summaryrefslogtreecommitdiff
path: root/ui/login/login_character_selection_list.gd
blob: 221c47fddb757174a0dae78b5ac9f6d88ced5f89 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
class_name CharacterSelectionList
extends Control


signal selected(slot_idx: int)

var item_scene := preload("res://ui/login/character_selection_item.tscn")

var slot_offset := 0

@export var displayed_slots_count: int = 3:
	set = set_displayed_slots_count

@export var selected_slot_index: int = -1:
	set = set_selected_slot_index

@export var login_character_list: LoginCharacterList:
	set = set_login_character_list


func _ready() -> void:
	if %CharacterList.get_child_count() != displayed_slots_count:
		set_displayed_slots_count(displayed_slots_count)


func set_displayed_slots_count(value: int) -> void:
	displayed_slots_count = value
	
	for node in %CharacterList.get_children():
		node.queue_free()
	
	for _idx in displayed_slots_count:
		var item = preload("res://ui/login/character_selection_item.tscn").instantiate()
		%CharacterList.add_child(item)
	
	draw()


func set_selected_slot_index(value: int) -> void:
	if selected_slot_index == value:
		return
	
	var character_list := login_character_list.character_information
	var maximum_slot_count := login_character_list.slot_count
	
	%CharacterList.get_child(selected_slot_index - slot_offset).is_selected = false
	
	if value >= maximum_slot_count:
		selected_slot_index = 0
	elif value < 0:
		selected_slot_index = maximum_slot_count - 1
	else:
		selected_slot_index = value
	
	if selected_slot_index > slot_offset + (displayed_slots_count - 1):
		#slot_offset = selected_slot_index - (displayed_slots_count - 1)
		slot_offset = min(selected_slot_index, maximum_slot_count - displayed_slots_count)
	elif selected_slot_index < slot_offset:
		#slot_offset = selected_slot_index
		slot_offset = max(0, selected_slot_index - displayed_slots_count)
	
	draw()
	%CharacterList.get_child(selected_slot_index - slot_offset).is_selected = true
	
	if selected_slot_index < character_list.size():
		%CharacterSelectionStatus.set_info(character_list[selected_slot_index])
	else:
		$CharacterSelectionStatus.clear()
	
	selected.emit(selected_slot_index)


func set_login_character_list(value: LoginCharacterList) -> void:
	login_character_list = value
	draw()


func draw():
	if not login_character_list:
		return
	
	var character_information: Array[CharacterInformation] = login_character_list.character_information
	
	for display_slot_idx in displayed_slots_count:
		var item: CharacterSelectionItem = %CharacterList.get_child(display_slot_idx)
		var slot_idx = slot_offset + display_slot_idx
		
		if slot_idx < character_information.size():
			var info: CharacterInformation = character_information[slot_idx]
			item.initialize_with_info(info)
		else:
			item.clear()
		
		if item.selected.is_connected(_on_item_selected):
			item.selected.disconnect(_on_item_selected)
		item.selected.connect(_on_item_selected.bind(slot_idx))


func select(slot_idx: int):
	selected_slot_index = slot_idx


func _on_item_selected(slot_idx: int):
	selected_slot_index = slot_idx


func _on_button_left_pressed() -> void:
	selected_slot_index -= 1

func _on_button_right_pressed() -> void:
	selected_slot_index += 1