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-rw-r--r--game/src/Game/GameSession/Topbar.gd209
1 files changed, 99 insertions, 110 deletions
diff --git a/game/src/Game/GameSession/Topbar.gd b/game/src/Game/GameSession/Topbar.gd
index d6cc358..62fa322 100644
--- a/game/src/Game/GameSession/Topbar.gd
+++ b/game/src/Game/GameSession/Topbar.gd
@@ -1,8 +1,8 @@
extends GUINode
# Country info
-var _country_flag_texture : GFXMaskedFlagTexture
-var _country_flag_overlay_texture : GFXSpriteTexture
+var _country_flag_button : GUIMaskedFlagButton
+var _country_flag_overlay_icon : GUIIcon
var _country_name_label : GUILabel
var _country_rank_label : GUILabel
var _country_prestige_label : GUILabel
@@ -14,41 +14,39 @@ 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 _speed_up_button : GUIIconButton
+var _speed_down_button : GUIIconButton
+var _speed_indicator_button : GUIIconButton
var _date_label : GUILabel
-# NationManagement.Screen-Button
+# NationManagement.Screen-GUIIconButton
var _nation_management_buttons : Dictionary
-# NationManagement.Screen-GFXSpriteTexture
-var _nation_management_button_textures : Dictionary
# Production
-var _production_top_goods_textures : Array[GFXSpriteTexture]
-var _production_alert_building_texture : GFXSpriteTexture
-var _production_alert_closed_texture : GFXSpriteTexture
-var _production_alert_unemployment_texture : GFXSpriteTexture
+var _production_top_goods_icons : Array[GUIIcon]
+var _production_alert_building_icon : GUIIcon
+var _production_alert_closed_icon : GUIIcon
+var _production_alert_unemployment_icon : GUIIcon
# Budget
# TODO - line chart
var _budget_funds_label : GUILabel
# Technology
-var _technology_progress_bar : TextureProgressBar
+var _technology_progress_bar : GUIProgressBar
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_icon : GUIIcon
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
+var _politics_reforms_button : GUIButton
+var _politics_decisions_button : GUIIconButton
+var _politics_election_icon : GUIIcon
+var _politics_rebels_button : GUIIconButton
# Population
var _population_total_size_label : GUILabel
@@ -57,17 +55,17 @@ var _population_militancy_label : GUILabel
var _population_consciousness_label : GUILabel
# Trade
-var _trade_imported_textures : Array[GFXSpriteTexture]
-var _trade_exported_textures : Array[GFXSpriteTexture]
+var _trade_imported_icons : Array[GUIIcon]
+var _trade_exported_icons : Array[GUIIcon]
# Diplomacy
var _diplomacy_peace_label : GUILabel
var _diplomacy_war_enemies_overlapping_elements_box : GUIOverlappingElementsBox
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
+var _diplomacy_alert_colony_button : GUIIconButton
+var _diplomacy_alert_crisis_icon : GUIIcon
+var _diplomacy_alert_sphere_icon : GUIIcon
+var _diplomacy_alert_great_power_icon : GUIIcon
# Military
var _military_army_size_label : GUILabel
@@ -87,21 +85,20 @@ func _ready() -> void:
])
# Disables all consuming invisible panel
- var topbar := get_panel_from_nodepath(^"./topbar")
+ var topbar : Panel = get_panel_from_nodepath(^"./topbar")
if topbar:
topbar.mouse_filter = Control.MOUSE_FILTER_IGNORE
set_click_mask_from_nodepaths([^"./topbar/topbar_bg", ^"./topbar/topbar_paper"])
# Country info
- var country_flag_button = get_button_from_nodepath(^"./topbar/player_flag")
- if country_flag_button:
- country_flag_button.pressed.connect(
+ _country_flag_button = get_gui_masked_flag_button_from_nodepath(^"./topbar/player_flag")
+ if _country_flag_button:
+ _country_flag_button.pressed.connect(
func() -> void:
# TODO - open the diplomacy menu on the Wars tab
Events.NationManagementScreens.open_nation_management_screen(NationManagement.Screen.DIPLOMACY)
)
- _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_flag_overlay_icon = get_gui_icon_from_nodepath(^"./topbar/topbar_flag_overlay")
_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")
@@ -113,19 +110,18 @@ func _ready() -> void:
_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")
+ _speed_up_button = get_gui_icon_button_from_nodepath(^"./topbar/button_speedup")
if _speed_up_button:
_speed_up_button.pressed.connect(_on_increase_speed_button_pressed)
