UI code reorganizing
This commit is contained in:
+6
-142
@@ -1,16 +1,13 @@
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extends CanvasLayer
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#UI Elements
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@onready var next = $UI/SkipContainer/NextButton
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@onready var confirmation_mask = $ConfirmationMask
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@onready var masks = $Masks
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@onready var pause_menu = $PauseMenu
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#GameOver Scenes
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@onready var its_game_over = $ITSGameOverControl
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#Signals for progressing through slides
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signal next_slide
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#Signals for saving and loading
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signal save_slot_pressed(save_slot_number: int)
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signal load_slot_pressed(load_slot_number: int)
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@@ -56,35 +53,6 @@ var resolution_list: Dictionary = {
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func _ready() -> void:
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#Connecting signals
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#GameOver Signals
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#Menu Signals
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$UI/UpperContainer/Menu.pressed.connect(_on_menu_pressed)
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$UI/Menu/MarginContainer/VBoxContainer/Resume.pressed.connect(_on_resume_pressed)
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$UI/Menu/MarginContainer/VBoxContainer/Save.pressed.connect(_on_save_pressed)
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$UI/Menu/MarginContainer/VBoxContainer/Load.pressed.connect(_on_load_pressed)
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$UI/Menu/MarginContainer/VBoxContainer/Settings.pressed.connect(_on_settings_pressed)
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$UI/Menu/MarginContainer/VBoxContainer/MainMenu.pressed.connect(_on_main_menu_pressed)
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$UI/Menu/MarginContainer/VBoxContainer/Quit.pressed.connect(_on_quit_game_pressed)
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$UI/Save/MarginContainer/VBoxContainer/Back.pressed.connect(_on_back_pressed)
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$UI/Load/MarginContainer/VBoxContainer/Control/Back.pressed.connect(_on_back_pressed)
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$UI/Load/MarginContainer/VBoxContainer/Control/BackTitle.pressed.connect(_on_back_title_pressed)
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$UI/Settings/MarginContainer/VBoxContainer/Control/Back.pressed.connect(_on_back_pressed)
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$UI/Settings/MarginContainer/VBoxContainer/Control/BackTitle.pressed.connect(_on_back_title_pressed)
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#Save Slots Signals
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$UI/Save/MarginContainer/VBoxContainer/SaveSlot1.pressed.connect(func(): _on_save_slot_pressed(1))
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$UI/Save/MarginContainer/VBoxContainer/SaveSlot2.pressed.connect(func(): _on_save_slot_pressed(2))
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$UI/Save/MarginContainer/VBoxContainer/SaveSlot3.pressed.connect(func(): _on_save_slot_pressed(3))
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$UI/Save/MarginContainer/VBoxContainer/SaveSlot4.pressed.connect(func(): _on_save_slot_pressed(4))
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#Load Slots Signals
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$UI/Load/MarginContainer/VBoxContainer/LoadSlot1.pressed.connect(func(): _on_load_slot_pressed(1))
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$UI/Load/MarginContainer/VBoxContainer/LoadSlot2.pressed.connect(func(): _on_load_slot_pressed(2))
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$UI/Load/MarginContainer/VBoxContainer/LoadSlot3.pressed.connect(func(): _on_load_slot_pressed(3))
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$UI/Load/MarginContainer/VBoxContainer/LoadSlot4.pressed.connect(func(): _on_load_slot_pressed(4))
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#Text settings signals
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text_slider.value_changed.connect(_on_text_value_changed)
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auto_slider.value_changed.connect(_on_auto_value_changed)
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@@ -97,7 +65,7 @@ func _ready() -> void:
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#Initializes the auto-advance to false
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autoplay.button_pressed = false
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auto_mask.visible = true
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auto_mask.hide()
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#Screen settings signals and initialization
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display_button.item_selected.connect(_on_display_selected)
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@@ -108,9 +76,7 @@ func _ready() -> void:
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resolution_button.select(resolution_list.find_key(screen_size)) #Selects the computer resolution as initial screen resolution
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#Hiding everything at start
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for node in $UI.get_children():
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node.hide()
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confirmation_mask.visible = false
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confirmation_mask.hide()
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#Brings up a Confirmation Dialog
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@@ -124,9 +90,9 @@ func ask_confirmation(function_yes: Callable, function_no: Callable, choice_text
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var choice_no = choice_dialog.get_node("ConfirmationDialog/MarginContainer/VBoxContainer/MarginContainer/HBoxContainer/NoButton")
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#Clears the Confirmation Dialog and Remove the Mask no matter what choice is made
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choice_yes.pressed.connect(func(): confirmation_mask.visible = false)
