broken_seals/game/ui/bags/InventoryGUI.gd

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GDScript3
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extends Control
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# Copyright (c) 2019-2020 Péter Magyar
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#
# 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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var opener_button : BaseButton
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export(PackedScene) var inventory_item_scene : PackedScene
export(NodePath) var inventory_item_container_path : NodePath
export(NodePath) var item_tooltip_path : NodePath
export(Array, NodePath) var inventory_slots : Array
var _inventory_slots : Array
var _inventory_item_container : Node
var _tooltip : Popup
var _player : Entity = null
var _bag : Bag = null
func _ready() -> void:
_inventory_item_container = get_node(inventory_item_container_path)
_tooltip = get_node(item_tooltip_path)
for np in inventory_slots:
var es : Control = get_node(np) as Control
es.set_tooltip_node(_tooltip)
_inventory_slots.append(es)
connect("visibility_changed", self, "on_visibility_changed")
func set_player(p_player: Entity) -> void:
if _player != null:
_player.disconnect("cbag_changed", self, "cbag_changed")
_player.disconnect("equip_con_success", self, "equip_con_success")
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for ie in _inventory_item_container.get_children():
ie.queue_free()
_player = p_player
_player.connect("cbag_changed", self, "cbag_changed")
_player.connect("equip_con_success", self, "equip_con_success")
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cbag_changed(_player, _player.cbag)
for np in _inventory_slots:
np.set_player(_player)
refresh_bags()
func refresh_bags() -> void:
if _bag == null:
return
if not visible:
return
# if _bag.size == _inventory_item_container.get_child_count():
# return
for ie in _inventory_item_container.get_children():
ie.queue_free()
for i in range(_bag.get_size()):
var n : Node = inventory_item_scene.instance()
_inventory_item_container.add_child(n)
n.owner = _inventory_item_container
n.set_slot_id(i)
n.set_tooltip_node(_tooltip)
n.set_player(_player)
n.set_item_instance(_bag.get_item(i))
func cbag_changed(entity: Entity, bag: Bag) -> void:
if _bag != null:
_bag.disconnect("size_changed", self, "bag_size_changed")
_bag.disconnect("item_added", self, "bag_item_added")
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_bag.disconnect("item_count_changed", self, "item_count_changed")
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_bag.disconnect("item_removed", self, "item_removed")
_bag.disconnect("item_swapped", self, "item_swapped")
_bag = entity.cbag
if _bag == null:
return
_bag.connect("size_changed", self, "bag_size_changed")
_bag.connect("item_added", self, "bag_item_added")
_bag.connect("item_count_changed", self, "item_count_changed")
_bag.connect("item_removed", self, "item_removed")
_bag.connect("item_swapped", self, "item_swapped")
# overburden_removed(bag: Bag)
# overburdened(bag: Bag)
func bag_size_changed(bag: Bag) -> void:
refresh_bags()
func bag_item_added(bag: Bag, item: ItemInstance, slot_id: int) -> void:
refresh_bags()
func item_count_changed(bag: Bag, item: ItemInstance, slot_id: int) -> void:
refresh_bags()
func item_removed(bag: Bag, item: ItemInstance, slot_id: int) -> void:
refresh_bags()
func item_swapped(bag: Bag, item1_slot : int, item2_slot: int) -> void:
refresh_bags()
func equip_con_success(entity, equip_slot, item, old_item, bag_slot) -> void:
refresh_bags()
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func on_visibility_changed():
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refresh_bags()
if opener_button:
if visible && !opener_button.pressed:
opener_button.pressed = true
return
if !visible && opener_button.pressed:
opener_button.pressed = false
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func _on_button_toggled(button_pressed):
if button_pressed:
if !visible:
show()
else:
if visible:
hide()