Popups: - All nine popups now extend a shared PopupWindow class with open(), close() and toggle(), instead of each copying its own close-on-click code. Popups that need cleanup override close(). - A click outside a popup closed it and also pressed whatever was underneath, e.g. Reset playlist. The closing click is now consumed. - Popups used Godot's see-through default panel, so the song list and titles showed through. They now use an opaque popup theme, and a backdrop dims the window behind them. - The main window root now fills the screen, so the backdrop covers it. Text and images: - Many labels and buttons forced nearest filtering, which made text and icons jagged when the window is not 1920x1080. They now use the default smooth filtering. Only the pixel-art "no character" picture keeps nearest filtering when the winner window enlarges it. Player list: - A long player name pushed that row's character and buttons to the right. Names now take the free space and shorten with an ellipsis, so all rows line up and use the full width of the panel.
59 lines
1.7 KiB
GDScript
59 lines
1.7 KiB
GDScript
extends PopupWindow
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@onready
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var winner_panel: Panel = %WinnerPanel
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@onready
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var winner_picture: TextureRect = %WinnerPicture
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@onready
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var winner_label: Label = %WinnerLabel
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@onready
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var players_list: VBoxContainer = %PlayersList
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func _ready() -> void:
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visible = false
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func show_winner(winner: PlayerObject) -> void:
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visible = true
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# Set winner info
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winner_label.text = winner.player_name + " won with " + str(winner.player_score) + \
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" points!!"
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winner_picture.texture = winner.character
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# The "no character" placeholder is pixel art, which blurs when scaled up smoothly
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if winner.character.resource_path == PlayerObject.NO_CHARACTER_PATH:
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winner_picture.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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else:
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winner_picture.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR
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winner_picture.custom_minimum_size = Vector2(480, 200)
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winner_picture.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
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winner_picture.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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# Clear previous player list entries
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for child: Node in players_list.get_children():
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child.queue_free()
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# Sort players by score (descending) and add to list
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var sorted_players: Array = Settings.player_array.duplicate()
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sorted_players.sort_custom(
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func(a: PlayerObject, b: PlayerObject) -> bool:
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return a.player_score > b.player_score
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)
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var placing: int = 2
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for player: PlayerObject in sorted_players:
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if player == winner:
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continue # Skip the winner, already shown above
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var label: Label = Label.new()
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label.text = str(placing) + ". " + player.player_name + " - " + \
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str(player.player_score) + " points"
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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players_list.add_child(label)
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placing += 1
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