Files
MusicPlayer/MainWindow.gd
T
Sansan 29b11560b5 Show where each item starts in the inspiration and sync lists
Items in the inspiration list and the sync result columns now each have
their own background box, alternating between two shades, with a small
gap between them. When a long name wraps over several lines it is
still clear which lines belong together. The sync columns keep their
alternating white and orange text.
2026-10-06 08:32:56 +02:00

573 lines
19 KiB
GDScript

extends Control
# 601 LOC 11/9 - 2023
# 628 LOC 15/9 - 2023
# 631 LOC 16/9 - 2023
# 554 LOC 30/5 - 2024
# 551 LOC 3/6 - 2024
# 386 LOC 12/6 - 2024
##TODO
# 15. Fix for local play
@onready
var open_button: Button = $Open
@onready
var fileDialog: FileDialog = $FileDialog
@onready
var inspiration_scroll: ScrollContainer = $ScrollContainer
@onready
var inspiration_list: VBoxContainer = $ScrollContainer/VBoxContainer
@onready
var soundtrack_label: Label = $VBoxContainer/SoundtrackLabel
@onready
var song_label: Label = $VBoxContainer/SongLabel
@onready
var add_player_container: HBoxContainer = $Players/VBoxContainer/AddPlayerContainer
@onready
var add_players_button: TextureButton = $Players/VBoxContainer/HBoxContainer/AddPlayersButton
@onready
var add_player_button: Button = $Players/VBoxContainer/AddPlayerContainer/AddPlayerButton
@onready
var new_player_name_field: TextEdit = $Players/VBoxContainer/AddPlayerContainer/PlayerNameField
@onready
var reset_playlist_button: Button = $ResetPlaylistButton
@onready
var reset_points_button: Button = $ResetPointsButton
@onready
var sound_test_button: Button = $SoundTestButton
@onready
var sync_button: Button = $SyncButton
@onready
var sync_window: Control = %SyncWindow
@onready
var settings_button: Button = $SettingsButton
@onready
var settings_window: Control = $SettingsWindow
@onready
var shortcuts_window: Control = %ShortcutsWindow
@onready
var qr_window: Control = %QRWindow
@onready
var winner_window: Control = %WinnerWindow
@onready
var qr_button: Button = $QRButton
@onready
var statistics_button: Button = $StatisticsButton
@onready
var statistic_popup: PopupPanel = $StatisticsPopupPanel
@onready
var statistic_label: Label = $StatisticsPopupPanel/StatisticsLabel
@onready
var shortcuts_button: Button = $ShortcutsButton
@onready
var about_button: Button = $AboutButton
@onready
var about_window: Control = %AboutWindow
@onready
var show_answer_button: Button = $ShowAnswerButton
@onready
var next_button: Button = $NextButton
@onready
var music_list_scroll: ScrollContainer = $MusicListPanel/ScrollContainer
@onready
var music_list: VBoxContainer = $MusicListPanel/ScrollContainer/MusicList
@onready
var player_container: VBoxContainer = $Players/VBoxContainer
@onready
var players_list_container: VBoxContainer = $Players/VBoxContainer/ScrollContainer/PlayersListVBoxContainer
@onready
var new_character_select: Control = %NewCharacterSelect
@onready
var search_button: Button = $SearchButton
@onready
var search_view: Control= $Search
@onready
var auto_repeat_song_button: CheckButton = $RepeatSongCheckButton
@onready
var music_player_container: PanelContainer = $MusicPlayer
@onready
var log_window: Control = %Log
@onready
var debug_label: Label = $DebugLabel
var player: PackedScene = preload("res://Player.tscn")
var song_list_object: PackedScene = preload("res://song_list_object.tscn")
var songs: Array= []
var soundtracks: Array = []
