broken_seals/game/ui/vendor_window/VendorWindow.gd

188 lines
4.5 KiB
GDScript

extends Control
# Copyright (c) 2019-2021 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 opener_button_path : NodePath
var opener_button : BaseButton
export(NodePath) var spell_entry_container_path : NodePath
export(NodePath) var prev_button_path : NodePath
export(NodePath) var next_button_path : NodePath
export(bool) var show_not_learned : bool = true
export(bool) var show_not_learnable : bool = false
var _spell_entry_container : Node
var _item_entries : Array
var _prev_button : Button
var _next_button : Button
var _player : Entity
var _vendor : Entity
var _page : int = 0
var _max_pages : int = 0
var _vendor_item_data : VendorItemData
var _timer : float = 0
func _ready() -> void:
opener_button = get_node_or_null(opener_button_path)
_item_entries.clear()
_spell_entry_container = get_node(spell_entry_container_path)
for i in range(_spell_entry_container.get_child_count()):
_item_entries.append(_spell_entry_container.get_child(i))
_prev_button = get_node(prev_button_path)
_next_button = get_node(next_button_path)
_prev_button.connect("pressed", self, "dec_page")
_next_button.connect("pressed", self, "inc_page")
connect("visibility_changed", self, "_visibility_changed")
set_process(false)
func _process(delta):
_timer += delta
if _timer > 1:
_timer = 0
if _player == null:
return
var target : Entity = _player.getc_target()
if target != _vendor:
hide()
if !_player.isc_target_in_interact_range():
hide()
func inc_page() -> void:
if _vendor_item_data == null:
return
_page += 1
if _page > _max_pages:
_page = _max_pages
refresh_entries()
func dec_page() -> void:
if _vendor_item_data == null:
return
_page -= 1
if _page < 0:
_page = 0
refresh_entries()
func refresh_entries() -> void:
if _player == null || _vendor_item_data == null:
return
var i : int = 0
var n : int = 0
# for n in range(len(_item_entries)):
while n < len(_item_entries):
var spindex : int = i + (_page * len(_item_entries))
if spindex >= _vendor_item_data.get_num_vendor_datas():
_item_entries[n].set_vendor_item(_player, null, 0)
i += 1
n += 1
continue
var vide : VendorItemDataEntry = _vendor_item_data.get_vendor_data(spindex)
if !vide:
continue
_item_entries[n].set_vendor_item(_player, vide, spindex)
i += 1
n += 1
func refresh_all() -> void:
if _player == null:
return
if _vendor_item_data == null:
return
_max_pages = int(_vendor_item_data.get_num_vendor_datas() / len(_item_entries))
if _page > _max_pages:
_page = _max_pages
refresh_entries()
func _visibility_changed() -> void:
if visible:
if !_player:
return
var t : Entity = _player.ctarget
if !t:
return
_vendor_item_data = t.getc_entity_data().entity_class_data.get_vendor_item_data()
_page = 0
refresh_all()
else:
_vendor = null
set_process(visible)
func set_player(p_player: Entity) -> void:
if _player != null:
_player.disconnect("onc_open_winow_request", self, "onc_open_winow_request")
_player = p_player
_player.connect("onc_open_winow_request", self, "onc_open_winow_request")
func onc_open_winow_request(window_id : int) -> void:
if window_id != EntityEnums.ENTITY_WINDOW_VENDOR:
return
_vendor = _player.getc_target()
show()
# if player.has_signal("player_moved") && !player.is_connected("player_moved", self, "on_player_moved"):
# player.connect("player_moved", self, "on_player_moved", [], CONNECT_ONESHOT)