Refactor gameplay menus into owned scenes
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parent
46196a1adb
commit
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50 changed files with 3449 additions and 3619 deletions
36
ui/menus/FormationMenu.gd
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36
ui/menus/FormationMenu.gd
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extends "res://ui/menus/ModalMenu.gd"
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signal formation_changed
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signal reset_requested
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@onready var editor: Control = $Editor
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@onready var reset_button: Control = $ResetButton
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func _ready() -> void:
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super._ready()
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reset_button.pressed.connect(func(): reset_requested.emit())
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editor.formation_changed.connect(func(): formation_changed.emit())
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func open_menu() -> void:
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super.open_menu()
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editor.queue_redraw()
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func redraw() -> void:
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editor.queue_redraw()
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func handle_unhandled_input(event: InputEvent) -> bool:
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if not visible:
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return false
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if event is InputEventScreenTouch:
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editor.handle_touch(event)
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elif event is InputEventScreenDrag:
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editor.handle_drag(event)
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elif event is InputEventMouseButton:
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editor.handle_mouse_button(event)
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elif event is InputEventMouseMotion:
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editor.handle_mouse_motion(event)
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return true
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