Files
imnotsick/ui.gd
T
2025-06-15 20:53:10 +02:00

216 lines
6.7 KiB
GDScript

extends CanvasLayer
@onready var next = $UI/SkipContainer/NextButton
@onready var confirmation_mask = $ConfirmationMask
signal next_request
signal next_slide
signal save_slot_pressed(save_slot_number: int)
signal load_slot_pressed(load_slot_number: int)
signal main_menu_pressed
var confirmation_dialog = preload("res://confirmation_dialog.tscn")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#Connecting signals
#Next Signals
next.pressed.connect(_on_next_pressed)
self.connect("next_request", _on_next_request)
#Menu Signals
$UI/UpperContainer/Menu.pressed.connect(_on_menu_pressed)
$UI/Menu/MarginContainer/VBoxContainer/Resume.pressed.connect(_on_resume_pressed)
$UI/Menu/MarginContainer/VBoxContainer/Save.pressed.connect(_on_save_pressed)
$UI/Menu/MarginContainer/VBoxContainer/Load.pressed.connect(_on_load_pressed)
$UI/Menu/MarginContainer/VBoxContainer/Settings.pressed.connect(_on_settings_pressed)
$UI/Menu/MarginContainer/VBoxContainer/MainMenu.pressed.connect(_on_main_menu_pressed)
$UI/Menu/MarginContainer/VBoxContainer/Quit.pressed.connect(_on_quit_game_pressed)
$UI/Save/MarginContainer/VBoxContainer/Back.pressed.connect(_on_back_pressed)
$UI/Load/MarginContainer/VBoxContainer/Back.pressed.connect(_on_back_pressed)
$UI/LoadTitle/MarginContainer/VBoxContainer/Back.pressed.connect(_on_back_title_pressed)
$UI/Settings/MarginContainer/VBoxContainer/Back.pressed.connect(_on_back_pressed)
#Save Slots Signals
$UI/Save/MarginContainer/VBoxContainer/SaveSlot1.pressed.connect(func(): _on_save_slot_pressed(1))
$UI/Save/MarginContainer/VBoxContainer/SaveSlot2.pressed.connect(func(): _on_save_slot_pressed(2))
$UI/Save/MarginContainer/VBoxContainer/SaveSlot3.pressed.connect(func(): _on_save_slot_pressed(3))
$UI/Save/MarginContainer/VBoxContainer/SaveSlot4.pressed.connect(func(): _on_save_slot_pressed(4))
#Load Slots Signals
$UI/Load/MarginContainer/VBoxContainer/LoadSlot1.pressed.connect(func(): _on_load_slot_pressed(1))
$UI/Load/MarginContainer/VBoxContainer/LoadSlot2.pressed.connect(func(): _on_load_slot_pressed(2))
$UI/Load/MarginContainer/VBoxContainer/LoadSlot3.pressed.connect(func(): _on_load_slot_pressed(3))
$UI/Load/MarginContainer/VBoxContainer/LoadSlot4.pressed.connect(func(): _on_load_slot_pressed(4))
#Load Title Slots Signals
$UI/LoadTitle/MarginContainer/VBoxContainer/LoadSlot1.pressed.connect(func(): _on_load_slot_pressed(1))
$UI/LoadTitle/MarginContainer/VBoxContainer/LoadSlot2.pressed.connect(func(): _on_load_slot_pressed(2))
$UI/LoadTitle/MarginContainer/VBoxContainer/LoadSlot3.pressed.connect(func(): _on_load_slot_pressed(3))
$UI/LoadTitle/MarginContainer/VBoxContainer/LoadSlot4.pressed.connect(func(): _on_load_slot_pressed(4))
#Hiding everything at start
#self.hide()
self.get_node("UI/UpperContainer").hide()
self.get_node("UI/SkipContainer").hide()
confirmation_mask.visible = false
#Brings up a Confirmation Dialog
func ask_confirmation(function_yes: Callable, function_no: Callable, choice_text: String):
var choice_dialog = confirmation_dialog.instantiate()
add_child(choice_dialog)
var choice_text_label = choice_dialog.get_node("ConfirmationDialog/MarginContainer/VBoxContainer/ConfirmationText")
