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Diffstat (limited to 'game/src/Game/GameSession/NationManagementScreen')
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd34
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd34
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd34
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/PoliticsMenu.gd34
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd34
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/ProductionMenu.gd34
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd34
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/TradeMenu.gd34
8 files changed, 272 insertions, 0 deletions
diff --git a/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd b/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd
new file mode 100644
index 0000000..7158333
--- /dev/null
+++ b/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd
@@ -0,0 +1,34 @@
+extends GUINode
+
+var _active : bool = false
+
+const _screen : NationManagement.Screen = NationManagement.Screen.BUDGET
+
+func _ready() -> void:
+ GameSingleton.gamestate_updated.connect(_update_info)
+
+ Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen)
+
+ add_gui_element("country_budget", "country_budget")
+
+ var close_button : Button = get_button_from_nodepath(^"./country_budget/close_button")
+ if close_button:
+ close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen))
+
+ _update_info()
+
+func _notification(what : int) -> void:
+ match what:
+ NOTIFICATION_TRANSLATION_CHANGED:
+ _update_info()
+
+func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
+ _active = active_screen == _screen
+ _update_info()
+
+func _update_info() -> void:
+ if _active:
+ # TODO - update UI state
+ show()
+ else:
+ hide()
diff --git a/game/src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd b/game/src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd
new file mode 100644
index 0000000..fb11a31
--- /dev/null
+++ b/game/src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd
@@ -0,0 +1,34 @@
+extends GUINode
+
+var _active : bool = false
+
+const _screen : NationManagement.Screen = NationManagement.Screen.DIPLOMACY
+
+func _ready() -> void:
+ GameSingleton.gamestate_updated.connect(_update_info)
+
+ Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen)
+
+ add_gui_element("country_diplomacy", "country_diplomacy")
+
+ var close_button : Button = get_button_from_nodepath(^"./country_diplomacy/close_button")
+ if close_button:
+ close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen))
+
+ _update_info()
+
+func _notification(what : int) -> void:
+ match what:
+ NOTIFICATION_TRANSLATION_CHANGED:
+ _update_info()
+
+func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
+ _active = active_screen == _screen
+ _update_info()
+
+func _update_info() -> void:
+ if _active:
+ # TODO - update UI state
+ show()
+ else:
+ hide()
diff --git a/game/src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd b/game/src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd
new file mode 100644
index 0000000..f3cc486
--- /dev/null
+++ b/game/src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd
@@ -0,0 +1,34 @@
+extends GUINode
+
+var _active : bool = false
+
+const _screen : NationManagement.Screen = NationManagement.Screen.MILITARY
+
+func _ready() -> void:
+ GameSingleton.gamestate_updated.connect(_update_info)
+
+ Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen)
+
+ add_gui_element("country_military", "country_military")
+
+ var close_button : Button = get_button_from_nodepath(^"./country_military/close_button")
+ if close_button:
+ close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen))
+
+ _update_info()
+
+func _notification(what : int) -> void:
+ match what:
+ NOTIFICATION_TRANSLATION_CHANGED:
+ _update_info()
+
+func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
+ _active = active_screen == _screen
+ _update_info()
+
+func _update_info() -> void:
+ if _active:
+ # TODO - update UI state
+ show()
+ else:
+ hide()
diff --git a/game/src/Game/GameSession/NationManagementScreen/PoliticsMenu.gd b/game/src/Game/GameSession/NationManagementScreen/PoliticsMenu.gd
new file mode 100644
index 0000000..7237bf5
--- /dev/null
+++ b/game/src/Game/GameSession/NationManagementScreen/PoliticsMenu.gd
@@ -0,0 +1,34 @@
+extends GUINode
+
+var _active : bool = false
+
+const _screen : NationManagement.Screen = NationManagement.Screen.POLITICS
+
+func _ready() -> void:
+ GameSingleton.gamestate_updated.connect(_update_info)
+
+ Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen)
+
+ add_gui_element("country_politics", "country_politics")
+
+ var close_button : Button = get_button_from_nodepath(^"./country_politics/close_button")
+ if close_button:
