Rework the Search popup and highlight what matched
- The search field is a single-line field, so Enter no longer adds a
line break that made every search come up empty.
- The field, button and list use real font sizes from the theme instead
of being drawn at half size and scaled up, so the text is sharp, and
everything fits inside the panel.
- Results have alternating row backgrounds like the other lists, a count
("3 of 1045 soundtracks") and a message when nothing matches.
- The letters that matched are highlighted.
- Searches shorter than Settings.LETTERS_FOR_LOOSE_SEARCH (3) only find
names that contain the text, instead of names with the letters far
apart, which matched most of the library. The Statistics tab uses the
same search.
This commit is contained in:
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12 files changed
+2063
-808
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+53
-27
@@ -16,37 +16,63 @@ panel = NodePath("SearchPanel")
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unique_name_in_owner = true
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layout_mode = 0
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offset_right = 1152.0
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offset_bottom = 640.0
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offset_bottom = 880.0
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theme_type_variation = &"PopupBackground"
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[node name="ClearButton" type="Button" parent="." unique_id=1549439398]
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[node name="TopRow" type="HBoxContainer" parent="SearchPanel" unique_id=1262945995]
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layout_mode = 0
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offset_left = 936.0
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offset_top = 16.0
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offset_right = 1027.0
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offset_bottom = 56.0
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scale = Vector2(2, 2)
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focus_mode = 0
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action_mode = 0
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text = "Clear"
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offset_left = 24.0
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offset_top = 24.0
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offset_right = 1128.0
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offset_bottom = 80.0
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theme_override_constants/separation = 16
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[node name="Searchbar" type="TextEdit" parent="." unique_id=2112669372]
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layout_mode = 0
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offset_left = 32.0
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offset_top = 16.0
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offset_right = 468.0
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offset_bottom = 56.0
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scale = Vector2(2, 2)
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placeholder_text = "Search"
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[node name="ScrollContainer" type="ScrollContainer" parent="." unique_id=213733486]
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layout_mode = 0
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offset_top = 128.0
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offset_right = 576.0
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offset_bottom = 384.0
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scale = Vector2(2, 2)
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[node name="SearchResults" type="VBoxContainer" parent="ScrollContainer" unique_id=1567403144]
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[node name="SearchField" type="LineEdit" parent="SearchPanel/TopRow" unique_id=2112669372]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_horizontal = 3
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theme_type_variation = &"SearchField"
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placeholder_text = "Search"
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caret_blink = true
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[node name="ClearButton" type="Button" parent="SearchPanel/TopRow" unique_id=1549439398]
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unique_name_in_owner = true
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custom_minimum_size = Vector2(140, 0)
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layout_mode = 2
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focus_mode = 0
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theme_type_variation = &"LargeButton"
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action_mode = 0
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text = "Clear"
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[node name="CountLabel" type="Label" parent="SearchPanel" unique_id=1262945996]
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unique_name_in_owner = true
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layout_mode = 0
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offset_left = 24.0
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offset_top = 90.0
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offset_right = 1128.0
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offset_bottom = 116.0
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[node name="ScrollContainer" type="ScrollContainer" parent="SearchPanel" unique_id=213733486]
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layout_mode = 0
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offset_left = 24.0
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offset_top = 124.0
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offset_right = 1128.0
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offset_bottom = 856.0
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horizontal_scroll_mode = 0
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[node name="SearchResults" type="VBoxContainer" parent="SearchPanel/ScrollContainer" unique_id=1567403144]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_horizontal = 3
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[node name="EmptyLabel" type="Label" parent="SearchPanel" unique_id=1262945997]
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unique_name_in_owner = true
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visible = false
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layout_mode = 0
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offset_left = 24.0
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offset_top = 160.0
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offset_right = 1128.0
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offset_bottom = 200.0
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theme_type_variation = &"Title"
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text = "No soundtracks found"
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horizontal_alignment = 1
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+112
-83
@@ -1,29 +1,28 @@
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class_name SearchPopup
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extends BasePopup
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## Searches every soundtrack on the server as you type, with [SoundtrackSearch].
