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)) # Scrollbar test code var test_scrollbar : GUIScrollbar = get_gui_scrollbar_from_nodepath(^"./country_budget/tax_0_slider") var test_label : Label = get_label_from_nodepath(^"./country_budget/tax_0_inc") test_scrollbar.value_changed.connect(func(value : int) -> void: test_label.text = str(value)) test_scrollbar.set_range_limits(20, 80) test_scrollbar.emit_value_changed() var tariff_scrollbar : GUIScrollbar = get_gui_scrollbar_from_nodepath(^"./country_budget/tariff_slider") var tariff_label : Label = get_label_from_nodepath(^"./country_budget/tariffs_percent") tariff_scrollbar.value_changed.connect(func(value : int) -> void: tariff_label.text = "%s%%" % GUINode.float_to_formatted_string(value, 1)) tariff_scrollbar.set_limits(-100, 100) tariff_scrollbar.set_range_limits(-45, 80) tariff_scrollbar.emit_value_changed() _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()