Popups fade in while growing and close the reverse way, with the backdrop fading along. The winner gets confetti, bouncing pictures and a score graph that draws itself from the left. Filtered statistics cards and search rows fade in, the tabs slide in from their side, and every button bounces on hover and click (ButtonBounce, now added to all buttons). In the player list the score pops on every point, the first point flashes the row, and a player on match point glows with a "Match point!" tag. A song starting fades in the title, flashes its row (kept across list rebuilds) and pops the play button. Common/anim.gd holds the helpers. A saved "Reduce animations" switch in Settings turns all movement off; the tests use it. The flash colours are theme colours (Palette first_point, match_point, flash) in every theme. Closes #48 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
86 lines
2.5 KiB
GDScript
86 lines
2.5 KiB
GDScript
class_name BasePopup
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extends Control
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## A window shown on top of the main window, such as Settings or About.
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##
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## Clicking outside [member panel] closes it. Popups that need to prepare or clean up
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## override [method open] or [method close] and call [code]super()[/code].
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##
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## The panel fades in while growing from [constant START_SCALE] of its size, and closing
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## does the reverse; the popup is hidden once that has finished. See [Anim].
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## Emitted when the popup opens, also when it is opened again while closing.
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signal opening
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## Emitted when the popup starts closing, before it is hidden, so the backdrop can fade
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## out with it.
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signal closing
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## How big the panel starts when it opens, and ends when it closes.
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const START_SCALE: float = 0.95
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## The visible part of the popup. Clicks outside it close the popup.
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@export var panel: Control
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## True while the popup is fading out after [method close].
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var is_closing: bool = false
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## Shows the popup.
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func open() -> void:
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is_closing = false
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visible = true
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opening.emit()
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var open_tween: Tween = Anim.tween(panel, &"popup")
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panel.modulate.a = 1.0
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panel.scale = Vector2.ONE
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if open_tween == null:
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return
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Anim.center_pivot(panel)
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panel.modulate.a = 0.0
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panel.scale = Vector2.ONE * START_SCALE
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open_tween.set_parallel()
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open_tween.tween_property(panel, "modulate:a", 1.0, Anim.NORMAL)
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open_tween.tween_property(panel, "scale", Vector2.ONE, Anim.NORMAL) \
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.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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## Hides the popup.
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func close() -> void:
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if !visible || is_closing:
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return
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is_closing = true
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closing.emit()
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var close_tween: Tween = Anim.tween(panel, &"popup")
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if close_tween == null:
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_hide()
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return
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Anim.center_pivot(panel)
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close_tween.set_parallel()
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close_tween.tween_property(panel, "modulate:a", 0.0, Anim.FAST)
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close_tween.tween_property(panel, "scale", Vector2.ONE * START_SCALE, Anim.FAST)
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close_tween.chain().tween_callback(_hide)
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## Opens the popup if it is closed and closes it if it is open.
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func toggle() -> void:
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if visible && !is_closing:
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close()
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else:
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open()
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func _hide() -> void:
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is_closing = false
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visible = false
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panel.modulate.a = 1.0
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panel.scale = Vector2.ONE
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func _input(event: InputEvent) -> void:
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if !visible || is_closing || !(event is InputEventMouseButton) || !event.pressed:
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return
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var click: InputEventMouseButton = panel.make_input_local(event)
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if !Rect2(Vector2.ZERO, panel.size).has_point(click.position):
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close()
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# The click only closes the popup; it must not also press what is behind it
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get_viewport().set_input_as_handled()
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