var current_player: Node
## True while statistics are off because a player won, until points are reset.
var stats_paused_by_win: bool = false
## Dims the window behind an open popup and keeps clicks from reaching the buttons under it.
var popup_backdrop: ColorRect
## Seconds to wait before retrying a song download step that failed.
var song_fetch_retry_seconds: float = 5.0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_setup_popup_backdrop()
var debug: bool = OS.has_feature("debug")
var is_mac: bool = OS.has_feature("macos")
if debug:
print("is_debug")
debug_label.visible = true
Settings.is_debug = true
settings_window.set_winning_score(5)
settings_window.set_selected_server(4)
if is_mac:
print("is_mac")
next_button.pressed.connect(play_next_song)
show_answer_button.pressed.connect(show_answer_pressed)
search_button.pressed.connect(show_search)
sync_button.pressed.connect(sync_soundtracks)
sound_test_button.pressed.connect(music_player_container.get_sound_test_song)
statistics_button.pressed.connect(get_statistics)
shortcuts_button.pressed.connect(show_shortcuts)
about_button.pressed.connect(show_about)
settings_button.pressed.connect(show_settings)
qr_button.pressed.connect(show_qr)
reset_playlist_button.pressed.connect(reset_playlist)
reset_points_button.pressed.connect(reset_points)
new_character_select.connect("new_new_character_selected", _on_new_character_selected)
new_player_name_field.connect("enter_key_pressed", add_player)
music_player_container.connect("play_next_song", play_next_song)
music_player_container.connect("update_song_list", update_song_list)
settings_window.connect("server_changed", server_updated)
settings_window.visibility_changed.connect(_on_settings_window_visibility_changed)
sync_window.connect("sync_started", _on_sync_started)
sync_window.connect("sync_finished", _on_sync_finished)
add_players_button.pressed.connect(add_players)
add_player_button.pressed.connect(add_player)
open_button.pressed.connect(open)
auto_repeat_song_button.pressed.connect(repeat_song)
get_suggestion_list()
fetch_song_list_at_start()
search_view.get_list_of_soundtracks()
new_character_select.load_characters()
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed:
if event.alt_pressed && event.keycode == KEY_UP:
print("Alt + UP pressed")
music_player_container.change_volume(0.05)
if event.alt_pressed && event.keycode == KEY_DOWN:
print("Alt + DOWN pressed")
music_player_container.change_volume(-0.05)
if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_LEFT:
print("Ctrl + Alt + LEFT pressed")
music_player_container.restart()
elif event.alt_pressed && event.keycode == KEY_LEFT:
print("Alt + LEFT pressed")
music_player_container.seek(-5)
if event.alt_pressed && event.keycode == KEY_RIGHT:
print("Alt + RIGHT pressed")
music_player_container.seek(5)
if event.alt_pressed && event.keycode == KEY_ENTER:
print("Alt + Enter pressed")
Settings.fullscreen = !Settings.fullscreen
settings_window.fullscreen_button.button_pressed = Settings.fullscreen
if Settings.fullscreen == true:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
if Settings.fullscreen == false:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
if event.alt_pressed && event.keycode == KEY_K:
shortcuts_window.toggle()
if event.alt_pressed && event.keycode == KEY_L:
log_window.toggle()
func server_updated() -> void:
print("server_updated")
update_from_server()
reset_points()
func update_from_server() -> void:
print("update_from_server")
search_view.get_list_of_soundtracks()
get_suggestion_list()
reset_playlist()
new_character_select.load_characters()
func repeat_song() -> void:
Settings.auto_repeat_song = !Settings.auto_repeat_song
func show_answer_pressed() -> void:
print("show_answer_pressed")
Playlist.song_is_answered()
update_song_list()