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choice_yes.pressed.connect(func(): confirmation_mask.hide())
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choice_yes.pressed.connect(func(): choice_dialog.queue_free())
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choice_no.pressed.connect(func(): confirmation_mask.visible = false)
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choice_no.pressed.connect(func(): confirmation_mask.hide())
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choice_no.pressed.connect(func(): choice_dialog.queue_free())
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choice_yes.text = ("YES")
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@@ -139,109 +105,7 @@ func ask_confirmation(function_yes: Callable, function_no: Callable, choice_text
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choice_no.pressed.connect(function_no, CONNECT_ONE_SHOT)
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choice_dialog.show()
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confirmation_mask.visible = true
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func _on_menu_pressed():
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UI.masks.mask.visible = true
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$UI/Menu.show()
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#Back to the game
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func _on_resume_pressed():
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UI.masks.mask.visible = false
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$UI/Menu.hide()
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#Shows Save Slots
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func _on_save_pressed():
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$UI/Menu.hide()
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$UI/Save.show()
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#Shows Load Slots
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func _on_load_pressed():
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$UI/Menu.hide()
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$UI/Load.show()
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$UI/Load/MarginContainer/VBoxContainer/Control/BackTitle.hide()
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$UI/Load/MarginContainer/VBoxContainer/Control/Back.show()
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#Goes back to Menu
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func _on_back_pressed():
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$UI/Save.hide()
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$UI/Load.hide()
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$UI/Settings.hide()
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$UI/Menu.show()
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#Goes back to title screen
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func _on_back_title_pressed():
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$UI/Load.hide()
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$UI/Settings.hide()
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UI.masks.mask.visible = false
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#Shows Settings Menu
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func _on_settings_pressed():
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$UI/Menu.hide()
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$UI/Settings.show()
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$UI/Settings/MarginContainer/VBoxContainer/Control/BackTitle.hide()
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$UI/Settings/MarginContainer/VBoxContainer/Control/Back.show()
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#Goes back to the main menu
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func _on_main_menu_pressed():
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#Asking for confirmation
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var lambda = func(): main_menu_pressed.emit()
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var choice_text = "[center]Go back to main menu ? Unsaved changes will be lost.[/center]"
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ask_confirmation(lambda, Callable(), choice_text)
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#Quits the game
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func _on_quit_game_pressed():
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get_tree().quit()
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#Emits save_slot signal
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func _on_save_slot_pressed(save_slot_number: int):
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var save_slot_path = "UI/Save/MarginContainer/VBoxContainer/SaveSlot" + str(save_slot_number)
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var save_slot = UI.get_node(save_slot_path)
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#Asking for confirmation if replacing existing save
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if save_slot.text != "EMPTY":
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var lambda = func(): save_slot_pressed.emit(save_slot_number)
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var choice_text = "[center]Replace existing save ?[/center]"
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ask_confirmation(lambda, Callable(), choice_text)
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else:
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save_slot_pressed.emit(save_slot_number)
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#Emits load_slot signal
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func _on_load_slot_pressed(load_slot_number: int):
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var load_slot_path = "UI/Load/MarginContainer/VBoxContainer/LoadSlot" + str(load_slot_number)
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var load_slot = UI.get_node(load_slot_path)
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#Asking for confirmation before loading
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if load_slot.text != "EMPTY":
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var lambda = func(): load_slot_pressed.emit(load_slot_number)
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var choice_text = "[center]Load save ? Any unsaved games will be lost.[/center]"
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ask_confirmation(lambda, Callable(), choice_text)
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else:
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pass
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confirmation_mask.show()
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#Changes text_speed value
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