Files
MusicPlayer/popups/search_popup.gd
T
SansanandClaude Opus 5.5 ef6ac8f1fd
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Show soundtrack covers and edit alternative names (#49)
Covers: statistics cards show the soundtrack's cover on the left, and the
statistics popup shows it large. Until it arrives, and without a cover, the
soundtrack's initials stand in. Covers load only for cards on or near the
screen, three at a time, and are cached in covers/ next to the settings
(CoverCache), downloaded again only when cover_modified changes. The index and
file handling are shared with CharacterCache in a new FileCache.

Alternative names: the popup shows them and has an editor (add, remove, save)
that sends PUT /soundtracks/{uuid}/alternative-names. The statistics search and
the Search popup find soundtracks by them; Search shows the matching name after
the real one. Search now loads /soundtracks, falling back to the plain list.

The API types are regenerated from the server's spec, with a SoundtrackCover
theme style in every theme.

Closes #49

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:06:30 +02:00

185 lines
6.5 KiB
GDScript

class_name SearchPopup
extends BasePopup
## Searches every soundtrack on the server as you type, with [SoundtrackSearch], and
## highlights the letters that matched. Soundtracks are also found by their alternative
## names; the alternative name that matched is shown after the real name.
## Every soundtrack on the server, sorted by name.
var soundtracks: Array = []
var _matcher: SoundtrackSearch = SoundtrackSearch.new()
# One row per soundtrack, in the order of soundtracks. Rows are reused between searches.
var _rows: Array[PanelContainer] = []
var _index_of: Dictionary = {}
# The other names of each soundtrack, by its real name
var _alternatives: Dictionary = {}
@onready var search_panel: Panel = %SearchPanel
@onready var search_field: LineEdit = %SearchField
@onready var clear_button: Button = %ClearButton
@onready var count_label: Label = %CountLabel
@onready var empty_label: Label = %EmptyLabel
@onready var search_results: VBoxContainer = %SearchResults
func _ready() -> void:
clear_button.pressed.connect(clear)
search_field.text_changed.connect(func(_text: String) -> void: search())
visibility_changed.connect(_on_visibility_changed)
func close() -> void:
clear()
super()
## Empties the search field and shows every soundtrack.
func clear() -> void:
search_field.text = ""
search()
search_field.grab_focus()
## Shows the soundtracks matching the search field, best matches first, or all of them
## when it is empty.
func search() -> void:
var search_text: String = search_field.text.strip_edges()
var shown: Array[int] = []
if search_text.is_empty():
shown.assign(range(soundtracks.size()))
else:
for soundtrack: String in _matcher.find_matches(search_text):
shown.append(_index_of[soundtrack])
var is_shown: Array[bool] = []
is_shown.resize(_rows.size())
for position: int in shown.size():
var row: PanelContainer = _rows[shown[position]]
if row.get_index() != position:
search_results.move_child(row, position)
# Rows that come back with the search fade in
if !row.visible:
Anim.fade_in(row, Anim.FAST)
row.visible = true
row.theme_type_variation = &"ListRowOdd" if position % 2 != 0 else &"ListRowEven"
_show_name(row, soundtracks[shown[position]], search_text)
is_shown[shown[position]] = true
for index: int in _rows.size():
if !is_shown[index]:
_rows[index].visible = false
empty_label.visible = shown.is_empty() && !soundtracks.is_empty()
if search_text.is_empty():
count_label.text = "%d soundtracks" % soundtracks.size()
else:
count_label.text = "%d of %d soundtracks" % [shown.size(), soundtracks.size()]
## The names of the soundtracks shown, in the order they are shown.
func shown_names() -> Array[String]:
var names: Array[String] = []
for row: PanelContainer in search_results.get_children():
if row.visible:
names.append(row.get_meta(&"soundtrack"))
return names
func get_list_of_soundtracks() -> void:
GameLog.debug("get_list_of_soundtracks")
if Settings.is_offline():
set_soundtracks(Settings.music_folder.soundtrack_names())
return
var with_names: Callable = func with_names(list: Array[Soundtrack]) -> void:
var names: Array[String] = []
var alternatives: Dictionary = {}
for soundtrack: Soundtrack in list:
names.append(soundtrack.name)
alternatives[soundtrack.name] = soundtrack.alternative_names
names.sort_custom(func(a: String, b: String) -> bool:
return a.naturalnocasecmp_to(b) < 0)
set_soundtracks(names, alternatives)
MusicServerClient.fetch_soundtracks(with_names, _load_names_only)
## Replaces the searchable soundtracks and shows them, keeping the current search.
## [param alternatives] has the other names of a soundtrack, by its real name.
func set_soundtracks(list: Array, alternatives: Dictionary = {}) -> void:
soundtracks = []
soundtracks.append_array(list)
_alternatives = alternatives
_matcher.set_names(soundtracks, alternatives)
_index_of.clear()
for index: int in range(soundtracks.size() - 1, -1, -1):
_index_of[soundtracks[index]] = index
while _rows.size() < soundtracks.size():
var row: PanelContainer = _make_row()
search_results.add_child(row)
_rows.append(row)
while _rows.size() > soundtracks.size():
_rows.pop_back().free()
for index: int in soundtracks.size():
_rows[index].set_meta(&"soundtrack", soundtracks[index])
search()
## [param soundtrack_name] as BBCode, with the letters [param search_text] matched in
## [param highlight_color].
static func highlighted_name(
soundtrack_name: String, search_text: String, highlight_color: Color) -> String:
var matched: Array[int] = SoundtrackSearch.matched_letters(soundtrack_name, search_text)
var text: String = ""
var in_highlight: bool = false
for i: int in soundtrack_name.length():
var highlight: bool = matched.has(i)
if highlight != in_highlight:
text += "[color=#%s]" % highlight_color.to_html(false) if highlight else "[/color]"
in_highlight = highlight
var letter: String = soundtrack_name[i]
text += "[lb]" if letter == "[" else letter
if in_highlight:
text += "[/color]"
return text
func _make_row() -> PanelContainer:
var row: PanelContainer = PanelContainer.new()
var label: RichTextLabel = RichTextLabel.new()
label.theme_type_variation = &"SearchResult"
label.bbcode_enabled = true
label.fit_content = true
label.scroll_active = false
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
row.add_child(label)
return row
# Servers without /soundtracks only list the names
func _load_names_only() -> void:
MusicServerClient.fetch_all_soundtracks_ordered(func(array: Variant) -> void:
if typeof(array) == TYPE_ARRAY:
set_soundtracks(array)
else:
GameLog.warning("Unexpected data"))
func _show_name(row: PanelContainer, soundtrack_name: String, search_text: String) -> void:
var highlight: Color = get_theme_color(&"font_color", &"HighlightLarge")
var text: String = highlighted_name(soundtrack_name, search_text, highlight)
# Found by another name: show which, dimmer, after the real name
var alternative: String = _matcher.matched_alternative(soundtrack_name) \
if !search_text.is_empty() else ""
if !alternative.is_empty():
text += " [color=#%s]%s[/color]" % [
get_theme_color(&"default_color", &"SongStatsSecondary").to_html(false),
highlighted_name(alternative, search_text, highlight)]
var label: RichTextLabel = row.get_child(0)
# Setting the same text again would make the label lay it out again for nothing
if label.text != text:
label.text = text
func _on_visibility_changed() -> void:
if visible:
clear()