test-client-godot/scenes/GUI/GUI.gd

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extends MarginContainer
signal character_creation_finished
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func _on_Home_setting_pressed():
$Home.hide()
$Settings.show()
$Help.hide()
func _on_Settings_return_pressed():
$Home.show()
$Settings.hide()
$Help.show()
func _on_Home_play_pressed():
if not get_tree().paused:
pause()
else:
play()
func _input(event):
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if event.is_action_pressed("ui_test"):
print( "Event: ui_test" )
if event.is_action_pressed("ui_quit"):
get_tree().quit()
if event.is_action_pressed("ui_reload"):
if not $Settings.visible:
get_tree().reload_current_scene()
if event.is_action_pressed("ui_pause") and not event.is_echo():
if not $Settings.visible:
if not get_tree().paused:
pause()
else:
play()
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# ----------------------------------
# Capturing/Freeing the cursor
if Input.is_action_just_pressed("ui_free_cursor"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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# ----------------------------------
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if Input.is_action_just_pressed("ui_hide_all"):
self.visible = not self.visible
if Input.is_action_just_pressed("ui_hide_hud"):
$HUD.visible = not $HUD.visible
# Si on est en mode "deplacement", on desative le focus sur l'interface
# afin de ne pas naviguer dedans en même temps que l'on agit en jeu.
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
recursive_release_focus( self )
func recursive_release_focus( control ):
if control is Control:
if len(control.get_children()) > 0:
for child in control.get_children():
recursive_release_focus( child )
control.release_focus()
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func pause():
get_tree().paused = true
show_menu()
func play():
get_tree().paused = false
hide_menu()
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func show_menu():
$Home.show()
$Settings.hide()
$HUD.modulate.a = 0.5
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func hide_menu():
$Settings.hide()
$Home.hide()
$Help.show()
$HUD.modulate.a = 1.0
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _on_Settings_font_changed( value ):
$HUD.get_theme().default_font.size = value
func _on_login_menu_login_button_pressed():
$login_menu.hide()
$character_selection_menu.show()
func _on_character_creation_menu_valid_button_pressed():
$character_creation_menu.hide()
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$HUD.show()
pause()
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emit_signal( "character_creation_finished" )
func _on_character_selection_menu_character_selected(slot):
print( "selected character slot "+str( slot )+"." )
$character_selection_menu.hide()
$character_creation_menu.show()
func _on_character_creation_menu_return_button_pressed():
$character_creation_menu.hide()
$character_selection_menu.show()
func _on_character_selection_menu_return_button_pressed():
$login_menu.show()
$character_selection_menu.hide()