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## Searches every soundtrack on the server as you type, with [SoundtrackSearch], and
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## highlights the letters that matched.
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## Every soundtrack on the server, sorted by name.
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var soundtracks: Array = []
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var label_pool: Array[Label] = []
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var _matcher: SoundtrackSearch = SoundtrackSearch.new()
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# One row per soundtrack, in the order of soundtracks. Rows are reused between searches.
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var _rows: Array[PanelContainer] = []
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var _index_of: Dictionary = {}
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@onready var search_list: VBoxContainer = %SearchResults
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@onready var search_panel: Panel = %SearchPanel
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@onready var clear_button: Button = $ClearButton
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@onready var search_bar: TextEdit = $Searchbar
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@onready var search_field: LineEdit = %SearchField
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@onready var clear_button: Button = %ClearButton
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@onready var count_label: Label = %CountLabel
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@onready var empty_label: Label = %EmptyLabel
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@onready var search_results: VBoxContainer = %SearchResults
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func _ready() -> void:
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clear_button.pressed.connect(clear)
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search_bar.grab_focus()
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search_bar.text_changed.connect(search)
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visibility_changed.connect(focus)
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func focus() -> void:
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if visible:
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search_bar.grab_focus()
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clear()
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search_field.text_changed.connect(func(_text: String) -> void: search())
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visibility_changed.connect(_on_visibility_changed)
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func close() -> void:
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@@ -31,94 +30,124 @@ func close() -> void:
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super()
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## Empties the search field and shows every soundtrack.
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func clear() -> void:
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search_field.text = ""
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search()
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search_field.grab_focus()
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## Shows the soundtracks matching the search field, best matches first, or all of them
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## when it is empty.
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func search() -> void:
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GameLog.debug(search_bar.text)
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var search_text: String = search_bar.text
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if search_text == "":
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show_all_soundtracks()
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return
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perform_search(search_text)
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func show_all_soundtracks() -> void:
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# Hide all visible labels and add to pool
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for child: Label in search_list.get_children():
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if child.visible:
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child.visible = false
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label_pool.append(child)
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# Show all soundtracks in order
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for soundtrack: String in soundtracks:
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add_soundtrack_reuse(soundtrack)
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func perform_search(search_text: String) -> void:
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# Hide all visible labels and add to pool
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for child: Label in search_list.get_children():
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if child.visible:
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child.visible = false
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label_pool.append(child)
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for soundtrack: String in _matcher.find_matches(search_text):
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add_soundtrack_reuse(soundtrack)
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func add_soundtrack(soundtrack: String) -> void:
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# Backward compatibility - delegates to reuse version
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add_soundtrack_reuse(soundtrack)
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## Shows [param soundtrack], reusing a hidden label from the pool when there is one.
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func add_soundtrack_reuse(soundtrack: String) -> void:
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var label: Label
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if label_pool.size() > 0:
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label = label_pool.pop_front()
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label.text = soundtrack
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label.visible = true
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# Move to end to maintain display order
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search_list.move_child(label, search_list.get_child_count() - 1)
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var search_text: String = search_field.text.strip_edges()
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var shown: Array[int] = []
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if search_text.is_empty():
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shown.assign(range(soundtracks.size()))
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else:
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label = Label.new()
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label.text = soundtrack
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label.autowrap_mode = TextServer.AUTOWRAP_WORD
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search_list.add_child(label)
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label.visible = true
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for soundtrack: String in _matcher.find_matches(search_text):
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shown.append(_index_of[soundtrack])
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var is_shown: Array[bool] = []
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is_shown.resize(_rows.size())
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for position: int in shown.size():
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var row: PanelContainer = _rows[shown[position]]
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if row.get_index() != position:
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search_results.move_child(row, position)
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row.visible = true
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row.theme_type_variation = &"ListRowOdd" if position % 2 != 0 else &"ListRowEven"
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_show_name(row, soundtracks[shown[position]], search_text)
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is_shown[shown[position]] = true
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for index: int in _rows.size():
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if !is_shown[index]:
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_rows[index].visible = false
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empty_label.visible = shown.is_empty() && !soundtracks.is_empty()
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if search_text.is_empty():
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count_label.text = "%d soundtracks" % soundtracks.size()
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else:
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count_label.text = "%d of %d soundtracks" % [shown.size(), soundtracks.size()]
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func check_if_soundtrack_exists(soundtrack: String) -> bool:
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var soundtrack_exists: bool = false
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for child: Label in search_list.get_children():
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if child.text == soundtrack and child.visible:
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soundtrack_exists = true
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return soundtrack_exists
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## The names of the soundtracks shown, in the order they are shown.
