Files
MusicPlayer/quiz.gd
T
Sansan 3c7b4e5c9d Split the main window into TopBar and Quiz scenes
The quiz (song, playlist, players, music player and the popups opened from
it) moves into Quiz.tscn and the top panel into TopBar.tscn. The main window
keeps only the top bar, the quiz and the popups opened from the top bar, so
other views can be added next to the quiz later. Every node keeps its place
on screen.

Screenshots of every UI state before and after are pixel-identical, and a
layout test checks each node against a baseline taken before the split.
2026-10-06 10:02:22 +02:00

497 lines
18 KiB
GDScript

class_name Quiz
extends Control
## The quiz: the song that is playing, the playlist, the players and their points, and
## the popups opened from here (settings, character select, winner and log).
##
## The main window shows the quiz below its top bar. Pictures and buttons keep the
## positions they had in the main window, so the quiz fills the whole window and lets
## clicks through where it has nothing.
## Emitted when another MusicServer is picked in the settings, after the quiz has
## reloaded from it.
signal server_changed
@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 settings_button: Button = $SettingsButton
@onready
var settings_window: Control = $SettingsWindow
@onready
var winner_window: Control = %WinnerWindow
@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 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: PopupBackdrop
## Seconds to wait before retrying a song download step that failed.
var song_fetch_retry_seconds: float = 5.0
func _ready() -> void:
popup_backdrop = PopupBackdrop.add_to(self, _popups())
if OS.has_feature("debug"):
print("is_debug")
debug_label.visible = true
Settings.is_debug = true
settings_window.set_winning_score(5)
settings_window.set_selected_server(4)
next_button.pressed.connect(play_next_song)
show_answer_button.pressed.connect(show_answer_pressed)
sound_test_button.pressed.connect(music_player_container.get_sound_test_song)
settings_button.pressed.connect(show_settings)
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", _on_server_changed)
settings_window.visibility_changed.connect(_on_settings_window_visibility_changed)
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()
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_L:
log_window.toggle()
## Disables the buttons that use the song list while the server syncs it.
func lock_for_sync() -> void:
sound_test_button.disabled = true
reset_playlist_button.disabled = true
show_answer_button.disabled = true
next_button.disabled = true
## Reloads from the server after a sync and starts a new game.
func on_sync_finished() -> void:
refresh_from_server()
sound_test_button.disabled = false
reset_playlist_button.disabled = false
show_answer_button.disabled = false
reset_points()
## Reloads the soundtracks, playlist and characters from the server.
func refresh_from_server() -> void:
print("refresh_from_server")
get_suggestion_list()
reset_playlist()
new_character_select.load_characters()
func _on_server_changed() -> void:
print("_on_server_changed")
refresh_from_server()
reset_points()
server_changed.emit()
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()
func _popups() -> Array[PopupWindow]:
return [settings_window, new_character_select, winner_window, log_window]
# 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_settings() -> void:
print("show_settings")
settings_window.open()
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)
###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))