broken_seals/game/ui/actionbars/ActionBarEntry.gd

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GDScript3
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2019-11-20 14:30:34 +01:00
extends Button
2019-12-22 19:20:38 +01:00
# Copyright (c) 2019 Péter Magyar
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
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export (NodePath) var button_path : NodePath
export (NodePath) var icon_path : NodePath
export (NodePath) var cooldown_indicator_path : NodePath
export (NodePath) var cooldown_text_path : NodePath
export (NodePath) var keybind_text_path : NodePath
var button : Button
var icon_rect : TextureRect
var cooldown_indicator : TextureProgress
var cooldown_text : Label
var keybind_text : Label
var button_entry : ActionBarButtonEntry
var player : Entity
var spell_id : int = 0
var spell_type : int = 0
var cd : Cooldown = null
var categ_cd : CategoryCooldown = null
var has_gcd : bool = false
var gcd : float = 0.0
func _ready() -> void:
button = get_node(button_path) as Button
icon_rect = get_node(icon_path) as TextureRect
cooldown_indicator = get_node(cooldown_indicator_path) as TextureProgress
cooldown_text = get_node(cooldown_text_path) as Label
keybind_text = get_node(keybind_text_path) as Label
button.connect("pressed", self, "_on_button_pressed")
func _exit_tree():
if icon_rect.texture != null:
ThemeAtlas.unref_texture(icon_rect.texture)
func _process(delta : float) -> void:
if cd == null and categ_cd == null and gcd < 0.001:
set_process(false)
hide_cooldown_timer()
return
if gcd > 0.001:
gcd -= delta
if gcd < 0:
gcd = 0
var value : float = gcd
if cd != null and cd.remaining > value:
value = cd.remaining
if categ_cd != null and categ_cd.remaining > value:
value = categ_cd.remaining
set_cooldown_time(value)
func set_cooldown_time(time : float) -> void:
cooldown_indicator.value = time
cooldown_text.text = str(int(time))
func show_cooldown_timer(max_time : float) -> void:
if cooldown_indicator.visible and cooldown_indicator.max_value < max_time:
cooldown_indicator.max_value = max_time
if not cooldown_indicator.visible:
cooldown_indicator.max_value = max_time
cooldown_indicator.show()
cooldown_text.show()
func hide_cooldown_timer() -> void:
cooldown_indicator.hide()
cooldown_text.hide()
func set_button_entry(action_bar_button_entry: ActionBarButtonEntry, p_player: Entity) -> void:
player = p_player
button_entry = action_bar_button_entry
var iea : InputEventAction = InputEventAction.new()
var action_name : String = "actionbar_" + str(action_bar_button_entry.action_bar_id) + "_" + str(action_bar_button_entry.slot_id)
if not InputMap.has_action(action_name):
InputMap.add_action(action_name)
var action_list : Array = InputMap.get_action_list(action_name)
for action in action_list:
if action is InputEventKey:
var s : String = ""
if action.shift:
s += "S-"
if action.alt:
s += "A-"
if action.control:
s += "C-"
if action.command:
s += "Co-"
if action.meta:
s += "M-"
s += char(action.scancode)
keybind_text.text = s
iea.action = action_name
iea.pressed = true
var sc : ShortCut = ShortCut.new()
sc.shortcut = iea
shortcut = sc
setup_icon()
func setup_icon() -> void:
if (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_NONE):
if icon_rect.texture != null:
ThemeAtlas.unref_texture(icon_rect.texture)
icon_rect.texture = null
elif (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL):
if (button_entry.item_id == 0):
if icon_rect.texture != null:
ThemeAtlas.unref_texture(icon_rect.texture)
icon_rect.texture = null
return
if icon_rect.texture != null:
ThemeAtlas.unref_texture(icon_rect.texture)
icon_rect.texture = null
var spell = Entities.get_spell(button_entry.item_id)
if spell.icon != null:
icon_rect.texture = ThemeAtlas.add_texture(spell.icon)
# icon_rect.texture = spell.icon
spell_id = spell.id
spell_type = spell.spell_type
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has_gcd = spell.cooldown_global_cooldown_enabled
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func _on_button_pressed() -> void:
if (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL):
if (button_entry.item_id == 0):
return
player.crequest_spell_cast(button_entry.item_id)
func set_button_entry_data(type: int, item_id: int) -> void:
button_entry.type = type
button_entry.itekm_id = item_id
setup_icon()
func get_drag_data(pos: Vector2) -> Object:
if (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_NONE):
return null
if player.actionbar_locked:
return null
var tr = TextureRect.new()
tr.texture = icon_rect.texture
tr.expand = true
tr.rect_size = icon_rect.rect_size
set_drag_preview(tr)
var esd = ESDragAndDrop.new()
if (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL):
esd.type = ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_SPELL
elif (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_ITEM):
esd.type = ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_ITEM
esd.item_id = button_entry.item_id
button_entry.type = ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_NONE
button_entry.item_id = 0
# Profiles.save()
setup_icon()
return esd
func can_drop_data(pos, data) -> bool:
return data.is_class("ESDragAndDrop")
func drop_data(pos, esd) -> void:
if (esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_SPELL):
button_entry.type = ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL
elif (esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_ITEM):
button_entry.type = ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_ITEM
button_entry.item_id = esd.item_id
setup_icon()
func set_player(p_player: Entity) -> void:
if not player == null:
player.disconnect("ccooldown_added", self, "_ccooldown_added")
player.disconnect("ccooldown_removed", self, "_ccooldown_removed")
player.disconnect("ccategory_cooldown_added", self, "_ccategory_cooldown_added")
player.disconnect("ccategory_cooldown_removed", self, "_ccategory_cooldown_removed")
player.disconnect("cgcd_started", self, "_cgcd_started")
player.disconnect("cgcd_finished", self, "_cgcd_finished")
player = null
player = p_player
if player == null:
return
# for i in range(player.getc_cooldown_count()):
# var cooldown : Cooldown = player.getc_cooldown(i)
player.connect("ccooldown_added", self, "_ccooldown_added")
player.connect("ccooldown_removed", self, "_ccooldown_removed")
player.connect("ccategory_cooldown_added", self, "_ccategory_cooldown_added")
player.connect("ccategory_cooldown_removed", self, "_ccategory_cooldown_removed")
player.connect("cgcd_started", self, "_cgcd_started")
player.connect("cgcd_finished", self, "_cgcd_finished")
func _ccooldown_added(cooldown : Cooldown) -> void:
if cooldown.spell_id == spell_id:
cd = cooldown
set_process(true)
show_cooldown_timer(cooldown.remaining)
func _ccooldown_removed(cooldown : Cooldown) -> void:
if cooldown.spell_id == spell_id:
cd = null
func _ccategory_cooldown_added(cooldown : CategoryCooldown) -> void:
if cooldown.category_id == spell_type:
categ_cd = cooldown
set_process(true)
show_cooldown_timer(cooldown.remaining)
func _ccategory_cooldown_removed(cooldown : CategoryCooldown) -> void:
if cooldown.category_id == spell_type:
categ_cd = null
func _cgcd_started(value :float) -> void:
if not has_gcd:
return
gcd = value
show_cooldown_timer(value)
set_process(true)
func _cgcd_finished() -> void:
gcd = 0