- _speed_down_button = get_button_from_nodepath(^"./topbar/button_speeddown")
+ _speed_down_button = get_gui_icon_button_from_nodepath(^"./topbar/button_speeddown")
if _speed_down_button:
_speed_down_button.pressed.connect(_on_decrease_speed_button_pressed)
- var pause_bg_button : Button = get_button_from_nodepath(^"./topbar/pause_bg")
+ var pause_bg_button : GUIIconButton = get_gui_icon_button_from_nodepath(^"./topbar/pause_bg")
if pause_bg_button:
pause_bg_button.pressed.connect(_on_play_pause_button_pressed)
- var speed_indicator_button = get_button_from_nodepath(^"./topbar/speed_indicator")
- 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)
+ _speed_indicator_button = get_gui_icon_button_from_nodepath(^"./topbar/speed_indicator")
+ if _speed_indicator_button:
+ _speed_indicator_button.pressed.connect(_on_play_pause_button_pressed)
_date_label = get_gui_label_from_nodepath(^"./topbar/DateText")
# Nation management screens
@@ -140,40 +136,37 @@ func _ready() -> void:
NationManagement.Screen.MILITARY : ^"./topbar/topbarbutton_military"
}
for screen : NationManagement.Screen in screen_nodepaths:
- var button : Button = get_button_from_nodepath(screen_nodepaths[screen])
+ var button : GUIIconButton = get_gui_icon_button_from_nodepath(screen_nodepaths[screen])
if button:
button.pressed.connect(
Events.NationManagementScreens.toggle_nation_management_screen.bind(screen)
)
- var icon : GFXSpriteTexture = GUINode.get_gfx_sprite_texture_from_node(button)
- if icon:
- _nation_management_buttons[screen] = button
- _nation_management_button_textures[screen] = icon
+ _nation_management_buttons[screen] = button
Events.NationManagementScreens.update_active_nation_management_screen.connect(
_on_update_active_nation_management_screen
)
# Production
const PRODUCED_GOOD_COUNT : int = 5
- for idx in PRODUCED_GOOD_COUNT:
- _production_top_goods_textures.push_back(get_gfx_sprite_texture_from_nodepath("./topbar/topbar_produced%d" % idx))
- _production_alert_building_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/alert_building_factories")
- _production_alert_closed_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/alert_closed_factories")
- _production_alert_unemployment_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/alert_unemployed_workers")
+ for idx : int in PRODUCED_GOOD_COUNT:
+ _production_top_goods_icons.push_back(get_gui_icon_from_nodepath("./topbar/topbar_produced%d" % idx))
+ _production_alert_building_icon = get_gui_icon_from_nodepath(^"./topbar/alert_building_factories")
+ _production_alert_closed_icon = get_gui_icon_from_nodepath(^"./topbar/alert_closed_factories")
+ _production_alert_unemployment_icon = get_gui_icon_from_nodepath(^"./topbar/alert_unemployed_workers")
# Budget
_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_progress_bar = get_gui_progress_bar_from_nodepath(^"./topbar/topbar_tech_progress")
_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_icon = get_gui_icon_from_nodepath(^"./topbar/politics_party_icon")
_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")
+ var politics_suppression_button : GUIIconButton = get_gui_icon_button_from_nodepath(^"./topbar/topbar_supression_icon")
if politics_suppression_button:
politics_suppression_button.pressed.connect(
func() -> void:
@@ -182,31 +175,28 @@ func _ready() -> void:
)
_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(
+ _politics_reforms_button = get_gui_icon_button_from_nodepath(^"./topbar/alert_can_do_reforms")
+ if _politics_reforms_button:
+ _politics_reforms_button.pressed.connect(
func() -> void:
# TODO - open the politics menu on the Reforms tab
Events.NationManagementScreens.toggle_nation_management_screen(NationManagement.Screen.POLITICS)
)
- _politics_reforms_texture = GUINode.get_gfx_sprite_texture_from_node(politics_reforms_button)
- var politics_decisions_button : Button = get_button_from_nodepath(^"./topbar/alert_can_do_decisions")
- if politics_decisions_button:
- politics_decisions_button.pressed.connect(
+ _politics_decisions_button = get_gui_icon_button_from_nodepath(^"./topbar/alert_can_do_decisions")
