diff options
Diffstat (limited to 'game/src/Game/GameSession/ProvinceOverviewPanel.gd')
-rw-r--r-- | game/src/Game/GameSession/ProvinceOverviewPanel.gd | 215 |
1 files changed, 215 insertions, 0 deletions
diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel.gd new file mode 100644 index 0000000..1292eb4 --- /dev/null +++ b/game/src/Game/GameSession/ProvinceOverviewPanel.gd @@ -0,0 +1,215 @@ +extends Control + +var _province_name_label : Label +var _region_name_label : Label +var _life_rating_bar : TextureProgressBar +var _total_population_label : Label +var _rgo_icon_texture : AtlasTexture + +const _missing_suffix : String = "_MISSING" + +const _province_info_province_key : StringName = &"province" +const _province_info_region_key : StringName = &"region" +const _province_info_life_rating_key : StringName = &"life_rating" +const _province_info_terrain_type_key : StringName = &"terrain_type" +const _province_info_total_population_key : StringName = &"total_population" +const _province_info_pop_types_key : StringName = &"pop_types" +const _province_info_pop_ideologies_key : StringName = &"pop_ideologies" +const _province_info_pop_cultures_key : StringName = &"pop_cultures" +const _province_info_rgo_key : StringName = &"rgo" +const _province_info_buildings_key : StringName = &"buildings" + +const _building_info_building_key : StringName = &"building" +const _building_info_level_key : StringName = &"level" +const _building_info_expansion_state_key : StringName = &"expansion_state" +const _building_info_start_date_key : StringName = &"start_date" +const _building_info_end_date_key : StringName = &"end_date" +const _building_info_expansion_progress_key : StringName = &"expansion_progress" + +const _piechart_info_size_key : StringName = &"size" +const _piechart_info_colour_key : StringName = &"colour" + +var _selected_index : int: + get: return _selected_index + set(v): + _selected_index = v + _update_info() +var _province_info : Dictionary + +func _check_class(object : Object, klass : String, name : String) -> bool: + if object.get_class() == klass: + return true + else: + push_error("Invalid ", name, " class: ", object.get_class(), " (expected ", klass, ")") + return false + +func _try_get_node(path : NodePath, klass : String) -> Node: + var node : Node = get_node(path) + if node != null: + if _check_class(node, klass, path): + return node + else: + push_error("Failed to get node: ", path, " (returned null)") + return null + +func _ready(): + GameSingleton.province_selected.connect(_on_province_selected) + GameSingleton.state_updated.connect(_update_info) + + add_child(GameSingleton.generate_gui("province_interface.gui", "province_view")) + + var close_button : Button = _try_get_node(^"./province_view/close_button", "Button") + if close_button != null: + close_button.pressed.connect(_on_close_button_pressed) + + _region_name_label = _try_get_node(^"./province_view/province_view_header/state_name", "Label") + + _province_name_label = _try_get_node(^"./province_view/province_view_header/province_name", "Label") + + _life_rating_bar = _try_get_node(^"./province_view/province_view_header/liferating", "TextureProgressBar") + + var goods_icon : TextureRect = _try_get_node(^"./province_view/province_statistics/goods_type", "TextureRect") + if goods_icon != null: + var texture := goods_icon.texture + if _check_class(texture, "GFXIconTexture", "good_texture"): + _rgo_icon_texture = texture + + + var rgo_population_label : Label = _try_get_node(^"./province_view/province_statistics/rgo_population", "Label") + if rgo_population_label != null: + rgo_population_label.text = "0" + + #^"./province_view/province_statistics/crime_icon" + + _total_population_label = _try_get_node(^"./province_view/province_statistics/total_population", "Label") + + #^"./province_view/province_statistics/growth" + #^"./province_view/province_statistics/workforce_chart" + #^"./province_view/province_statistics/ideology_chart" + #^"./province_view/province_statistics/culture_chart" + + $province_view/province_view_header/occupation_progress.visible = false + $province_view/province_view_header/occupation_icon.visible = false + $province_view/province_view_header/occupation_flag.visible = false + $province_view/province_colony.visible = false + $province_view/province_other.visible = false + $province_view/province_buildings/army_size.visible = false + $province_view/province_buildings/army_text.visible = false + $province_view/province_buildings/navy_text.visible = false + $province_view/national_focus_window.visible = false + + _update_info() + +func _notification(what : int): + match what: + NOTIFICATION_TRANSLATION_CHANGED: + _update_info() +""" +enum { CANNOT_EXPAND, CAN_EXPAND, PREPARING, EXPANDING } + +func _expand_building(building_identifier : String) -> void: + if GameSingleton.expand_building(_selected_index, building_identifier) != OK: + push_error("Failed to expand ", building_identifier, " in province #", _selected_index); + +# Each building row contains: +# level - Level Label +# name - Name Label +# button - Expansion Button +# progress_bar - Expansion ProgressBar +var _building_rows : Array[Dictionary] + + +# REQUIREMENTS: +# * UI-183, UI-185, UI-186, UI-765, UI-187, UI-188, UI-189 +# * UI-191, UI-193, UI-194, UI-766, UI-195, UI-196, UI-197 +# * UI-199, UI-201, UI-202, UI-767, UI-203, UI-204, UI-205 +func _add_building_row() -> void: + var row : Dictionary = {} + + row.level = Label.new() + row.level.text = "X" + _buildings_container.add_child(row.level) + + row.name = Label.new() + row.name.text = _building_info_building_key + _missing_suffix + _buildings_container.add_child(row.name) + + row.button = Button.new() + row.button.text = "EXPAND_PROVINCE_BUILDING" + row.button.size_flags_horizontal = Control.SIZE_EXPAND_FILL + row.button.mouse_filter = Control.MOUSE_FILTER_PASS + row.button.focus_mode = FOCUS_NONE + row.button.pressed.connect(func(): _expand_building(row.name.text)) + _buildings_container.add_child(row.button) + + row.progress_bar = ProgressBar.new() + row.progress_bar.max_value = 1 + row.progress_bar.size_flags_horizontal = Control.SIZE_EXPAND_FILL + row.progress_bar.mouse_filter = Control.MOUSE_FILTER_PASS + _buildings_container.add_child(row.progress_bar) + + _building_rows.append(row) + _set_building_row(_building_rows.size() - 1, {}) + +func _set_building_row(index : int, building : Dictionary) -> void: + if index < 0 or index > _building_rows.size(): + push_error("Invalid building row index: ", index, " (max ", _building_rows.size(), ")") + return + if index == _building_rows.size(): _add_building_row() + var row := _building_rows[index] + if building.is_empty(): + row.level.visible = false + row.name.visible = false + row.progress_bar.visible = false + row.button.visible = false + return + row.level.text = str(building.get(_building_info_level_key, 0)) + row.level.visible = true + row.name.text = building.get(_building_info_building_key, + _building_info_building_key + _missing_suffix) + row.name.visible = true + + var expansion_state : int = building.get(_building_info_expansion_state_key, + CANNOT_EXPAND) + var show_progress_bar := expansion_state == PREPARING or expansion_state == EXPANDING + row.progress_bar.value = building.get(_building_info_expansion_progress_key, 0) + row.progress_bar.visible = show_progress_bar + row.button.disabled = expansion_state != CAN_EXPAND + row.button.visible = not show_progress_bar +""" +func _update_info() -> void: + _province_info = GameSingleton.get_province_info_from_index(_selected_index) + if _province_info: + if _province_name_label: + _province_name_label.text = "PROV" + _province_info.get(_province_info_province_key, + _province_info_province_key + _missing_suffix) + if _region_name_label: + _region_name_label.text = _province_info.get(_province_info_region_key, + _province_info_region_key + _missing_suffix) + if _life_rating_bar: + _life_rating_bar.value = _province_info.get(_province_info_life_rating_key, 0) * 0 + + if _total_population_label: + _total_population_label.text = Localisation.tr_number(_province_info.get(_province_info_total_population_key, 0)) + + #_pop_type_chart.set_to_distribution(_province_info.get(_province_info_pop_types_key, {})) + #_pop_ideology_chart.set_to_distribution(_province_info.get(_province_info_pop_ideologies_key, {})) + #_pop_culture_chart.set_to_distribution(_province_info.get(_province_info_pop_cultures_key, {})) + + if _rgo_icon_texture: + _rgo_icon_texture.set_icon_index((_selected_index % 40) + 1) + + #var buildings : Array = _province_info.get(_province_info_buildings_key, []) + #for i in max(buildings.size(), _building_rows.size()): + # _set_building_row(i, buildings[i] if i < buildings.size() else {}) + + show() + else: + hide() + mouse_exited.emit() + +func _on_province_selected(index : int) -> void: + _selected_index = index + +func _on_close_button_pressed() -> void: + GameSingleton.set_selected_province(0) |