# Loads the songs already in the server playlist, then starts preloading new ones.
# Preloading waits for the list, because loading the list clears the playlist.
func fetch_song_list_at_start() -> void:
print("fetch_song_list_at_start")
var fetch_song_list_at_start_done: Callable = func fetch_songs_at_start_done(data) -> void:
Playlist.clear_song_list()
if typeof(data) == TYPE_ARRAY:
for d: Dictionary in data:
var new_song_object: SongObject = SongObject.new()
new_song_object.song_number = d.SongNo
new_song_object.soundtrack_title = d.Soundtrack
new_song_object.song_title = d.Song
new_song_object.is_answered = true
new_song_object.has_played = true
Playlist.add_to_playlist(new_song_object)
elif data != null:
print("Unexpected data")
Playlist.update_last_played_song()
update_song_list()
if !Playlist.is_song_downloading:
fetch_song()
MusicServerClient.fetch_song_list(fetch_song_list_at_start_done,
_retry_later.bind(fetch_song_list_at_start))
func play_next_song() -> void:
print("play_next_song ", Playlist.latest_played_song)
if Playlist.first_song_played:
Playlist.set_latest_played_song()
Playlist.first_song_played = true
music_player_container.play_song_object(Playlist.latest_played_song)
if !(Playlist.get_preloaded_songs() > 0):
next_button.disabled = true
if !Playlist.is_song_downloading:
fetch_song()
#not first "/music/addPlayed"
#"/music/rand"
#"/music/addQue"
#"/music/info"
func _popups() -> Array[PopupWindow]:
return [search_view, sync_window, settings_window, qr_window, new_character_select,
shortcuts_window, about_window, winner_window, log_window]
# The backdrop sits above the main window and below every popup. Popups close
# themselves when clicked outside, and the backdrop keeps that click from reaching
# the buttons behind them.
func _setup_popup_backdrop() -> void:
popup_backdrop = ColorRect.new()
popup_backdrop.name = "PopupBackdrop"
popup_backdrop.color = Color(0, 0, 0, 0.55)
popup_backdrop.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(popup_backdrop)
popup_backdrop.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
for popup: PopupWindow in _popups():
move_child(popup, -1)
popup.visibility_changed.connect(_update_popup_backdrop)
_update_popup_backdrop()
func _update_popup_backdrop() -> void:
popup_backdrop.visible = _popups().any(func(popup: PopupWindow) -> bool: return popup.visible)
# The cache size can be changed in the settings. Waiting until the settings are closed
# avoids starting downloads while the user is still clicking the number up and down.
func _on_settings_window_visibility_changed() -> void:
if !settings_window.visible && !Playlist.is_song_downloading && Playlist.should_preload_more_songs():
fetch_song()
func fetch_song() -> void:
print("fetch_song")
Playlist.is_song_downloading = true
_download_random_song(SongObject.new())
# Fetching a song takes three requests. If one fails, only that step is retried, so
# the server and the game keep the same songs in their playlists.
func _download_random_song(new_song_object: SongObject) -> void:
var song_downloaded: Callable = func song_downloaded(body: PackedByteArray) -> void:
print("song_downloaded")
var sound: AudioStream = AudioStreamMP3.new()
sound.data = body
new_song_object.song = sound
_add_song_to_queue(new_song_object)
MusicServerClient.fetch_random_song(Settings.use_low_played_mode, song_downloaded,
_retry_later.bind(_download_random_song.bind(new_song_object)))
func _add_song_to_queue(new_song_object: SongObject) -> void:
MusicServerClient.add_to_queue(_fetch_song_info.bind(new_song_object),
_retry_later.bind(_add_song_to_queue.bind(new_song_object)))
func _fetch_song_info(new_song_object: SongObject) -> void:
var song_info_fetched: Callable = func song_info_fetched(data_received: Dictionary) -> void:
print("song_info_fetched")
new_song_object.song_number = data_received.SongNo
new_song_object.soundtrack_title = data_received.Soundtrack
new_song_object.song_title = data_received.Song
print("new_song_object: ", new_song_object.to_string())
Playlist.add_to_playlist(new_song_object)
next_button.disabled = false
if Playlist.should_preload_more_songs():
fetch_song()
else:
Playlist.is_song_downloading = false
if Settings.is_debug:
update_song_list()
MusicServerClient.fetch_song_info(song_info_fetched,
_retry_later.bind(_fetch_song_info.bind(new_song_object)))
func _retry_later(step: Callable) -> void:
print("Song download failed, retrying in %s seconds" % song_fetch_retry_seconds)
get_tree().create_timer(song_fetch_retry_seconds).timeout.connect(step)
func update_song_list() -> void:
print("update_song_list")
if Playlist.currently_playing_song >= 0:
soundtrack_label.text = Playlist.get_current_soundtrack_title()
song_label.text = Playlist.get_current_song_title()
Settings.delete_children(music_list)
for s: SongObject in Playlist.get_playlist():
var new_song_list_object: SongListObject = song_list_object.instantiate()
new_song_list_object.song_object = s
new_song_list_object.gui_input.connect(song_object_clicked.bind(s.song_number))
music_list.add_child(new_song_list_object)
func song_object_clicked(event: InputEvent, song_no: int) -> void:
if (event is InputEventMouseButton && event.pressed && event.button_index == MOUSE_BUTTON_LEFT):
print("Clicked Song Object: ", Playlist.song_object_array[song_no].to_string())
if Settings.character_select_open == false:
if Playlist.get_song(song_no) == null:
print("has no song, need to download")
var song_downloaded: Callable = func song_downloaded(body: PackedByteArray) -> void:
var sound: AudioStream = AudioStreamMP3.new()
sound.data = body
Playlist.add_song_to_song_object(song_no, sound)
music_player_container.play_song_object(song_no)
MusicServerClient.fetch_song(song_no, song_downloaded)
else:
print("song already downloaded")
music_player_container.play_song_object(song_no)
func reset_playlist() -> void:
print("reset_playlist")
var playlist_reset_done: Callable = func playlist_reset_done() -> void:
Playlist.reset_playlist()
fetch_song_list_at_start()
MusicServerClient.reset_playlist(playlist_reset_done)
func reset_points() -> void:
print("reset_points")
for player_objects: PlayerObject in Settings.player_array:
player_objects.reset_points()
load_players()
# A new game starts, so turn statistics back on if winning turned them off
if stats_paused_by_win:
Settings.add_to_stats = true
stats_paused_by_win = false
func show_about() -> void:
print("show_about")
about_window.open()
func show_shortcuts() -> void:
print("show_shortcuts")
shortcuts_window.open()
func show_settings() -> void:
print("show_settings")
settings_window.open()
func show_qr() -> void:
print("show_qr")
qr_window.open()
func get_statistics() -> void:
print("get_statistics")
statistic_popup.visible = true
statistic_label.text = "Total amount of soundtracks in the playlist: " + str(soundtracks.size())
func sync_soundtracks() -> void:
print("sync_soundtracks")
sync_window.start_sync()
func _on_sync_started() -> void:
print("_on_sync_started")
sync_button.disabled = false
sound_test_button.disabled = true
reset_playlist_button.disabled = true
show_answer_button.disabled = true
next_button.disabled = true
func _on_sync_finished() -> void:
print("_on_sync_finished")
update_from_server()
sound_test_button.disabled = false
reset_playlist_button.disabled = false
show_answer_button.disabled = false
reset_points()
func get_suggestion_list() -> void:
print("get_suggestion_list")
var populate_list: Callable = func populate_list(array) -> void:
if typeof(array) == TYPE_ARRAY:
soundtracks = []
Settings.delete_children(inspiration_list)
soundtracks.append_array(array)
for i: int in soundtracks.size():
inspiration_list.add_child(ListRow.create(soundtracks[i], i, 20))
else:
print("Unexpected data")
MusicServerClient.fetch_all_soundtracks(populate_list)
func add_players() -> void:
print("add_players")
Settings.edit_players = !Settings.edit_players
add_player_container.visible = !add_player_container.visible
new_player_name_field.grab_focus()
func add_player() -> void:
print("add_player")
if new_player_name_field.text != "" && Settings.player_array.size() < Settings.MAX_NUMBER_OF_PLAYERS:
