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author hop311 <hop3114@gmail.com>2024-08-27 00:54:19 +0200
committer hop311 <hop3114@gmail.com>2024-08-27 01:03:10 +0200
commitd7672f406406eea46625bc725690651f28211e19 (patch)
treeacb1166215188163b3406bd72508ace83e426911 /game/src/Game/GameSession/Topbar.gd
parent344651044bfee007f59e76d48661b34edee4bd5a (diff)
Rename GUITextLabel to GUILabelgui-text-label
Diffstat (limited to 'game/src/Game/GameSession/Topbar.gd')
-rw-r--r--game/src/Game/GameSession/Topbar.gd108
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()