extends Button # Copyright (c) 2019-2020 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. 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_path == ""): 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 = ESS.resource_db.get_spell_path(button_entry.item_path) if spell == null: return 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 has_gcd = spell.cooldown_global_cooldown_enabled elif (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_ITEM): if (button_entry.item_path == ""): 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 item : ItemTemplate = ESS.get_resource_db().get_item_template_path(button_entry.item_path) if item.icon != null: icon_rect.texture = ThemeAtlas.add_texture(item.icon) # icon_rect.texture = item.icon spell_id = item.use_spell.id spell_type = item.use_spell.spell_type has_gcd = item.use_spell.cooldown_global_cooldown_enabled func _on_button_pressed() -> void: if button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL: if (button_entry.item_path == ""): return player.crequest_spell_cast(ESS.resource_db.spell_path_to_id(button_entry.item_path)) elif button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_ITEM: if (button_entry.item_path == ""): return player.crequest_use_item(ESS.resource_db.item_template_path_to_id(button_entry.item_path)) func set_button_entry_data(type: int, item_path: String) -> void: button_entry.type = type button_entry.item_path = item_path 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_path = button_entry.item_path button_entry.type = ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_NONE button_entry.item_path = "" # 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 and button_entry.item_path == esd.item_path: return if esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_SPELL: button_entry.type = ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL button_entry.item_path = esd.item_path elif esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_ITEM or esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM or esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM: button_entry.type = ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_ITEM if button_entry.item_path != esd.item_path: var it : ItemTemplate = ESS.get_resource_db().get_item_template_path(esd.item_path) if it == null or it.use_spell == null: button_entry.item_path = "" else: button_entry.item_path = esd.item_path 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