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func shown_names() -> Array[String]:
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var names: Array[String] = []
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for row: PanelContainer in search_results.get_children():
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if row.visible:
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names.append(row.get_meta(&"soundtrack"))
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return names
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func get_list_of_soundtracks() -> void:
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GameLog.debug("get_list_of_soundtracks")
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var handle_soundtracks: Callable = func handle_soundtracks(array: Variant) -> void:
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if typeof(array) == TYPE_ARRAY:
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# Reuse existing labels: hide all and add to pool
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for child: Label in search_list.get_children():
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child.visible = false
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label_pool.append(child)
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set_soundtracks(array)
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for soundtrack: String in soundtracks:
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add_soundtrack_reuse(soundtrack)
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else:
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GameLog.warning("Unexpected data")
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MusicServerClient.fetch_all_soundtracks_ordered(handle_soundtracks)
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## Replaces the searchable soundtracks.
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## Replaces the searchable soundtracks and shows them, keeping the current search.
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func set_soundtracks(list: Array) -> void:
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soundtracks = []
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soundtracks.append_array(list)
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_matcher.set_names(soundtracks)
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_index_of.clear()
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for index: int in range(soundtracks.size() - 1, -1, -1):
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_index_of[soundtracks[index]] = index
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while _rows.size() < soundtracks.size():
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var row: PanelContainer = _make_row()
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search_results.add_child(row)
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_rows.append(row)
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while _rows.size() > soundtracks.size():
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_rows.pop_back().free()
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for index: int in soundtracks.size():
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_rows[index].set_meta(&"soundtrack", soundtracks[index])
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search()
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func clear() -> void:
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search_bar.text = ""
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show_all_soundtracks()
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search_bar.grab_focus()
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## [param soundtrack_name] as BBCode, with the letters [param search_text] matched in
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## [param highlight_color].
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static func highlighted_name(
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soundtrack_name: String, search_text: String, highlight_color: Color) -> String:
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var matched: Array[int] = SoundtrackSearch.matched_letters(soundtrack_name, search_text)
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var text: String = ""
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var in_highlight: bool = false
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for i: int in soundtrack_name.length():
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var highlight: bool = matched.has(i)
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if highlight != in_highlight:
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text += "[color=#%s]" % highlight_color.to_html(false) if highlight else "[/color]"
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in_highlight = highlight
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var letter: String = soundtrack_name[i]
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text += "[lb]" if letter == "[" else letter
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if in_highlight:
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text += "[/color]"
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return text
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func _make_row() -> PanelContainer:
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var row: PanelContainer = PanelContainer.new()
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var label: RichTextLabel = RichTextLabel.new()
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label.theme_type_variation = &"SearchResult"
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label.bbcode_enabled = true
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label.fit_content = true
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label.scroll_active = false
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label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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row.add_child(label)
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return row
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func _show_name(row: PanelContainer, soundtrack_name: String, search_text: String) -> void:
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var text: String = highlighted_name(soundtrack_name, search_text,
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get_theme_color(&"font_color", &"HighlightLarge"))
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var label: RichTextLabel = row.get_child(0)
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# Setting the same text again would make the label lay it out again for nothing
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if label.text != text:
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label.text = text
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func _on_visibility_changed() -> void:
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if visible:
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clear()
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Block a user