broken_seals_roguelike/game/ui/bags/EquipmentSlot.gd

119 lines
3.3 KiB
GDScript

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