diff options
author | Hop311 <Hop3114@gmail.com> | 2024-03-06 20:14:42 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2024-03-06 20:14:42 +0100 |
commit | 8ccddb71dd634ed3fbb31df9994f0a71dd1d81d1 (patch) | |
tree | 851a3ad589bab71364d4c6adcb1ee30235abc2c7 /game | |
parent | eaae420cd2aca224d15f6276624c2fab882c978a (diff) | |
parent | 444134a93bd5c704f5201ff30371dc81d0669e46 (diff) |
Merge pull request #212 from OpenVicProject/menu-singleton
Move GDExtension menu-related functions to MenuSingleton
Diffstat (limited to 'game')
-rw-r--r-- | game/src/Game/GameSession/ProvinceOverviewPanel.gd | 14 | ||||
-rw-r--r-- | game/src/Game/GameSession/Topbar.gd | 16 |
2 files changed, 15 insertions, 15 deletions
diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel.gd index 54591a3..731d02c 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel.gd +++ b/game/src/Game/GameSession/ProvinceOverviewPanel.gd @@ -60,7 +60,7 @@ class BuildingSlot: return _slot_node = new_slot_node - for icon_index : int in GameSingleton.get_province_building_count(): + for icon_index : int in MenuSingleton.get_province_building_count(): var icon := _slot_node.get_node("build_icon%d" % icon_index) if icon: if icon_index == _slot_index: @@ -70,10 +70,10 @@ class BuildingSlot: var building_name := GUINode.get_label_from_node(_slot_node.get_node(^"./description")) if building_name: - building_name.text = GameSingleton.get_province_building_identifier(_slot_index) + building_name.text = MenuSingleton.get_province_building_identifier(_slot_index) _expand_button = GUINode.get_button_from_node(_slot_node.get_node(^"./expand")) if _expand_button: - _expand_button.pressed.connect(func() -> void: GameSingleton.expand_selected_province_building(_slot_index)) + _expand_button.pressed.connect(func() -> void: MenuSingleton.expand_selected_province_building(_slot_index)) _expanding_icon = GUINode.get_texture_rect_from_node(_slot_node.get_node(^"./underconstruction_icon")) _expanding_progress_bar = GUINode.get_progress_bar_from_node(_slot_node.get_node(^"./building_progress")) if _expanding_progress_bar: @@ -135,12 +135,12 @@ func _ready() -> void: _slave_status_icon = get_texture_rect_from_nodepath(^"./province_view/province_view_header/slave_state_icon") var slave_status_icon_texture : GFXSpriteTexture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_view_header/slave_state_icon") if slave_status_icon_texture: - slave_status_icon_texture.set_icon_index(GameSingleton.get_slave_pop_icon_index()) + slave_status_icon_texture.set_icon_index(MenuSingleton.get_slave_pop_icon_index()) _colony_status_button = get_button_from_nodepath(^"./province_view/province_view_header/colony_button") _colony_status_button_texture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_view_header/colony_button") var admin_icon_texture : GFXSpriteTexture = get_gfx_sprite_texture_from_nodepath(^"./province_view/province_view_header/admin_icon") if admin_icon_texture: - admin_icon_texture.set_icon_index(GameSingleton.get_administrative_pop_icon_index()) + admin_icon_texture.set_icon_index(MenuSingleton.get_administrative_pop_icon_index()) _administrative_percentage_label = get_label_from_nodepath(^"./province_view/province_view_header/admin_efficiency") _owner_percentage_label = get_label_from_nodepath(^"./province_view/province_view_header/owner_presence") _province_modifiers_overlapping_elements_box = get_gui_overlapping_elements_box_from_nodepath(^"./province_view/province_view_header/province_modifiers") @@ -173,7 +173,7 @@ func _ready() -> void: _buildings_panel = get_panel_from_nodepath(^"./province_view/province_buildings") if _buildings_panel: - var target_slot_count : int = GameSingleton.get_province_building_count() + var target_slot_count : int = MenuSingleton.get_province_building_count() var slot_y : float = 0.0 for current_slot_count : int in target_slot_count: var slot := GUINode.generate_gui_element("province_interface", "building", "building_slot_%d" % current_slot_count) @@ -247,7 +247,7 @@ func _update_info() -> void: const _missing_suffix : String = "_MISSING" - _province_info = GameSingleton.get_province_info_from_index(_selected_index) + _province_info = MenuSingleton.get_province_info_from_index(_selected_index) if _province_info: # Header if _province_name_label: diff --git a/game/src/Game/GameSession/Topbar.gd b/game/src/Game/GameSession/Topbar.gd index b61af28..92ee75a 100644 --- a/game/src/Game/GameSession/Topbar.gd +++ b/game/src/Game/GameSession/Topbar.gd @@ -91,40 +91,40 @@ func _notification(what : int) -> void: func _update_info() -> void: if _date_label: - _date_label.text = GameSingleton.get_longform_date() + _date_label.text = MenuSingleton.get_longform_date() func _update_speed_controls() -> void: # TODO - decide whether to disable these or not # (they don't appear to get disabled in the base game) #if _speed_up_button: - # _speed_up_button.disabled = not GameSingleton.can_increase_speed() + # _speed_up_button.disabled = not MenuSingleton.can_increase_speed() #if _speed_down_button: - # _speed_down_button.disabled = not GameSingleton.can_decrease_speed() + # _speed_down_button.disabled = not MenuSingleton.can_decrease_speed() if _speed_indicator_button and _speed_indicator_texture: var index : int = 1 - if not GameSingleton.is_paused(): - index += GameSingleton.get_speed() + 1 + if not MenuSingleton.is_paused(): + index += MenuSingleton.get_speed() + 1 _speed_indicator_texture.set_icon_index(index) # REQUIREMENTS: # * UIFUN-71 func _on_play_pause_button_pressed() -> void: print("Toggling pause!") - GameSingleton.toggle_paused() + MenuSingleton.toggle_paused() # REQUIREMENTS: # * UIFUN-72 func _on_increase_speed_button_pressed() -> void: print("Speed up!") - GameSingleton.increase_speed() + MenuSingleton.increase_speed() # REQUIREMENTS: # * UIFUN-73 func _on_decrease_speed_button_pressed() -> void: print("Speed down!") - GameSingleton.decrease_speed() + MenuSingleton.decrease_speed() func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: for screen : NationManagement.Screen in _nation_management_buttons: |