+ if _politics_decisions_button:
+ _politics_decisions_button.pressed.connect(
func() -> void:
# TODO - open the politics menu on the Decisions tab
Events.NationManagementScreens.toggle_nation_management_screen(NationManagement.Screen.POLITICS)
)
- _politics_decisions_texture = GUINode.get_gfx_sprite_texture_from_node(politics_decisions_button)
- _politics_election_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/alert_is_in_election")
- var politics_rebels_button : Button = get_button_from_nodepath(^"./topbar/alert_have_rebels")
- if politics_rebels_button:
- politics_rebels_button.pressed.connect(
+ _politics_election_icon = get_gui_icon_from_nodepath(^"./topbar/alert_is_in_election")
+ _politics_rebels_button = get_gui_icon_button_from_nodepath(^"./topbar/alert_have_rebels")
+ if _politics_rebels_button:
+ _politics_rebels_button.pressed.connect(
func() -> void:
# TODO - open the politics menu on the Movements tab
Events.NationManagementScreens.toggle_nation_management_screen(NationManagement.Screen.POLITICS)
)
- _politics_rebels_texture = GUINode.get_gfx_sprite_texture_from_node(politics_rebels_button)
# Population
_population_total_size_label = get_gui_label_from_nodepath(^"./topbar/population_total_value")
@@ -217,24 +207,23 @@ func _ready() -> void:
# Trade
const TRADE_GOOD_COUNT : int = 3
for idx in TRADE_GOOD_COUNT:
- _trade_imported_textures.push_back(get_gfx_sprite_texture_from_nodepath("./topbar/topbar_import%d" % idx))
- _trade_exported_textures.push_back(get_gfx_sprite_texture_from_nodepath("./topbar/topbar_export%d" % idx))
+ _trade_imported_icons.push_back(get_gui_icon_from_nodepath("./topbar/topbar_import%d" % idx))
+ _trade_exported_icons.push_back(get_gui_icon_from_nodepath("./topbar/topbar_export%d" % idx))
# Diplomacy
_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_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(
+ _diplomacy_alert_colony_button = get_gui_icon_button_from_nodepath(^"./topbar/alert_colony")
+ if _diplomacy_alert_colony_button:
+ _diplomacy_alert_colony_button.pressed.connect(
func() -> void:
# TODO - move to and select province in upgradable colony if any exist
Events.NationManagementScreens.open_nation_management_screen(NationManagement.Screen.DIPLOMACY)
)
- _diplomacy_alert_colony_texture = GUINode.get_gfx_sprite_texture_from_node(diplomacy_alert_colony_button)
- _diplomacy_alert_crisis_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/alert_crisis")
- _diplomacy_alert_sphere_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/alert_can_increase_opinion")
- _diplomacy_alert_great_power_texture = get_gfx_sprite_texture_from_nodepath(^"./topbar/alert_loosing_gp")
+ _diplomacy_alert_crisis_icon = get_gui_icon_from_nodepath(^"./topbar/alert_crisis")
+ _diplomacy_alert_sphere_icon = get_gui_icon_from_nodepath(^"./topbar/alert_can_increase_opinion")
+ _diplomacy_alert_great_power_icon = get_gui_icon_from_nodepath(^"./topbar/alert_loosing_gp")
# Military
_military_army_size_label = get_gui_label_from_nodepath(^"./topbar/military_army_value")
@@ -255,15 +244,15 @@ func _update_info() -> void:
const player_country : String = "ENG"
## Country info
- if _country_flag_texture:
- _country_flag_texture.set_flag_country_name(player_country)
+ if _country_flag_button:
+ _country_flag_button.set_flag_country_name(player_country)
- if _country_flag_overlay_texture:
+ if _country_flag_overlay_icon:
# 1 - Great Power
# 2 - Secondary Power
# 3 - Civilised
# 4 - Uncivilised
- _country_flag_overlay_texture.set_icon_index(1)
+ _country_flag_overlay_icon.set_icon_index(1)
if _country_name_label:
_country_name_label.set_text(player_country)
@@ -301,18 +290,18 @@ func _update_info() -> void:
_date_label.text = MenuSingleton.get_longform_date()
## Production
- for idx : int in _production_top_goods_textures.size():
- if _production_top_goods_textures[idx]:
- _production_top_goods_textures[idx].set_icon_index(idx + 2)
+ for idx : int in _production_top_goods_icons.size():
+ if _production_top_goods_icons[idx]:
+ _production_top_goods_icons[idx].set_icon_index(idx + 2)
- if _production_alert_building_texture:
