diff options
Diffstat (limited to 'game/src/Game/GameSession/Topbar.gd')
-rw-r--r-- | game/src/Game/GameSession/Topbar.gd | 41 |
1 files changed, 40 insertions, 1 deletions
diff --git a/game/src/Game/GameSession/Topbar.gd b/game/src/Game/GameSession/Topbar.gd index 05eb985..3cfc0e6 100644 --- a/game/src/Game/GameSession/Topbar.gd +++ b/game/src/Game/GameSession/Topbar.gd @@ -1,5 +1,7 @@ extends GUINode +@export var _outliner_guinode : GUINode + var _speed_up_button : Button var _speed_down_button : Button var _speed_indicator_button : Button @@ -7,11 +9,16 @@ var _speed_indicator_texture : GFXIconTexture var _date_label : Label var _country_name_label : Label +# NationManagement.Screen-Button +var _nation_management_buttons : Dictionary +# NationManagement.Screen-GFXIconTexture +var _nation_management_button_textures : Dictionary + func _ready() -> void: GameSingleton.gamestate_updated.connect(_update_info) GameSingleton.clock_state_changed.connect(_update_speed_controls) - add_gui_element("topbar.gui", "topbar") + add_gui_element("topbar", "topbar") hide_nodes([ ^"./topbar/topbar_outlinerbutton_bg", @@ -20,10 +27,12 @@ func _ready() -> void: const player_country : String = "SLV" + # Player country info var player_flag_texture : GFXMaskedFlagTexture = get_gfx_masked_flag_texture_from_nodepath(^"./topbar/player_flag") if player_flag_texture: player_flag_texture.set_flag_country_name(player_country) + # Time controls _speed_up_button = get_button_from_nodepath(^"./topbar/button_speedup") if _speed_up_button: _speed_up_button.pressed.connect(_on_increase_speed_button_pressed) @@ -47,6 +56,31 @@ func _ready() -> void: _speed_indicator_button.pressed.connect(_on_play_pause_button_pressed) _speed_indicator_texture = GUINode.get_gfx_icon_texture_from_node(_speed_indicator_button) + # Nation management screens + const screen_nodepaths : Dictionary = { + NationManagement.Screen.PRODUCTION : ^"./topbar/topbarbutton_production", + NationManagement.Screen.BUDGET : ^"./topbar/topbarbutton_budget", + NationManagement.Screen.TECHNOLOGY : ^"./topbar/topbarbutton_tech", + NationManagement.Screen.POLITICS : ^"./topbar/topbarbutton_politics", + NationManagement.Screen.POPULATION : ^"./topbar/topbarbutton_pops", + NationManagement.Screen.TRADE : ^"./topbar/topbarbutton_trade", + NationManagement.Screen.DIPLOMACY : ^"./topbar/topbarbutton_diplomacy", + NationManagement.Screen.MILITARY : ^"./topbar/topbarbutton_military" + } + for screen in screen_nodepaths: + var button : Button = get_button_from_nodepath(screen_nodepaths[screen]) + if button: + button.pressed.connect( + Events.NationManagementScreens.toggle_nation_management_screen.bind(screen) + ) + var icon : GFXIconTexture = get_gfx_icon_texture_from_node(button) + if icon: + _nation_management_buttons[screen] = button + _nation_management_button_textures[screen] = icon + Events.NationManagementScreens.update_active_nation_management_screen.connect( + _on_update_active_nation_management_screen + ) + _update_info() _update_speed_controls() @@ -92,3 +126,8 @@ func _on_increase_speed_button_pressed() -> void: func _on_decrease_speed_button_pressed() -> void: print("Speed down!") GameSingleton.decrease_speed() + +func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void: + for screen in _nation_management_buttons: + _nation_management_button_textures[screen].set_icon_index(1 + int(screen == active_screen)) + _nation_management_buttons[screen].queue_redraw() |