Add transfer amounts and active gas vents

This commit is contained in:
Loïc Wisniewski 2026-08-14 13:44:10 +02:00
commit e4df9bc41a
8 changed files with 147 additions and 12 deletions

View file

@ -5,12 +5,14 @@ extends Control
# fleet on the left, the current building on the right. Horizontal arrows
# make the result of a press visible before the player commits to it.
signal transfer_requested(resource_type: String, to_building: bool)
signal transfer_requested(resource_type: String, to_building: bool, amount: int)
const HEADER_HEIGHT: float = 58.0
const FLEET_COLOR: Color = Color(1.0, 0.78, 0.25)
const LOCAL_COLOR: Color = Color(0.45, 0.9, 0.55)
const RULE_COLOR: Color = Color(0.18, 0.38, 0.52)
const ALL_AMOUNT: int = 1 << 30
const AMOUNT_OPTIONS: Array[int] = [1, 5, 25, ALL_AMOUNT]
var building_id: int = 0
var _destination_heading: Label
@ -46,7 +48,7 @@ func _ready() -> void:
unload.glow_color = colour
unload.pressed.connect(_request_transfer.bind(resource_type, true))
add_child(unload)
var unload_label := _make_label("UNLOAD ALL →", 20, colour)
var unload_label := _make_label("UNLOAD →", 20, colour)
unload_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
add_child(unload_label)
@ -56,15 +58,37 @@ func _ready() -> void:
load.glow_color = colour
load.pressed.connect(_request_transfer.bind(resource_type, false))
add_child(load)
var load_label := _make_label("← LOAD ALL", 20, colour)
var load_label := _make_label("← LOAD", 20, colour)
load_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
add_child(load_label)
var decrease := IconButton.new()
decrease.name = "%sDecreaseButton" % GameState.resource_name(resource_type)
decrease.icon = IconButton.Icon.MINUS
decrease.glow_color = colour
decrease.pressed.connect(_change_amount.bind(resource_type, -1))
add_child(decrease)
var amount_label := _make_label("ALL", 24, colour)
amount_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
add_child(amount_label)
var increase := IconButton.new()
increase.name = "%sIncreaseButton" % GameState.resource_name(resource_type)
increase.icon = IconButton.Icon.PLUS
increase.glow_color = colour
increase.pressed.connect(_change_amount.bind(resource_type, 1))
add_child(increase)
var amount_caption := _make_label("AMOUNT", 16, Color(0.62, 0.78, 0.86))
amount_caption.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
add_child(amount_caption)
_rows[resource_type] = {
"glyph": glyph, "name": name_label,
"fleet_amount": fleet_amount, "local_amount": local_amount,
"unload": unload, "unload_label": unload_label,
"load": load, "load_label": load_label,
"decrease": decrease, "amount_label": amount_label,
"increase": increase, "amount_caption": amount_caption,
"amount_index": AMOUNT_OPTIONS.size() - 1,
}
resized.connect(_layout)
@ -83,7 +107,29 @@ func _make_label(text_value: String, font_size: int, colour: Color) -> Label:
func _request_transfer(resource_type: String, to_building: bool) -> void:
transfer_requested.emit(resource_type, to_building)
var row: Dictionary = _rows.get(resource_type, {})
if row.is_empty():
return
transfer_requested.emit(resource_type, to_building,
AMOUNT_OPTIONS[int(row.amount_index)])
func _change_amount(resource_type: String, direction: int) -> void:
var row: Dictionary = _rows.get(resource_type, {})
if row.is_empty():
return
row.amount_index = clampi(int(row.amount_index) + direction, 0, AMOUNT_OPTIONS.size() - 1)
_refresh_amount_controls(row)
func _refresh_amount_controls(row: Dictionary) -> void:
var index: int = int(row.amount_index)
var amount: int = AMOUNT_OPTIONS[index]
row.amount_label.text = "ALL" if amount == ALL_AMOUNT else str(amount)
row.decrease.enabled = index > 0
row.increase.enabled = index < AMOUNT_OPTIONS.size() - 1
row.decrease.queue_redraw()
row.increase.queue_redraw()
func set_destination(id: int, heading: String) -> void:
@ -106,6 +152,7 @@ func refresh() -> void:
row.load.enabled = local_amount > 0
row.unload.queue_redraw()
row.load.queue_redraw()
_refresh_amount_controls(row)
func _layout() -> void:
@ -147,6 +194,17 @@ func _layout() -> void:
row.unload_label.size = Vector2(side_width, 36.0)
row.load_label.position = Vector2(right_x, caption_y)
row.load_label.size = Vector2(side_width, 36.0)
var selector_size: float = minf(54.0, centre_width * 0.29)
var selector_y: float = y + 126.0
row.decrease.position = Vector2(side_width + 2.0, selector_y)
row.decrease.size = Vector2(selector_size, selector_size)
row.increase.position = Vector2(right_x - selector_size - 2.0, selector_y)
row.increase.size = Vector2(selector_size, selector_size)
row.amount_label.position = Vector2(side_width + selector_size + 2.0, selector_y)
row.amount_label.size = Vector2(centre_width - selector_size * 2.0 - 4.0, selector_size)
row.amount_caption.position = Vector2(side_width, selector_y + selector_size + 2.0)
row.amount_caption.size = Vector2(centre_width, 30.0)
row_index += 1
queue_redraw()