Files
MusicPlayer/popups/search_popup.gd
T
Sansan a21b6e9b22
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Add a Statistics tab with a card for every soundtrack
Part of #41. The top bar has Quiz and Statistics tabs instead of the
Statistics button. The Statistics tab replaces the quiz below the top bar
(the song keeps playing) and shows every soundtrack as a card with its
plays, last played date and most and least played songs, loaded from the
new GET /api/v1/statistics/soundtracks. The cards can be searched (with
the Search popup's matching, now in SoundtrackSearch), filtered on played
or never played, and sorted A-Z, Z-A, most or least played. Clicking a
card opens a popup with all its songs.

Screenshots of the other states only differ in the top bar, and the
layout baseline is taken again with the new statistics states.
2026-10-06 23:33:00 +02:00

125 lines
3.2 KiB
GDScript

class_name SearchPopup
extends BasePopup
## Searches every soundtrack on the server as you type, with [SoundtrackSearch].
var soundtracks: Array = []
var label_pool: Array[Label] = []
var _matcher: SoundtrackSearch = SoundtrackSearch.new()
@onready var search_list: VBoxContainer = %SearchResults
@onready var search_panel: Panel = %SearchPanel
@onready var clear_button: Button = $ClearButton
@onready var search_bar: TextEdit = $Searchbar
func _ready() -> void:
clear_button.pressed.connect(clear)
search_bar.grab_focus()
search_bar.text_changed.connect(search)
visibility_changed.connect(focus)
func focus() -> void:
if visible:
search_bar.grab_focus()
clear()
func close() -> void:
clear()
super()
func search() -> void:
GameLog.debug(search_bar.text)
var search_text: String = search_bar.text
if search_text == "":
show_all_soundtracks()
return
perform_search(search_text)
func show_all_soundtracks() -> void:
# Hide all visible labels and add to pool
for child: Label in search_list.get_children():
if child.visible:
child.visible = false
label_pool.append(child)
# Show all soundtracks in order
for soundtrack: String in soundtracks:
add_soundtrack_reuse(soundtrack)
func perform_search(search_text: String) -> void:
# Hide all visible labels and add to pool
for child: Label in search_list.get_children():
if child.visible:
child.visible = false
label_pool.append(child)
for soundtrack: String in _matcher.find_matches(search_text):
add_soundtrack_reuse(soundtrack)
func add_soundtrack(soundtrack: String) -> void:
# Backward compatibility - delegates to reuse version
add_soundtrack_reuse(soundtrack)
## Shows [param soundtrack], reusing a hidden label from the pool when there is one.
func add_soundtrack_reuse(soundtrack: String) -> void:
var label: Label
if label_pool.size() > 0:
label = label_pool.pop_front()
label.text = soundtrack
label.visible = true
# Move to end to maintain display order
search_list.move_child(label, search_list.get_child_count() - 1)
else:
label = Label.new()
label.text = soundtrack
label.autowrap_mode = TextServer.AUTOWRAP_WORD
search_list.add_child(label)
label.visible = true
func check_if_soundtrack_exists(soundtrack: String) -> bool:
var soundtrack_exists: bool = false
for child: Label in search_list.get_children():
if child.text == soundtrack and child.visible:
soundtrack_exists = true
return soundtrack_exists
func get_list_of_soundtracks() -> void:
GameLog.debug("get_list_of_soundtracks")
var handle_soundtracks: Callable = func handle_soundtracks(array: Variant) -> void:
if typeof(array) == TYPE_ARRAY:
# Reuse existing labels: hide all and add to pool
for child: Label in search_list.get_children():
child.visible = false
label_pool.append(child)
set_soundtracks(array)
for soundtrack: String in soundtracks:
add_soundtrack_reuse(soundtrack)
else:
GameLog.warning("Unexpected data")
MusicServerClient.fetch_all_soundtracks_ordered(handle_soundtracks)
## Replaces the searchable soundtracks.
func set_soundtracks(list: Array) -> void:
soundtracks = []
soundtracks.append_array(list)
_matcher.set_names(soundtracks)
func clear() -> void:
search_bar.text = ""
show_all_soundtracks()
search_bar.grab_focus()