var choice_yes = choice_dialog.get_node("ConfirmationDialog/MarginContainer/VBoxContainer/MarginContainer/HBoxContainer/YesButton")
var choice_no = choice_dialog.get_node("ConfirmationDialog/MarginContainer/VBoxContainer/MarginContainer/HBoxContainer/NoButton")
#Clears the Confirmation Dialog and Remove the Mask no matter what choice is made
choice_yes.pressed.connect(func(): confirmation_mask.visible = false)
choice_yes.pressed.connect(func(): choice_dialog.queue_free())
choice_no.pressed.connect(func(): confirmation_mask.visible = false)
choice_no.pressed.connect(func(): choice_dialog.queue_free())
choice_yes.text = ("YES")
choice_no.text = ("NO")
choice_text_label.text = choice_text
#Connects Choices to their Functions
choice_yes.pressed.connect(function_yes, CONNECT_ONE_SHOT)
if function_no.is_valid():
choice_no.pressed.connect(function_no, CONNECT_ONE_SHOT)
choice_dialog.show()
confirmation_mask.visible = true
#Requests next when the Next Button is pressed
func _on_next_pressed():
next_request.emit()
#Requests next when the space key is pressed
func _input(event):
if event is InputEventKey and event.is_action_released("ui_accept"):
next_request.emit()
#Makes sure fading transitions are done before approving a next request
func _on_next_request():
if Globals.is_transitioning == false:
next_slide.emit()
func _on_menu_pressed():
TransitionScreen.mask.visible = true
$UI/Menu.show()
#Back to the game
func _on_resume_pressed():
TransitionScreen.mask.visible = false
$UI/Menu.hide()
#Shows Save Slots
func _on_save_pressed():
$UI/Menu.hide()
$UI/Save.show()
#Shows Load Slots
func _on_load_pressed():
$UI/Menu.hide()
$UI/Load.show()
#Goes back to Menu
func _on_back_pressed():
$UI/Save.hide()
$UI/Load.hide()
$UI/Settings.hide()
$UI/Menu.show()
#Goes back to title screen
func _on_back_title_pressed():
$UI/LoadTitle.hide()
TransitionScreen.mask.visible = false
#Shows Settings Menu
func _on_settings_pressed():
$UI/Menu.hide()
$UI/Settings.show()
#Goes back to the main menu
func _on_main_menu_pressed():
#Asking for confirmation
var lambda = func(): main_menu_pressed.emit()
var choice_text = "[center]Go back to main menu ? Unsaved changes will be lost.[/center]"
ask_confirmation(lambda, Callable(), choice_text)
#Quits the game
func _on_quit_game_pressed():
get_tree().quit()
#Emits save_slot signal
func _on_save_slot_pressed(save_slot_number: int):
var save_slot_path = "UI/Save/MarginContainer/VBoxContainer/SaveSlot" + str(save_slot_number)
var save_slot = UI.get_node(save_slot_path)
#Asking for confirmation if replacing existing save
if save_slot.text != "EMPTY":
var lambda = func(): save_slot_pressed.emit(save_slot_number)
var choice_text = "[center]Replace existing save ?[/center]"
ask_confirmation(lambda, Callable(), choice_text)
else:
save_slot_pressed.emit(save_slot_number)
#Emits load_slot signal
func _on_load_slot_pressed(load_slot_number: int):
var load_slot_path = "UI/Load/MarginContainer/VBoxContainer/LoadSlot" + str(load_slot_number)
var load_slot = UI.get_node(load_slot_path)
#Asking for confirmation before loading
if load_slot.text != "EMPTY":
var lambda = func(): load_slot_pressed.emit(load_slot_number)
var choice_text = "[center]Load save ? Any unsaved games will be lost.[/center]"
ask_confirmation(lambda, Callable(), choice_text)
else:
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass