mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
83 lines
2.6 KiB
GDScript
83 lines
2.6 KiB
GDScript
extends Control
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class_name Menu
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# Copyright (c) 2019-2021 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(int, "Character Select", "Character Create") var start_menu : int = 0
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export (NodePath) var character_selector_scene : NodePath
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export (NodePath) var charcer_creation_scenes : NodePath
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export (NodePath) var option_buttons_path : NodePath
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enum StartMenuTypes {
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CHARACTER_SELECT, CHARACTER_CREATE
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}
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var _menu : int = 0
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var _viewport : Viewport = null
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func _ready() -> void:
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switch_to_menu(start_menu)
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func _enter_tree() -> void:
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#find the viewport
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var n : Node = self
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while n:
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n = n.get_parent()
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if n is Viewport:
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_viewport = n as Viewport
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_viewport.connect("gui_focus_changed", self, "_on_control_focus_changed")
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break
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func _exit_tree():
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if _viewport:
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_viewport.disconnect("gui_focus_changed", self, "_on_control_focus_changed")
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_viewport = null
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func _on_control_focus_changed(node : Control) -> void:
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if !node:
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if _menu == StartMenuTypes.CHARACTER_SELECT:
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get_node(character_selector_scene).focus()
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else:
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get_node(character_selector_scene).focus()
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func switch_to_menu(menu : int) -> void:
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_menu = menu
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if menu == StartMenuTypes.CHARACTER_SELECT:
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get_node(character_selector_scene).show()
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get_node(option_buttons_path).show()
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else:
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get_node(character_selector_scene).hide()
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if menu == StartMenuTypes.CHARACTER_CREATE:
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get_node(charcer_creation_scenes).show()
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get_node(option_buttons_path).hide()
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else:
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get_node(charcer_creation_scenes).hide()
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func _on_About_pressed() -> void:
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pass # Replace with function body.
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