118 lines
2.7 KiB
GDScript
118 lines
2.7 KiB
GDScript
class_name ItemSlot
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extends Panel
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signal mouse_entered_slot
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signal mouse_left_pressed
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enum {
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ALLOW_DRAG = 1,
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ALLOW_DROP = 2
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}
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@onready var select_panel = %SelectPanel
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@onready var highlight_panel = %HighlightPanel
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@onready var texture_rect:TextureRect = %TextureRect
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@onready var count_label = %CountLabel
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var drag_drop_flags:int = 0
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var _item_stack:ItemStack = null
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var highlighted:bool = false : set = _set_highlighted
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var selected:bool = false : set = _set_selected
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func _set_highlighted(new_state):
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highlight_panel.visible = new_state
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func _set_selected(new_state):
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select_panel.visible = new_state
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func set_drag_drop_flags(flags:int) -> void:
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drag_drop_flags = flags
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func get_item() -> Item:
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if _item_stack == null:
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return null
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return _item_stack.item
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func display(item_stack):
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_item_stack = item_stack
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func _process(_delta)->void:
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if _item_stack == null:
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return
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theme_type_variation = "PanelHighlighted"
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if _item_stack.count == 0:
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texture_rect.texture = null
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update_quantity_text(0)
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else:
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texture_rect.texture = _item_stack.item.icon
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update_quantity_text(_item_stack.count)
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func update_quantity_text(stack_size) -> void:
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if stack_size <= 1:
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count_label.hide()
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else:
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count_label.text = str(stack_size)
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count_label.show()
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func _get_drag_data(_at_position:Vector2)->Variant:
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if drag_drop_flags & ALLOW_DRAG == 0:
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return null
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if _item_stack == null:
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return null
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var drag_data:ItemDrag = ItemDrag.new(self, self)
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var drag_preview = load("res://ui/item_slot.tscn").instantiate()
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var drag_stack = ItemStack.new()
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drag_stack.item = _item_stack.item
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drag_stack.count = _item_stack.count
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drag_preview.display(drag_stack)
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set_drag_preview(drag_preview)
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return drag_data
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func _can_drop_data(_at_position:Vector2, data:Variant)->bool:
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if drag_drop_flags & ALLOW_DROP == 0:
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return false
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if !data is ItemDrag:
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return false
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return _item_stack.count == 0
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func _drop_data(_at_position:Vector2, data:Variant)->void:
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if drag_drop_flags & ALLOW_DROP == 0:
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return
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if !data is ItemDrag:
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return
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var drag_data := data as ItemDrag
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drag_data.destination = self
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if drag_data.source is ItemSlot:
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var source_slot := drag_data.source as ItemSlot
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# add stuff to the destination
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self._item_stack.item = source_slot._item_stack.item
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self._item_stack.count = source_slot._item_stack.count
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# remove it from the source
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source_slot._item_stack.count = 0
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func _on_mouse_entered():
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emit_signal("mouse_entered_slot", self)
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func _on_gui_input(event):
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var mouse_button_event = event as InputEventMouseButton
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if mouse_button_event and mouse_button_event.button_index == MOUSE_BUTTON_LEFT and mouse_button_event.pressed:
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emit_signal("mouse_left_pressed", self)
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