class_name ResourceTransferList extends Control # Two-sided cargo control. Resources are rows and locations stay fixed: # 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, amount: int) const HEADER_HEIGHT: float = 66.0 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 extractor_index: int = -1 var _destination_heading: Label var _rows: Dictionary = {} func _ready() -> void: var fleet_heading := _make_label("FLEET HOLD", 26, FLEET_COLOR) fleet_heading.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER add_child(fleet_heading) _destination_heading = _make_label("THIS BUILDING", 26, LOCAL_COLOR) _destination_heading.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER add_child(_destination_heading) for resource_type in GameState.resource_types(): var colour: Color = GameState.resource_color(resource_type) var glyph := ResourceGlyph.new() glyph.resource_type = resource_type add_child(glyph) var name_label := _make_label(GameState.resource_name(resource_type).to_upper(), 29, colour) name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER add_child(name_label) var fleet_amount := _make_label("0", 48, FLEET_COLOR) fleet_amount.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER add_child(fleet_amount) var local_amount := _make_label("0", 48, LOCAL_COLOR) local_amount.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER add_child(local_amount) var unload := IconButton.new() unload.name = "%sToBuildingButton" % GameState.resource_name(resource_type) unload.icon = IconButton.Icon.RIGHT_ARROW unload.glow_color = colour unload.pressed.connect(_request_transfer.bind(resource_type, true)) add_child(unload) var unload_label := _make_label("UNLOAD →", 23, colour) unload_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER add_child(unload_label) var load := IconButton.new() load.name = "%sToFleetButton" % GameState.resource_name(resource_type) load.icon = IconButton.Icon.LEFT_ARROW load.glow_color = colour load.pressed.connect(_request_transfer.bind(resource_type, false)) add_child(load) var load_label := _make_label("← LOAD", 23, 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", 28, 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", 18, 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) _layout() refresh() func _make_label(text_value: String, font_size: int, colour: Color) -> Label: var label := Label.new() label.text = text_value label.mouse_filter = Control.MOUSE_FILTER_IGNORE label.add_theme_font_size_override("font_size", font_size) label.add_theme_color_override("font_color", colour) label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER return label func _request_transfer(resource_type: String, to_building: bool) -> void: 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: building_id = id extractor_index = -1 if _destination_heading != null: _destination_heading.text = heading.to_upper() refresh() func set_extractor_destination(index: int, heading: String) -> void: building_id = 0 extractor_index = index if _destination_heading != null: _destination_heading.text = heading.to_upper() refresh() func refresh() -> void: for resource_type in GameState.resource_types(): var row: Dictionary = _rows.get(resource_type, {}) if row.is_empty(): continue var fleet_amount: int = GameState.fleet_resource(resource_type) var local_amount: int = GameState.extractor_resource(extractor_index, resource_type) \ if extractor_index >= 0 else GameState.building_resource(building_id, resource_type) row.fleet_amount.text = str(fleet_amount) row.local_amount.text = str(local_amount) row.unload.enabled = fleet_amount > 0 row.load.enabled = local_amount > 0 row.unload.queue_redraw() row.load.queue_redraw() _refresh_amount_controls(row) func _layout() -> void: if _destination_heading == null: return var side_width: float = size.x * 0.35 var centre_width: float = size.x - side_width * 2.0 var right_x: float = side_width + centre_width var fleet_heading: Label = get_child(0) fleet_heading.position = Vector2(0.0, 0.0) fleet_heading.size = Vector2(side_width, HEADER_HEIGHT) _destination_heading.position = Vector2(right_x, 0.0) _destination_heading.size = Vector2(side_width, HEADER_HEIGHT) var row_height: float = (size.y - HEADER_HEIGHT) / maxf(1.0, float(_rows.size())) var row_index: int = 0 for resource_type in GameState.resource_types(): var row: Dictionary = _rows[resource_type] var y: float = HEADER_HEIGHT + float(row_index) * row_height var glyph_size: float = minf(66.0, row_height * 0.23) row.glyph.position = Vector2(size.x * 0.5 - glyph_size * 0.5, y + 10.0) row.glyph.size = Vector2(glyph_size, glyph_size) row.name.position = Vector2(side_width, y + 10.0 + glyph_size) row.name.size = Vector2(centre_width, 44.0) row.fleet_amount.position = Vector2(0.0, y + 10.0) row.fleet_amount.size = Vector2(side_width, 70.0) row.local_amount.position = Vector2(right_x, y + 10.0) row.local_amount.size = Vector2(side_width, 70.0) var button_size: float = minf(132.0, row_height * 0.44) var button_y: float = y + 88.0 row.unload.position = Vector2(side_width * 0.5 - button_size * 0.5, button_y) row.unload.size = Vector2(button_size, button_size) row.load.position = Vector2(right_x + side_width * 0.5 - button_size * 0.5, button_y) row.load.size = Vector2(button_size, button_size) var caption_y: float = button_y + button_size + 2.0 row.unload_label.position = Vector2(0.0, caption_y) row.unload_label.size = Vector2(side_width, 42.0) row.load_label.position = Vector2(right_x, caption_y) row.load_label.size = Vector2(side_width, 42.0) var selector_size: float = minf(66.0, centre_width * 0.33) var selector_y: float = y + 142.0 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, 34.0) row_index += 1 queue_redraw() func _draw() -> void: var row_height: float = (size.y - HEADER_HEIGHT) / maxf(1.0, float(_rows.size())) NeonDraw.draw_glowing_line(self, Vector2(0.0, HEADER_HEIGHT), Vector2(size.x, HEADER_HEIGHT), RULE_COLOR, 0.5, 0.7) for i in range(1, _rows.size()): var y: float = HEADER_HEIGHT + float(i) * row_height NeonDraw.draw_glowing_line(self, Vector2(0.0, y), Vector2(size.x, y), RULE_COLOR, 0.4, 0.6)