- _production_alert_building_texture.set_icon_index(2)
+ if _production_alert_building_icon:
+ _production_alert_building_icon.set_icon_index(2)
- if _production_alert_closed_texture:
- _production_alert_closed_texture.set_icon_index(2)
+ if _production_alert_closed_icon:
+ _production_alert_closed_icon.set_icon_index(2)
- if _production_alert_unemployment_texture:
- _production_alert_unemployment_texture.set_icon_index(2)
+ if _production_alert_unemployment_icon:
+ _production_alert_unemployment_icon.set_icon_index(2)
## Budget
if _budget_funds_label:
@@ -351,17 +340,17 @@ func _update_info() -> void:
if _politics_infamy_label:
_politics_infamy_label.set_text("§Y%s" % GUINode.float_to_string_dp(0.0, 2))
- if _politics_reforms_texture:
- _politics_reforms_texture.set_icon_index(2)
+ if _politics_reforms_button:
+ _politics_reforms_button.set_icon_index(2)
- if _politics_decisions_texture:
- _politics_decisions_texture.set_icon_index(2)
+ if _politics_decisions_button:
+ _politics_decisions_button.set_icon_index(2)
- if _politics_election_texture:
- _politics_election_texture.set_icon_index(2)
+ if _politics_election_icon:
+ _politics_election_icon.set_icon_index(2)
- if _politics_rebels_texture:
- _politics_rebels_texture.set_icon_index(2)
+ if _politics_rebels_button:
+ _politics_rebels_button.set_icon_index(2)
## Population
if _population_total_size_label:
@@ -386,13 +375,13 @@ func _update_info() -> void:
_population_consciousness_label.set_text("§Y%s" % GUINode.float_to_string_dp(0.05, 2))
## Trade
- for idx : int in _trade_imported_textures.size():
- if _trade_imported_textures[idx]:
- _trade_imported_textures[idx].set_icon_index(idx + 2 + _production_top_goods_textures.size())
+ for idx : int in _trade_imported_icons.size():
+ if _trade_imported_icons[idx]:
+ _trade_imported_icons[idx].set_icon_index(idx + 2 + _production_top_goods_icons.size())
- for idx : int in _trade_exported_textures.size():
- if _trade_exported_textures[idx]:
- _trade_exported_textures[idx].set_icon_index(idx + 2 + _production_top_goods_textures.size() + _trade_imported_textures.size())
+ for idx : int in _trade_exported_icons.size():
+ if _trade_exported_icons[idx]:
+ _trade_exported_icons[idx].set_icon_index(idx + 2 + _production_top_goods_icons.size() + _trade_imported_icons.size())
## Diplomacy
if _diplomacy_peace_label:
@@ -403,17 +392,17 @@ func _update_info() -> void:
if _diplomacy_diplomatic_points_label:
_diplomacy_diplomatic_points_label.set_text("§Y%s" % GUINode.float_to_string_dp(7.4, 0))
- if _diplomacy_alert_colony_texture:
- _diplomacy_alert_colony_texture.set_icon_index(3)
+ if _diplomacy_alert_colony_button:
+ _diplomacy_alert_colony_button.set_icon_index(3)
- if _diplomacy_alert_crisis_texture:
- _diplomacy_alert_crisis_texture.set_icon_index(3)
+ if _diplomacy_alert_crisis_icon:
+ _diplomacy_alert_crisis_icon.set_icon_index(3)
- if _diplomacy_alert_sphere_texture:
- _diplomacy_alert_sphere_texture.set_icon_index(2)
+ if _diplomacy_alert_sphere_icon:
+ _diplomacy_alert_sphere_icon.set_icon_index(2)
- if _diplomacy_alert_great_power_texture:
- _diplomacy_alert_great_power_texture.set_icon_index(2)
+ if _diplomacy_alert_great_power_icon:
+ _diplomacy_alert_great_power_icon.set_icon_index(2)
## Military
if _military_army_size_label:
@@ -437,11 +426,11 @@ func _update_speed_controls() -> void:
#if _speed_down_button:
# _speed_down_button.disabled = not MenuSingleton.can_decrease_speed()
- if _speed_indicator_texture:
+ if _speed_indicator_button:
var index : int = 1
if not MenuSingleton.is_paused():
index += MenuSingleton.get_speed() + 1
- _speed_indicator_texture.set_icon_index(index)
+ _speed_indicator_button.set_icon_index(index)
# REQUIREMENTS:
# * UIFUN-71
@@ -463,4 +452,4 @@ func _on_decrease_speed_button_pressed() -> void:
func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
for screen : NationManagement.Screen in _nation_management_buttons:
- _nation_management_button_textures[screen].set_icon_index(1 + int(screen == active_screen))
+ _nation_management_buttons[screen].set_icon_index(1 + int(screen == active_screen))