This repository has been archived on 2020-09-30. You can view files and clone it, but cannot push or open issues or pull requests.
odyssey-old/Scenes/UI.gd

196 lines
6.3 KiB
GDScript

extends Control
class_name GameUI
enum ServerMenuItem {
ServerInfo
}
enum PopupName {
SpaceMap,
EnergyUsage
}
onready var logs = $Logs
onready var inspect_box = $InspectBox as RichTextLabel
onready var item_slots_container = $ItemSlots
onready var map_popup = $MapPopup
onready var sever_info_popup = $ServerInfoPopup
onready var scene = $"/root/scene"
onready var netgame = $"/root/Multiplayer"
const ItemBox = preload("res://Scenes/UI/Items/ItemBox.tscn")
var left_selected = null
var right_selected = null
const WHISPER_RADIUS = 32*3
const CHAT_RADIUS = 32*10
const SHOUT_RADIUS = 32*14
var inspect_mode = false
var current_inspecting = null
func _ready() -> void:
# Add options to menu buttons
var serverMenu = $Menu/Margins/Grid/Server.get_popup()
serverMenu.connect("id_pressed", self, "_server_option_chosen")
serverMenu.add_item("Server info", ServerMenuItem.ServerInfo)
# Create item slots
for slot_id in range(4):
var item_slot = ItemBox.instance()
# By default, slot 2/3 are L/R, and 2 is selected
match slot_id:
1:
item_slot.selected = true
item_slot.current_hand = UIItemBox.CurrentHand.Left
left_selected = item_slot
2:
item_slot.current_hand = UIItemBox.CurrentHand.Right
right_selected = item_slot
# Connect signals
item_slot.connect("selected", self, "_itembox_selected", [item_slot])
item_slot.connect("used_in_hand", self, "_itembox_used", [item_slot])
item_slots_container.add_child(item_slot)
func _physics_process(_delta: float) -> void:
if inspect_mode:
var mouse_pos = scene.world.get_local_mouse_position() * scene.world.scale
var results = scene.physics.intersect_point(mouse_pos, 1, [], 2)
if results.size() > 0:
var obj = results[0].collider
if obj != current_inspecting:
current_inspecting = obj
if obj.has_method("inspect"):
var data = obj.inspect()
inspect_box.bbcode_text = ""
inspect_box.rect_size.y = 0
if "object_name" in obj and obj.object_name != "":
inspect_box.append_bbcode("[b]%s[/b] (%s)" % [obj.object_name, data.type])
else:
inspect_box.append_bbcode("A [b]%s[/b]" % data.type)
if "description" in data:
inspect_box.append_bbcode("\n" + data.description)
if "interaction" in data:
inspect_box.append_bbcode("\n\n[i]%s[/i]" % data.interaction)
inspect_box.visible = true
else:
current_inspecting = null
inspect_box.visible = false
func _server_option_chosen(id) -> void:
match id:
ServerMenuItem.ServerInfo:
$ServerInfoPopup.popup_centered()
func open_popup(popup_name) -> void:
match popup_name:
PopupName.SpaceMap:
$MapPopup.popup_centered_ratio()
PopupName.EnergyUsage:
pass
func close_popup(popup_name) -> void:
match popup_name:
PopupName.SpaceMap:
$MapPopup.visible = false
PopupName.EnergyUsage:
pass
const say_format = "%s says \"%s\"\n"
const ask_format = "%s asks \"%s\"\n"
const shout_format = "%s shouts \"[b]%s[/b]\"\n"
const whisper_format = "[i]%s whispers \"%s\"[/i]\n"
func _send_chat(text: String) -> void:
var escaped_text = text.replace("[", "[\u8203").strip_edges() # Hacky way to escape BBCode
if text.ends_with("?"):
scene.rpc("broadcast_zone", ask_format % [netgame.player_name, escaped_text], scene.world.player.global_position, SHOUT_RADIUS)
if text.ends_with("!!"):
scene.rpc("broadcast_zone", shout_format % [netgame.player_name, escaped_text], scene.world.player.global_position, SHOUT_RADIUS)
elif text.begins_with("#"):
scene.rpc("broadcast_zone", whisper_format % [netgame.player_name, escaped_text.substr(1)], scene.world.player.global_position, WHISPER_RADIUS)
else:
scene.rpc("broadcast_zone", say_format % [netgame.player_name, escaped_text], scene.world.player.global_position, CHAT_RADIUS)
var inspect_offset = Vector2(20, 20)
func set_inspect(active: bool) -> void:
inspect_box.visible = inspect_box.visible and active
inspect_mode = active
inspect_box.rect_global_position = get_viewport().get_mouse_position() + inspect_offset
func _input(event: InputEvent) -> void:
var no_popups = not check_popups()
if event.is_action_released("inspect"):
set_inspect(false)
elif event.is_action_pressed("inspect"):
set_inspect(true)
elif event.is_action_pressed("ui_scroll_left") and no_popups:
select_next_box(-1, Input.is_action_pressed("alt_hand"))
elif event.is_action_pressed("ui_scroll_right") and no_popups:
select_next_box(1, Input.is_action_pressed("alt_hand"))
elif event.is_action_pressed("swap_hands"):
swap_hands()
elif event is InputEventMouseMotion:
var mousemotion = event as InputEventMouseMotion
if inspect_mode:
inspect_box.rect_global_position = mousemotion.position + inspect_offset
func _itembox_selected(hand, item_box: UIItemBox) -> void:
left_selected.selected = false
right_selected.selected = false
match hand:
UIItemBox.CurrentHand.Left:
if item_box.current_hand != UIItemBox.CurrentHand.None:
left_selected.current_hand = item_box.current_hand
match item_box.current_hand:
UIItemBox.CurrentHand.Right:
right_selected = left_selected
else:
left_selected.current_hand = UIItemBox.CurrentHand.None
left_selected = item_box
UIItemBox.CurrentHand.Right:
if item_box.current_hand != UIItemBox.CurrentHand.None:
right_selected.current_hand = item_box.current_hand
match item_box.current_hand:
UIItemBox.CurrentHand.Left:
left_selected = right_selected
else:
right_selected.current_hand = UIItemBox.CurrentHand.None
right_selected = item_box
item_box.selected = true
item_box.current_hand = hand
func _itembox_used(item_box) -> void:
pass
func check_popups() -> bool:
return map_popup.visible or sever_info_popup.visible
func select_next_box(direction: int, right_hand: bool) -> void:
var box = left_selected as UIItemBox
if right_hand:
box = right_selected
var parent = box.get_parent()
var child_count = parent.get_child_count()
var index = box.get_index()
index += direction
if index < 0:
index = child_count + index
elif index >= child_count:
index -= child_count
var hand = UIItemBox.CurrentHand.Left
if right_hand:
hand = UIItemBox.CurrentHand.Right
_itembox_selected(hand, parent.get_child(index))
func swap_hands() -> void:
if left_selected.selected:
_itembox_selected(UIItemBox.CurrentHand.Left, right_selected)
else:
_itembox_selected(UIItemBox.CurrentHand.Right, left_selected)