citylimits-next/source/uilayer/UIControl.gd
2023-02-18 23:49:16 +02:00

94 lines
2.5 KiB
GDScript

class_name UIControl
extends Control
# var view = get_node("../View")
signal construction_button_pressed(button_name, button_type)
signal infolayer_button_pressed(button_type)
#@onready var node_minimap:Minimap
@onready var node_debuginfo:DebugInfo
var amount_of_chunks:int = 0
var size_of_chunk_removal_queue:int = 0
# name, position
var buttons = {
"button_residental": [Vector2(0,0), "R"],
"button_commercial": [Vector2(50,0), "C"],
"button_industrial": [Vector2(100,00), "I"],
"button_roads": [Vector2(0,50), "Rd"],
"button_demolish": [Vector2(50,50), "Dm"],
"button_services": [Vector2(100,50), "Sv"],
"button_social": [Vector2(150,50), "So"],
"button_infolayer_parcels": [Vector2(200,50), "Prc"],
}
func _on_chunk_handler_chunk_stats(chunks, removal_queue):
self.amount_of_chunks = chunks
self.size_of_chunk_removal_queue = removal_queue
# Called when the node enters the scene tree for the first time.
func set_ready():
create_buttons()
##node_minimap = Minimap.new()
node_debuginfo = find_child("DebugInfo")
node_debuginfo.set_ready()
# sends signals which View catches and places selected type of buildings
func _on_button_residental_pressed():
emit_signal("construction_button_pressed", Globals.TYPE_RESIDENTIAL, 0)
func _on_button_commercial_pressed():
emit_signal("construction_button_pressed", Globals.TYPE_COMMERCIAL, 0)
func _on_button_industrial_pressed():
emit_signal("construction_button_pressed", Globals.TYPE_INDUSTRIAL, 0)
func _on_button_roads_pressed():
emit_signal("construction_button_pressed", Globals.TYPE_ROADS, 0)
func _on_button_demolish_pressed():
emit_signal("construction_button_pressed", Globals.TYPE_DEMOLISH, 0)
func _on_button_services_pressed():
emit_signal("construction_button_pressed", Globals.TYPE_SERVICES, 0)
func _on_button_social_pressed():
emit_signal("construction_button_pressed", Globals.TYPE_SOCIAL, 0)
func _on_button_infolayer_parcels_pressed():
emit_signal("infolayer_button_pressed", Globals.INFOLAYER_PARCELS)
func _on_main_worldgen_ready():
self.set_process(true)
# defines construction toolbar buttons
func create_buttons():
for button in buttons:
var values = buttons[button]
var node_path = get_node(Globals.CONSTRUCTION_PANEL_NODE + "/" + str(button))
if(!node_path):
var errmsg = Globals.ERROR_BUTTON_NOT_FOUND % button
push_error(errmsg)
node_path.set_size(Globals.GUI_BUILD_BUTTON_SIZE)
node_path.set_position(values[0])
node_path.set_anchor(SIDE_TOP, anchor_top)
node_path.set_text(values[1])
node_path.show()