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(int) var equip_slot : int export(NodePath) var texture_path : NodePath var _texture : TextureRect var _tooltip : Popup var _player : Entity var _item_instance : ItemInstance func _ready(): _texture = get_node(texture_path) as TextureRect connect("button_up", self, "_on_button_pressed") func set_tooltip_node(tooltip : Popup) -> void: _tooltip = tooltip func set_player(player: Entity) -> void: if _player != null: _player.disconnect("equip_con_success", self, "equip_con_success") _player = player if _player == null: return _player.connect("equip_con_success", self, "equip_con_success") equip_con_success(player, equip_slot, player.equip_getc_slot(equip_slot), null, 0) func drop_data(position, data): if _player == null: return var dd : ESDragAndDrop = data as ESDragAndDrop if dd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM: #todo return if dd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM: _player.equip_crequest(equip_slot, dd.get_meta("slot_id")) func can_drop_data(position, data): if _player == null: return false if data is ESDragAndDrop and (data.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM or data.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM): return true return false func get_drag_data(position): if _item_instance == null: return null var tr = TextureRect.new() tr.texture = _texture.texture tr.expand = true tr.rect_size = _texture.rect_size set_drag_preview(tr) var esd = ESDragAndDrop.new() esd.origin = self esd.type = ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM esd.item_path = _item_instance.item_template.resource_path esd.set_meta("equip_slot_id", equip_slot) return esd func equip_con_success(entity: Entity, pequip_slot: int, item: ItemInstance, old_item: ItemInstance, bag_slot: int): if equip_slot != pequip_slot: return _item_instance = item if item == null: _texture.texture = null return _texture.texture = item.item_template.icon func _on_button_pressed() -> void: #func _pressed(): if _tooltip != null and _item_instance != null: var pos : Vector2 = rect_global_position pos.x += rect_size.x _tooltip.set_item(_player, _item_instance) _tooltip.popup(Rect2(pos, _tooltip.rect_size)) # _tooltip.pac