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path: root/game/src/Game/GameSession/SearchPanel.gd
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extends GUINode

@export var _map_view : MapView

var _search_panel : Panel
var _search_line_edit : LineEdit
var _results_list_box : GUIListBox
var _result_buttons : Array[Button]

var _drag_active : bool = false
var _drag_anchor : Vector2

func _ready() -> void:
   MenuSingleton.search_cache_changed.connect(_update_results_base)

   add_gui_element("goto", "goto_box")

   remove_node(^"./goto_box/goto")

   _search_panel = get_panel_from_nodepath(^"./goto_box")

   var close_button : Button = get_button_from_nodepath(^"./goto_box/cancel")
   if close_button:
      close_button.pressed.connect(hide)

   var panel_button : Button = get_button_from_nodepath(^"./goto_box/goto_box")
   if panel_button:
      panel_button.button_down.connect(_start_drag)
      panel_button.button_up.connect(_end_drag)
      if _search_panel:
         # Move to back so it's not drawn over the results list
         _search_panel.move_child(panel_button, 0)

   _search_line_edit = get_line_edit_from_nodepath(^"./goto_box/goto_edit")
   if _search_line_edit:
      _search_line_edit.text_changed.connect(_search_string_updated)
      # Restrict to desired size (by default it's a bit too tall, probably due to font size)
      _search_line_edit.set_size(_search_line_edit.get_minimum_size())

   _results_list_box = get_gui_listbox_from_nodepath(^"./goto_box/provinces")
   if _results_list_box:
      _results_list_box.scroll_index_changed.connect(_update_results_scroll)

      _results_list_box.set_position(_results_list_box.get_position() - Vector2(4, 0))

   hide()

   MenuSingleton.generate_search_cache()

func toggle_visibility() -> void:
   if is_visible():
      hide()
   else:
      show()
      if _search_line_edit:
         _search_line_edit.grab_focus()

func _start_drag() -> void:
   if _search_panel:
      _drag_anchor = _search_panel.get_position() - get_window().get_mouse_position()
      _drag_active = true

func _end_drag() -> void:
   _drag_active = false

func _input(event : InputEvent) -> void:
   if _drag_active and event is InputEventMouseMotion:
      _search_panel.set_position(_drag_anchor + get_window().get_mouse_position())

func _notification(what : int) -> void:
   match what:
      NOTIFICATION_TRANSLATION_CHANGED:
         MenuSingleton.generate_search_cache()

func _search_string_updated(search_string : String) -> void:
   MenuSingleton.update_search_results(search_string)
   _update_results_base()

func _update_results_base() -> void:
   if not _results_list_box:
      return

   var result_count : int = MenuSingleton.get_search_result_row_count()

   var result_height : float = 0.0
   if result_count > 0 and (_results_list_box.get_child_count() > 0 or _add_result_button()):
      result_height = _results_list_box.get_child(0).get_size().y

   _results_list_box.set_fixed(result_count, result_height, false)
   _update_results_scroll()

func _add_result_button() -> bool:
   if not _results_list_box:
      return false

   var child : Panel = GUINode.generate_gui_element("menubar", "save_game_entry")
   if not child:
      return false

   var button : Button = GUINode.get_button_from_node(child.get_node(^"./game"))
   if not button:
      child.queue_free()
      return false

   button.pressed.connect(_result_selected.bind(_result_buttons.size()))
   # Country/State/Province display names are already translated in the MenuSingleton
   button.auto_translate = false

   _results_list_box.add_child(child)
   _result_buttons.push_back(button)

   return true

func _update_results_scroll(scroll_index : int = -1) -> void:
   if not _results_list_box:
      return

   if scroll_index >= 0:
      _results_list_box.set_scroll_index(scroll_index, false)

   scroll_index = _results_list_box.get_scroll_index()

   var results : PackedStringArray = MenuSingleton.get_search_result_rows(scroll_index, _results_list_box.get_fixed_visible_items())

   if results.size() < _result_buttons.size():
      _result_buttons.resize(results.size())
      _results_list_box.clear_children(results.size())
   else:
      while _result_buttons.size() < results.size() and _add_result_button():
         pass # Button is added in the loop condition

   for index : int in min(results.size(), _result_buttons.size()):
      _result_buttons[index].set_text(results[index])

func _result_selected(index : int) -> void:
   if _map_view:
      _map_view.look_at_map_position(MenuSingleton.get_search_result_position(index))
   else:
      push_error("SearchPanel missing MapView reference!")

   if _search_line_edit:
      # This triggers a search results update, preventing further get_search_result_position(index) calls
      _search_line_edit.clear()

   hide()