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extends Control
const DICE_SELECTION_ITEM_SCENE := preload("res://stage/dice_selection/dice_selection_item.tscn")
signal dice_selected(dice: Array[DiceConfiguration])
@export var dice_count: int
func _ready() -> void:
for _i in 6:
var dice := DICE_SELECTION_ITEM_SCENE.instantiate()
#dice.dice_configuration =
dice.pressed.connect(_on_deck_dice_selected.bind(dice))
dice.focus_entered.connect(_on_dice_focus_entered.bind(dice))
dice.focus_exited.connect(_on_dice_focus_exited)
dice.size_flags_vertical = Control.SIZE_EXPAND_FILL
%DeckContainer.add_child(dice)
for _i in dice_count:
pass
# clear button press buffer
await get_tree().process_frame
%DeckContainer.get_child(0).grab_focus()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("right_click"):
dice_selected.emit([] as Array[DiceConfiguration])
if event.is_action_pressed("menu"):
%GoButton.grab_focus()
func _on_deck_dice_selected(dice: Control) -> void:
if %SelectedContainer.get_child_count() >= dice_count:
return
var slot_dice: TextureButton = dice.duplicate()
slot_dice.pressed.connect(_on_slot_dice_selected.bind(slot_dice))
slot_dice.focus_entered.connect(_on_dice_focus_entered.bind(slot_dice))
slot_dice.focus_exited.connect(_on_dice_focus_exited)
%SelectedContainer.add_child(slot_dice)
func _on_slot_dice_selected(dice: Control) -> void:
if %SelectedContainer.get_child_count() > 1:
if dice.get_index() == %SelectedContainer.get_child_count() - 1:
%SelectedContainer.get_child(dice.get_index() - 1).grab_focus()
else:
%SelectedContainer.get_child(dice.get_index() + 1).grab_focus()
else:
# TODO: focus last child focused in DeckContainer
%DeckContainer.get_child(0).grab_focus()
%SelectedContainer.remove_child(dice)
func _on_dice_focus_entered(dice: Control) -> void:
var dice_configuration := dice.dice_configuration as DiceConfiguration
var faces := [
dice_configuration.front_face,
dice_configuration.back_face,
dice_configuration.left_face,
dice_configuration.right_face,
dice_configuration.top_face,
dice_configuration.bottom_face,
]
%Label.text = ""
for face in faces:
%Label.text += "%s: %s " % [face.type, face.value]
func _on_dice_focus_exited() -> void:
# is null while freeing and focus exit at same time
if has_node("%Label"):
%Label.text = ""
func _on_go_button_pressed() -> void:
if %SelectedContainer.get_child_count() < dice_count:
return
var selected_dice_configurations: Array[DiceConfiguration]
for node in %SelectedContainer.get_children():
selected_dice_configurations.append(node.dice_configuration)
dice_selected.emit(selected_dice_configurations)
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