel +var _politics_suppression_points_label : GUILabel +var _politics_infamy_label : GUILabel var _politics_reforms_texture : GFXSpriteTexture var _politics_decisions_texture : GFXSpriteTexture var _politics_election_texture : GFXSpriteTexture var _politics_rebels_texture : GFXSpriteTexture # Population -var _population_total_size_label : GUITextLabel -var _population_national_foci_label : GUITextLabel -var _population_militancy_label : GUITextLabel -var _population_consciousness_label : GUITextLabel +var _population_total_size_label : GUILabel +var _population_national_foci_label : GUILabel +var _population_militancy_label : GUILabel +var _population_consciousness_label : GUILabel # Trade var _trade_imported_textures : Array[GFXSpriteTexture] var _trade_exported_textures : Array[GFXSpriteTexture] # Diplomacy -var _diplomacy_peace_label : GUITextLabel +var _diplomacy_peace_label : GUILabel var _diplomacy_war_enemies_overlapping_elements_box : GUIOverlappingElementsBox -var _diplomacy_diplomatic_points_label : GUITextLabel +var _diplomacy_diplomatic_points_label : GUILabel var _diplomacy_alert_colony_texture : GFXSpriteTexture var _diplomacy_alert_crisis_texture : GFXSpriteTexture var _diplomacy_alert_sphere_texture : GFXSpriteTexture var _diplomacy_alert_great_power_texture : GFXSpriteTexture # Military -var _military_army_size_label : GUITextLabel -var _military_navy_size_label : GUITextLabel -var _military_mobilisation_size_label : GUITextLabel -var _military_leadership_points_label : GUITextLabel +var _military_army_size_label : GUILabel +var _military_navy_size_label : GUILabel +var _military_mobilisation_size_label : GUILabel +var _military_leadership_points_label : GUILabel func _ready() -> void: GameSingleton.gamestate_updated.connect(_update_info) @@ -102,15 +102,15 @@ func _ready() -> void: ) _country_flag_texture = GUINode.get_gfx_masked_flag_texture_from_node(country_flag_button) _country_flag_overlay_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/topbar_flag_overlay") - _country_name_label = get_gui_text_label_from_nodepath(^"./topbar/CountryName") - _country_rank_label = get_gui_text_label_from_nodepath(^"./topbar/nation_totalrank") - _country_prestige_label = get_gui_text_label_from_nodepath(^"./topbar/country_prestige") - _country_prestige_rank_label = get_gui_text_label_from_nodepath(^"./topbar/selected_prestige_rank") - _country_industrial_power_label = get_gui_text_label_from_nodepath(^"./topbar/country_economic") - _country_industrial_power_rank_label = get_gui_text_label_from_nodepath(^"./topbar/selected_industry_rank") - _country_military_power_label = get_gui_text_label_from_nodepath(^"./topbar/country_military") - _country_military_power_rank_label = get_gui_text_label_from_nodepath(^"./topbar/selected_military_rank") - _country_colonial_power_label = get_gui_text_label_from_nodepath(^"./topbar/country_colonial_power") + _country_name_label = get_gui_label_from_nodepath(^"./topbar/CountryName") + _country_rank_label = get_gui_label_from_nodepath(^"./topbar/nation_totalrank") + _country_prestige_label = get_gui_label_from_nodepath(^"./topbar/country_prestige") + _country_prestige_rank_label = get_gui_label_from_nodepath(^"./topbar/selected_prestige_rank") + _country_industrial_power_label = get_gui_label_from_nodepath(^"./topbar/country_economic") + _country_industrial_power_rank_label = get_gui_label_from_nodepath(^"./topbar/selected_industry_rank") + _country_military_power_label = get_gui_label_from_nodepath(^"./topbar/country_military") + _country_military_power_rank_label = get_gui_label_from_nodepath(^"./topbar/selected_military_rank") + _country_colonial_power_label = get_gui_label_from_nodepath(^"./topbar/country_colonial_power") # Time controls _speed_up_button = get_button_from_nodepath(^"./topbar/button_speedup") @@ -126,7 +126,7 @@ func _ready() -> void: if speed_indicator_button: speed_indicator_button.pressed.connect(_on_play_pause_button_pressed) _speed_indicator_texture = GUINode.get_gfx_sprite_texture_from_node(speed_indicator_button) - _date_label = get_gui_text_label_from_nodepath(^"./topbar/DateText") + _date_label = get_gui_label_from_nodepath(^"./topbar/DateText") # Nation management screens const screen_nodepaths : Dictionary = { @@ -162,17 +162,17 @@ func _ready() -> void: _production_alert_unemployment_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/alert_unemployed_workers") # Budget - _budget_funds_label = get_gui_text_label_from_nodepath(^"./topbar/budget_funds") + _budget_funds_label = get_gui_label_from_nodepath(^"./topbar/budget_funds") # Technology _technology_progress_bar = get_progress_bar_from_nodepath(^"./topbar/topbar_tech_progress") - _technology_current_research_label = get_gui_text_label_from_nodepath(^"./topbar/tech_current_research") - _technology_literacy_label = get_gui_text_label_from_nodepath(^"./topbar/tech_literacy_value") - _technology_research_points_label = get_gui_text_label_from_nodepath(^"./topbar/topbar_researchpoints_value") + _technology_current_research_label = get_gui_label_from_nodepath(^"./topbar/tech_current_research") + _technology_literacy_label = get_gui_label_from_nodepath(^"./topbar/tech_literacy_value") + _technology_research_points_label = get_gui_label_from_nodepath(^"./topbar/topbar_researchpoints_value") # Politics _politics_party_icon = get_texture_rect_from_nodepath(^"./topbar/politics_party_icon") - _politics_party_label = get_gui_text_label_from_nodepath(^"./topbar/politics_ruling_party") + _politics_party_label = get_gui_label_from_nodepath(^"./topbar/politics_ruling_party") var politics_suppression_button : Button = get_button_from_nodepath(^"./topbar/topbar_supression_icon") if politics_suppression_button: politics_suppression_button.pressed.connect( @@ -180,8 +180,8 @@ func _ready() -> void: # TODO - open the politics menu on the Movements tab Events.NationManagementScreens.toggle_nation_management_screen(NationManagement.Screen.POLITICS) ) - _politics_suppression_points_label = get_gui_text_label_from_nodepath(^"./topbar/politics_supressionpoints_value") - _politics_infamy_label = get_gui_text_label_from_nodepath(^"./topbar/politics_infamy_value") + _politics_suppression_points_label = get_gui_label_from_nodepath(^"./topbar/politics_supressionpoints_value") + _politics_infamy_label = get_gui_label_from_nodepath(^"./topbar/politics_infamy_value") var politics_reforms_button : Button = get_button_from_nodepath(^"./topbar/alert_can_do_reforms") if politics_reforms_button: politics_reforms_button.pressed.connect( @@ -209,10 +209,10 @@ func _ready() -> void: _politics_rebels_texture = GUINode.get_gfx_sprite_texture_from_node(politics_rebels_button) # Population - _population_total_size_label = get_gui_text_label_from_nodepath(^"./topbar/population_total_value") - _population_national_foci_label = get_gui_text_label_from_nodepath(^"./topbar/topbar_focus_value") - _population_militancy_label = get_gui_text_label_from_nodepath(^"./topbar/population_avg_mil_value") - _population_consciousness_label = get_gui_text_label_from_nodepath(^"./topbar/population_avg_con_value") + _population_total_size_label = get_gui_label_from_nodepath(^"./topbar/population_total_value") + _population_national_foci_label = get_gui_label_from_nodepath(^"./topbar/topbar_focus_value") + _population_militancy_label = get_gui_label_from_nodepath(^"./topbar/population_avg_mil_value") + _population_consciousness_label = get_gui_label_from_nodepath(^"./topbar/population_avg_con_value") # Trade const TRADE_GOOD_COUNT : int = 3 @@ -221,9 +221,9 @@ func _ready() -> void: _trade_exported_textures.push_back(get_gfx_sprite_texture_from_nodepath("./topbar/topbar_export%d" % idx)) # Diplomacy - _diplomacy_peace_label = get_gui_text_label_from_nodepath(^"./topbar/diplomacy_status") + _diplomacy_peace_label = get_gui_label_from_nodepath(^"./topbar/diplomacy_status") _diplomacy_war_enemies_overlapping_elements_box = get_gui_overlapping_elements_box_from_nodepath(^"./topbar/diplomacy_at_war") - _diplomacy_diplomatic_points_label = get_gui_text_label_from_nodepath(^"./topbar/diplomacy_diplopoints_value") + _diplomacy_diplomatic_points_label = get_gui_label_from_nodepath(^"./topbar/diplomacy_diplopoints_value") var diplomacy_alert_colony_button : Button = get_button_from_nodepath(^"./topbar/alert_colony") if diplomacy_alert_colony_button: diplomacy_alert_colony_button.pressed.connect( @@ -237,10 +237,10 @@ func _ready() -> void: _diplomacy_alert_great_power_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/alert_loosing_gp") # Military - _military_army_size_label = get_gui_text_label_from_nodepath(^"./topbar/military_army_value") - _military_navy_size_label = get_gui_text_label_from_nodepath(^"./topbar/military_navy_value") - _military_mobilisation_size_label = get_gui_text_label_from_nodepath(^"./topbar/military_manpower_value") - _military_leadership_points_label = get_gui_text_label_from_nodepath(^"./topbar/military_leadership_value") + _military_army_size_label = get_gui_label_from_nodepath(^"./topbar/military_army_value") + _military_navy_size_label = get_gui_label_from_nodepath(^"./topbar/military_navy_value") + _military_mobilisation_size_label = get_gui_label_from_nodepath(^"./topbar/military_manpower_value") + _military_leadership_points_label = get_gui_label_from_nodepath(^"./topbar/military_leadership_value") _update_info() _update_speed_controls() |