diff --git a/ui/IconButton.gd b/ui/IconButton.gd index c6af89c..85abcba 100644 --- a/ui/IconButton.gd +++ b/ui/IconButton.gd @@ -8,21 +8,21 @@ extends Control signal pressed -# Scenes store `icon` as a plain int, so NEW ENTRIES MUST BE APPENDED - -# inserting one would silently repoint every button after it. +# Scenes store `icon` as a plain int, so NEW ENTRIES MUST BE APPENDED. +# Inserting one anywhere but the end silently repoints every button after +# it, in every scene file that already names an icon by number. The entries +# below are therefore in the order they were added, not in any sensible one. enum Icon { MAP, CLOSE, SHIP, DOWN_ARROW, UP_ARROW, BUILD, ROTATE_CW, ROTATE_CCW, # One per building, each a miniature of what actually gets placed. The # build menu used to pick from the generic set, which left the mothership - # and the command centre sharing a folded-map glyph and neither of them - # looking anything like the structure they build. + # and the command centre sharing a folded-map glyph. MOTHERSHIP, CRAFTER, COMMAND_CENTER, EXTRACTOR, TRANSPORT_HUB, SHIP_LAB, - # Moving ore between the fleet and a building (#24). Two arrows passing - # each other: the single up/down arrows already mean "load" and "store" - # one way each, and this button is the place where both live. + # Two arrows passing each other. The single up/down arrows already mean + # "load" and "store" one way each, and this is where both live. TRANSFER, - # Ship-lab upgrade glyphs. These deliberately describe the effect rather - # than the building hosting it, so cards remain scannable at a glance. + # Ship-lab upgrades, drawn as the EFFECT rather than the building that + # sells it, so a card full of them stays scannable. UPGRADE_DAMAGE, UPGRADE_RATE, UPGRADE_RANGE, UPGRADE_THRUSTERS, UPGRADE_SHIELD_HITS, UPGRADE_SHIELD_RECHARGE, UPGRADE_CARGO, UPGRADE_ENGINES, UPGRADE_UNLOCK_SHIELD, @@ -31,44 +31,30 @@ enum Icon { LEFT_ARROW, RIGHT_ARROW, MINUS, PLUS, SHIELD_VESSEL, + # The ship and the thing it drops - the same two-icon split as + # LASER_VESSEL/LASER_SHOT below. GAS_BOMBER, GAS_BOMB, - # Appended, not inserted alongside the other building icons above - - # inserting there would silently renumber every icon int already - # stored in existing scenes (#54). GAS_BURNER, - # Same append-only rule (#57): a wide hauler hull, distinct from every - # vessel glyph above. + # A wide hauler hull, distinct from every vessel glyph above. CARRIER_VESSEL, - # #58: LASER_VESSEL is the ship glyph, LASER_SHOT the action button - - # same two-icon split as GAS_BOMBER/GAS_BOMB above. LASER_VESSEL, LASER_SHOT, - # #59 drew this as a warped ring, for a vessel then called a space-time - # distorder. #77 renamed it the Energy Propulser and the glyph is now an - # engine bell; the enum name stays put because renumbering it would - # silently renumber every icon int stored in every scene. + # Drawn as an engine bell, not the warped ring the name suggests: this + # was a "space-time distorder" before it became the Energy Propulser. + # The name cannot follow the art without renumbering everything after it. DISTORDER_VESSEL, - # #78: switching a converter off and on. Appended, like everything above - - # inserting anywhere earlier renumbers every icon int already stored in a - # scene file. + # Switching a converter off and on. PAUSE, RESUME, - # #102: appended, like everything above - inserting anywhere earlier - # renumbers every icon int already stored in every scene. OUTPOST, - # #106: appended, same rule. PLANNING_CENTER, - # #116: the workshop and the drone it sends out. Appended, same rule. + # The workshop and the drone it sends out. WORKSHOP, REPAIR_DRONE, - # #140: the standing objective. Appended, same rule as everything above - - # inserting anywhere earlier renumbers every icon int already stored in - # every scene. + # The standing objective. QUEST, - # #179: a fleet-wide thrust burst, distinct from the Propulser vessel icon. + # A fleet-wide thrust burst, distinct from the Propulser vessel icon. DASH, - # Development tools: three sliders, used only by the editor-only sandbox - # button. Appended to preserve every serialized icon number above. + # Three sliders. Used only by the editor-only sandbox button. DEV_TOOLS, - # #193: a directional sensor dish. Appended: scene files store these as - # integers, so insertion would change every icon after it. + # A directional sensor dish. SCANNER, }