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>
48 lines
1.9 KiB
GDScript
48 lines
1.9 KiB
GDScript
class_name MusicListPanel
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extends PanelContainer
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## The list of songs in the playlist, one row per song. A song's row flashes when the
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## song starts playing and when it is answered.
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## Emitted when the row of song number [param song_no] is clicked.
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signal song_clicked(song_no: int)
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var _song_list_object: PackedScene = preload("res://quiz/SongRow.tscn")
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# Whether each song was playing and answered when the list was last shown, so a row
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# can flash when its song starts or is answered
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var _last_state: Dictionary = {}
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# When each flash ends, in msec, so a flash goes on when the list is shown again
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var _flash_ends: Dictionary = {}
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@onready var _rows: VBoxContainer = %MusicList
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## Shows the songs in the playlist again, so it shows their latest state.
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func refresh() -> void:
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Settings.delete_children(_rows)
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var songs: Array[SongObject] = Playlist.get_playlist()
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var state: Dictionary = {}
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for i: int in songs.size():
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var s: SongObject = songs[i]
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var new_song_list_object: SongRow = _song_list_object.instantiate()
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new_song_list_object.song_object = s
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new_song_list_object.index = i
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new_song_list_object.gui_input.connect(_on_row_input.bind(s.song_number))
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_rows.add_child(new_song_list_object)
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state[s] = [s.is_playing, s.is_answered]
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# Only songs that were listed before flash, not a whole list loaded at once
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if _last_state.has(s) && _last_state[s] != state[s] \
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&& (s.is_playing || s.is_answered):
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_flash_ends[s] = Time.get_ticks_msec() + int(Anim.SLOW * 1000)
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var left: float = (_flash_ends.get(s, 0) - Time.get_ticks_msec()) / 1000.0
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if left > 0:
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Anim.flash(new_song_list_object, get_theme_color(&"flash", &"Palette"), left)
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else:
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_flash_ends.erase(s)
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_last_state = state
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func _on_row_input(event: InputEvent, song_no: int) -> void:
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if event is InputEventMouseButton && event.pressed && event.button_index == MOUSE_BUTTON_LEFT:
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song_clicked.emit(song_no)
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