var new_player_object: PlayerObject = PlayerObject.new(new_player_name_field.text)
new_player_name_field.text = ""
Settings.player_array.append(new_player_object)
new_player_object.connect("first_point_triggerd", music_player_container._on_point_triggered.bind("first"))
new_player_object.connect("match_point_triggerd", music_player_container._on_point_triggered.bind("match"))
new_player_object.connect("winner_triggerd", _on_player_won.bind(new_player_object))
new_player_object.connect("point_given_sound", _on_make_point_given_sound)
new_player_object.connect("player_point_given", _on_point_given.bind(new_player_object))
new_player_object.connect("player_point_taken", _on_point_taken.bind(new_player_object))
load_players()
func load_players() -> void:
print("load_players")
Settings.delete_children(players_list_container)
var counter: int = 0
for player_object: PlayerObject in Settings.player_array:
print(player_object.player_name)
var new_player: Player = player.instantiate()
new_player.player_object = player_object
new_player.list_index = counter
new_player.connect("change_character_clicked", _on_player_change_character_clicked.bind(new_player, player_object.player_name))
new_player.connect("player_removed", _on_player_removed.bind(player_object))
players_list_container.add_child(new_player)
counter += 1
func _on_point_given(player_object: PlayerObject) -> void:
print("_on_point_given")
log_window.add_log_row(player_object.player_name + " got a point")
if Playlist.currently_playing_song >= 0:
Playlist.add_point(player_object.id)
update_song_list()
func _on_make_point_given_sound() -> void:
music_player_container.play_sound_effect(preload("res://sounds/itemopen.wav"))
func _on_point_taken(player_object: PlayerObject) -> void:
print("_on_point_taken")
log_window.add_log_row(player_object.player_name + " lost a point")
music_player_container.play_sound_effect(preload("res://sounds/itemequip.wav"))
if Playlist.currently_playing_song >= 0:
Playlist.remove_point(player_object.id)
update_song_list()
func _on_player_won(player_object: PlayerObject) -> void:
print("_on_player_won")
winner_window.show_winner(player_object)
music_player_container.play_song(preload("res://sounds/winning.mp3"))
# Songs played after the game is won don't count towards the statistics
if Settings.add_to_stats:
Settings.add_to_stats = false
stats_paused_by_win = true
func _on_player_removed(player_object: PlayerObject) -> void:
print("_on_player_removed ", player_object.player_name)
Settings.player_array.erase(player_object)
load_players()
Playlist.remove_player_from_list(player_object.id)
update_song_list()
func _on_player_change_character_clicked(new_player: Player, player_name: String) -> void:
print("_on_player_change_character_clicked")
current_player = new_player
print("Change character for: " + player_name)
new_character_select.show_grid(player_name)
func _on_new_character_selected(character_texture: ImageTexture) -> void:
print("_on_new_character_selected")
current_player.new_character_selected(character_texture)
func show_search() -> void:
print("show_search")
search_view.toggle()
###Local
var local_path: String = '/Users/sebastian/ResilioSync/Sorterat_test/Metal Gear Solid 4 - Guns of the Patriots/2-16 Metal Gear Saga.mp3'
func open() -> void:
fileDialog.popup()
func _on_file_dialog_dir_selected(path: String) -> void:
print(path)
dir_contents(path)
func dir_contents(path: String) -> void:
var dir: DirAccess = DirAccess.open(path)
if dir:
dir.list_dir_begin()
var file_name: String = dir.get_next()
songs.clear()
soundtracks = []
while file_name != "":
if dir.current_is_dir():
#print("Found directory: " + file_name)
soundtracks.append(file_name)
else:
#print("Found file: " + file_name)
if file_name.ends_with(".mp3"):
songs.append(path + "/" + file_name)
file_name = dir.get_next()
else:
print("An error occurred when trying to access the path.")
for i: int in soundtracks.size():
inspiration_list.add_child(ListRow.create(soundtracks[i], i, 20))