From bc0b3c61ae0b742da304cada451fba1df72bb0ad Mon Sep 17 00:00:00 2001 From: hop311 Date: Wed, 8 Nov 2023 22:24:21 +0000 Subject: GUI elements -> Godot UI nodes generator --- .../ProvinceOverviewPanel/ProvinceOverviewPanel.gd | 142 --------------------- 1 file changed, 142 deletions(-) delete mode 100644 game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd (limited to 'game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd') diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd deleted file mode 100644 index ae42450..0000000 --- a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd +++ /dev/null @@ -1,142 +0,0 @@ -extends PanelContainer - -@export var _province_name_label : Label -@export var _region_name_label : Label -@export var _life_rating_bar : ProgressBar -@export var _terrain_type_name_label : Label -@export var _total_population_label : Label -@export var _rgo_icon_texture_rect : TextureRect -@export var _rgo_name_label : Label -@export var _buildings_container : Container -@export var _pop_type_chart : PieChart -@export var _pop_ideology_chart : PieChart -@export var _pop_culture_chart : PieChart - -const _missing_suffix : String = "_MISSING" - -var _selected_index : int: - get: return _selected_index - set(v): - _selected_index = v - _update_info() -var _province_info : Dictionary - -func _ready(): - GameSingleton.province_selected.connect(_on_province_selected) - GameSingleton.state_updated.connect(_update_info) - _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 = GameSingleton.get_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(GameSingleton.get_building_info_level_key(), 0)) - row.level.visible = true - row.name.text = building.get(GameSingleton.get_building_info_building_key(), - GameSingleton.get_building_info_building_key() + _missing_suffix) - row.name.visible = true - - var expansion_state : int = building.get(GameSingleton.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(GameSingleton.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: - _province_name_label.text = "PROV" + _province_info.get(GameSingleton.get_province_info_province_key(), - GameSingleton.get_province_info_province_key() + _missing_suffix) - _region_name_label.text = _province_info.get(GameSingleton.get_province_info_region_key(), - GameSingleton.get_province_info_region_key() + _missing_suffix) - _life_rating_bar.value = _province_info.get(GameSingleton.get_province_info_life_rating_key(), 0) - _life_rating_bar.tooltip_text = tr("LIFE_RATING_TOOLTIP").format({ - "life_rating": Localisation.tr_number(_life_rating_bar.value) - }) - _terrain_type_name_label.text = _province_info.get(GameSingleton.get_province_info_terrain_type_key(), - GameSingleton.get_province_info_terrain_type_key() + _missing_suffix) - - _total_population_label.text = Localisation.tr_number(_province_info.get(GameSingleton.get_province_info_total_population_key(), 0)) - - _pop_type_chart.set_to_distribution(_province_info.get(GameSingleton.get_province_info_pop_types_key(), {})) - _pop_ideology_chart.set_to_distribution(_province_info.get(GameSingleton.get_province_info_pop_ideologies_key(), {})) - _pop_culture_chart.set_to_distribution(_province_info.get(GameSingleton.get_province_info_pop_cultures_key(), {})) - - _rgo_name_label.text = _province_info.get(GameSingleton.get_province_info_rgo_key(), - GameSingleton.get_province_info_rgo_key() + _missing_suffix) - _rgo_icon_texture_rect.texture = null - - var buildings : Array = _province_info.get(GameSingleton.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) -- cgit v1.2.3-56-ga3b1