Migrate hotbar to bubble UI
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parent
48a3ab03ea
commit
22f7119b72
7 changed files with 596 additions and 228 deletions
93
ui/hotbar.gd
93
ui/hotbar.gd
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@ -4,10 +4,16 @@ extends Control
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const ItemCatalogType = preload("res://items/item_catalog.gd")
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const PlayerBagType = preload("res://inventory/player_bag.gd")
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const PlayerHotbarType = preload("res://inventory/player_hotbar.gd")
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const HotbarSlotType = preload("res://ui/hotbar_slot.gd")
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const BubbleHotbarSlotType = preload(
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"res://ui/components/bubble_hotbar/bubble_hotbar_slot.gd"
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)
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const FishingSpotType = preload("res://fishing/fishing_spot.gd")
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@onready var _slot_row: HBoxContainer = %SlotRow
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const DESKTOP_REFERENCE_SIZE := Vector2(1280.0, 720.0)
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const COMPACT_REFERENCE_SIZE := Vector2(640.0, 480.0)
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@onready var _presentation_scale_root: Control = %HotbarPresentationScaleRoot
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@onready var _bubble_field: Control = %BubbleField
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@onready var _selected_item_label: Label = %SelectedItemLabel
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@onready var _item_name_timer: Timer = %ItemNameTimer
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@ -15,15 +21,26 @@ var _hotbar: PlayerHotbarType
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var _bag: PlayerBagType
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var _catalog: ItemCatalogType
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var _fishing_spot: FishingSpotType
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var _slots: Array[HotbarSlotType] = []
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var _slots: Array[BubbleHotbarSlotType] = []
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var _gameplay_input_enabled: bool = false
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var _drag_enabled: bool = false
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var _hovered_slot_index: int = -1
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var _item_name_suppressed: bool = false
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var _motion_elapsed: float = 0.0
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var _compact_layout: bool = false
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func _ready() -> void:
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_item_name_timer.timeout.connect(_on_item_name_timer_timeout)
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resized.connect(_apply_layout)
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_collect_slots()
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_apply_layout()
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func _process(delta: float) -> void:
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_motion_elapsed += delta
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for slot: BubbleHotbarSlotType in _slots:
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slot.advance_presentation(delta, _motion_elapsed)
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func setup(
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@ -44,7 +61,9 @@ func setup(
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_hotbar.selected_slot_changed.connect(_on_selected_slot_changed)
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if not _bag.contents_changed.is_connected(_refresh):
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_bag.contents_changed.connect(_refresh)
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_build_slots()
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for slot: BubbleHotbarSlotType in _slots:
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slot.setup(_hotbar, _bag, _catalog)
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slot.set_drag_enabled(_drag_enabled)
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_refresh()
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@ -54,7 +73,7 @@ func set_gameplay_input_enabled(enabled: bool) -> void:
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func set_drag_enabled(enabled: bool) -> void:
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_drag_enabled = enabled
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for slot: HotbarSlotType in _slots:
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for slot: BubbleHotbarSlotType in _slots:
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slot.set_drag_enabled(enabled)
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if not enabled:
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_hovered_slot_index = -1
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@ -95,25 +114,69 @@ func _unhandled_input(event: InputEvent) -> void:
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get_viewport().set_input_as_handled()
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func _build_slots() -> void:
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for child: Node in _slot_row.get_children():
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child.queue_free()
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func _collect_slots() -> void:
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_slots.clear()
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for index: int in range(PlayerHotbarType.SLOT_COUNT):
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var slot := HotbarSlotType.new()
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slot.toggle_mode = true
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slot.setup(index, _hotbar, _bag, _catalog)
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slot.set_drag_enabled(_drag_enabled)
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for child: Node in _bubble_field.get_children():
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var slot := child as BubbleHotbarSlotType
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if slot == null:
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continue
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slot.item_hovered.connect(_on_slot_item_hovered)
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slot.item_hover_ended.connect(_on_slot_item_hover_ended)
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slot.item_drag_started.connect(_on_slot_drag_started)
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slot.item_drag_finished.connect(_on_slot_drag_finished)
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_slot_row.add_child(slot)
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_slots.append(slot)
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_slots.sort_custom(
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func(
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left: BubbleHotbarSlotType,
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right: BubbleHotbarSlotType,
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) -> bool:
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return left.slot_index < right.slot_index
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)
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func _apply_layout() -> void:
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if not is_node_ready():
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return
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var parent_control := get_parent_control()
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var available_size: Vector2 = (
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parent_control.size if parent_control != null else size
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)
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_compact_layout = (
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available_size.y < PlayerSettings.COMPACT_DISPLAY_HEIGHT
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)
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var reference_size := (
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COMPACT_REFERENCE_SIZE
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if _compact_layout
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else DESKTOP_REFERENCE_SIZE
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)
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var presentation_scale: float = minf(
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available_size.x / reference_size.x,
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available_size.y / reference_size.y
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)
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if _compact_layout:
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presentation_scale = maxf(1.0, presentation_scale)
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_presentation_scale_root.size = reference_size
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_presentation_scale_root.scale = Vector2.ONE * presentation_scale
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_presentation_scale_root.position = Vector2(
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(available_size.x - reference_size.x * presentation_scale) * 0.5,
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available_size.y - reference_size.y * presentation_scale
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)
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var field_size := (
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Vector2(600.0, 82.0)
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if _compact_layout
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else Vector2(820.0, 104.0)
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)
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_bubble_field.size = field_size
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_bubble_field.position = Vector2(
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(reference_size.x - field_size.x) * 0.5,
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reference_size.y - 8.0 - field_size.y
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)
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for slot: BubbleHotbarSlotType in _slots:
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slot.apply_layout(_compact_layout)
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func _refresh() -> void:
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for slot: HotbarSlotType in _slots:
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for slot: BubbleHotbarSlotType in _slots:
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slot.refresh()
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