Character select
- A card only picks its character when it is clicked. Before, every card
watched every click, so clicking below the panel could pick a card
scrolled out of view there.
- Six columns of fixed-size cards that scroll for any number of
characters, with a gap between the cards and the scrollbar.
- Pictures are read as PNG, JPG or WebP by their first bytes, so JPGs no
longer print an error. Names are split into words ("Paper Mario") and
the card under the mouse is highlighted.
Shortcuts
- Alt+Z restarts the song; it was listed as "Reset".
- Grouped by what the keys do, in sentence case, and the panel fits the
list. A test checks that every button shortcut is listed.
Log
- Scrolls to the newest row, alternates row colours and says "Nothing
has happened yet" when empty.
QR
- A title, and the code is set up in one place.
64 lines
2.7 KiB
GDScript
64 lines
2.7 KiB
GDScript
class_name CharacterCard
|
|
extends Panel
|
|
## One character in the character select popup: its picture and name. Clicking it picks
|
|
## the character.
|
|
|
|
## Emitted with the character's picture when the card is clicked.
|
|
signal new_character_selected(img_texture: ImageTexture)
|
|
|
|
@onready var character_image: TextureRect = %CharacterTextureRect
|
|
@onready var character_name_label: Label = %CharacterName
|
|
|
|
|
|
func _ready() -> void:
|
|
gui_input.connect(_on_gui_input)
|
|
mouse_entered.connect(_set_hovered.bind(true))
|
|
mouse_exited.connect(_set_hovered.bind(false))
|
|
|
|
|
|
## Shows [param character_name] and fetches its picture from the server.
|
|
func set_character_name(character_name: String) -> void:
|
|
character_name_label.text = display_name(character_name)
|
|
tooltip_text = character_name_label.text
|
|
var image_fetched: Callable = func image_fetched(image: PackedByteArray) -> void:
|
|
var picture: Image = image_from_bytes(image)
|
|
if picture == null:
|
|
GameLog.warning("Could not load the picture of ", character_name)
|
|
return
|
|
character_image.texture = ImageTexture.create_from_image(picture)
|
|
MusicServerClient.fetch_character_image(character_name, image_fetched)
|
|
|
|
|
|
## The name to show for a picture's [param file_name]: without the file extension, and
|
|
## with words that are written together split, e.g. "PaperMario.png" is "Paper Mario".
|
|
static func display_name(file_name: String) -> String:
|
|
var name_part: String = file_name.get_basename() if "." in file_name else file_name
|
|
var words: RegEx = RegEx.create_from_string("([a-z])([A-Z])")
|
|
return words.sub(name_part, "$1 $2", true)
|
|
|
|
|
|
## Reads a PNG, JPG or WebP picture, telling them apart by their first bytes so that no
|
|
## error is printed for trying the wrong format. Returns null if it is none of them.
|
|
static func image_from_bytes(bytes: PackedByteArray) -> Image:
|
|
var image: Image = Image.new()
|
|
var error: Error = ERR_FILE_UNRECOGNIZED
|
|
if bytes.size() >= 4 && bytes.slice(0, 4) == PackedByteArray([0x89, 0x50, 0x4E, 0x47]):
|
|
error = image.load_png_from_buffer(bytes)
|
|
elif bytes.size() >= 3 && bytes.slice(0, 3) == PackedByteArray([0xFF, 0xD8, 0xFF]):
|
|
error = image.load_jpg_from_buffer(bytes)
|
|
elif bytes.size() >= 12 && bytes.slice(8, 12).get_string_from_ascii() == "WEBP":
|
|
error = image.load_webp_from_buffer(bytes)
|
|
return image if error == OK else null
|
|
|
|
|
|
func _set_hovered(hovered: bool) -> void:
|
|
theme_type_variation = &"CharacterCardHover" if hovered else &"CharacterCard"
|
|
|
|
|
|
func _on_gui_input(event: InputEvent) -> void:
|
|
if event is InputEventMouseButton && event.pressed \
|
|
&& event.button_index == MOUSE_BUTTON_LEFT && Settings.character_select_open:
|
|
accept_event()
|
|
GameLog.debug(character_name_label.text)
|
|
new_character_selected.emit(character_image.texture)
|