+ close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen))
+
+ _update_info()
+
+func _notification(what : int) -> void:
+ match what:
+ NOTIFICATION_TRANSLATION_CHANGED:
+ _update_info()
+
+func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
+ _active = active_screen == _screen
+ _update_info()
+
+func _update_info() -> void:
+ if _active:
+ # TODO - update UI state
+ show()
+ else:
+ hide()
diff --git a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
new file mode 100644
index 0000000..29bd56b
--- /dev/null
+++ b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
@@ -0,0 +1,34 @@
+extends GUINode
+
+var _active : bool = false
+
+const _screen : NationManagement.Screen = NationManagement.Screen.POPULATION
+
+func _ready() -> void:
+ GameSingleton.gamestate_updated.connect(_update_info)
+
+ Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen)
+
+ add_gui_element("country_pops", "country_pop")
+
+ var close_button : Button = get_button_from_nodepath(^"./country_pop/close_button")
+ if close_button:
+ close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen))
+
+ _update_info()
+
+func _notification(what : int) -> void:
+ match what:
+ NOTIFICATION_TRANSLATION_CHANGED:
+ _update_info()
+
+func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
+ _active = active_screen == _screen
+ _update_info()
+
+func _update_info() -> void:
+ if _active:
+ # TODO - update UI state
+ show()
+ else:
+ hide()
diff --git a/game/src/Game/GameSession/NationManagementScreen/ProductionMenu.gd b/game/src/Game/GameSession/NationManagementScreen/ProductionMenu.gd
new file mode 100644
index 0000000..938f8e7
--- /dev/null
+++ b/game/src/Game/GameSession/NationManagementScreen/ProductionMenu.gd
@@ -0,0 +1,34 @@
+extends GUINode
+
+var _active : bool = false
+
+const _screen : NationManagement.Screen = NationManagement.Screen.PRODUCTION
+
+func _ready() -> void:
+ GameSingleton.gamestate_updated.connect(_update_info)
+
+ Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen)
+
+ add_gui_element("country_production", "country_production")
+
+ var close_button : Button = get_button_from_nodepath(^"./country_production/close_button")
+ if close_button:
+ close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen))
+
+ _update_info()
+
+func _notification(what : int) -> void:
+ match what:
+ NOTIFICATION_TRANSLATION_CHANGED:
+ _update_info()
+
+func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
+ _active = active_screen == _screen
+ _update_info()
+
+func _update_info() -> void:
+ if _active:
+ # TODO - update UI state
+ show()
+ else:
+ hide()
diff --git a/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd b/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd
new file mode 100644
index 0000000..a80ed1e
--- /dev/null
+++ b/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd
@@ -0,0 +1,34 @@
+extends GUINode
+
+var _active : bool = false
+
+const _screen : NationManagement.Screen = NationManagement.Screen.TECHNOLOGY
+
+func _ready() -> void:
+ GameSingleton.gamestate_updated.connect(_update_info)
+
+ Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen)
+
+ add_gui_element("country_technology", "country_technology")
+
+ var close_button : Button = get_button_from_nodepath(^"./country_technology/close_button")
+ if close_button:
+ close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen))
+
+ _update_info()
+
+func _notification(what : int) -> void:
+ match what:
+ NOTIFICATION_TRANSLATION_CHANGED:
+ _update_info()
+
+func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
+ _active = active_screen == _screen
+ _update_info()
+
+func _update_info() -> void:
+ if _active:
+ # TODO - update UI state
+ show()
+ else:
+ hide()
diff --git a/game/src/Game/GameSession/NationManagementScreen/TradeMenu.gd b/game/src/Game/GameSession/NationManagementScreen/TradeMenu.gd
new file mode 100644
index 0000000..775f31a
--- /dev/null
+++ b/game/src/Game/GameSession/NationManagementScreen/TradeMenu.gd
@@ -0,0 +1,34 @@
+extends GUINode
+
+var _active : bool = false
+
+const _screen : NationManagement.Screen = NationManagement.Screen.TRADE
+
+func _ready() -> void:
+ GameSingleton.gamestate_updated.connect(_update_info)
+
+ Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen)
+
+ add_gui_element("country_trade", "country_trade")
+
+ var close_button : Button = get_button_from_nodepath(^"./country_trade/close_button")
+ if close_button:
+ close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen))
+
+ _update_info()
+
+func _notification(what : int) -> void:
+ match what:
+ NOTIFICATION_TRANSLATION_CHANGED:
+ _update_info()
+
+func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
+ _active = active_screen == _screen
+ _update_info()
+
+func _update_info() -> void:
+ if _active:
+ # TODO - update UI state
+ show()
+ else:
+ hide()