SupaLidlGame/UI/Inventory/InventoryGrid.cs

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4.0 KiB
C#
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using Godot;
using GodotUtilities;
using SupaLidlGame.Items;
namespace SupaLidlGame.UI.Inventory;
public partial class InventoryGrid : GridContainer
{
private Items.IItemCollection _source;
[Export]
private PackedScene _slotScene;
public ButtonGroup ButtonGroup { get; private set; }
public Items.IItemCollection Source
{
get => _source;
set
{
GD.Print("Set InventoryGrid source");
_source = value;
Redraw();
}
}
[Signal]
public delegate void SlotFocusedEventHandler(InventorySlot slot);
[Signal]
public delegate void SlotUnfocusedEventHandler(InventorySlot slot);
[Signal]
public delegate void SlotSelectedEventHandler(InventorySlot slot);
public InventoryGrid()
{
ButtonGroup = new();
}
public void Redraw()
{
GD.Print("Redrawing inventory grid...");
if (_source is null)
{
this.QueueFreeChildren();
}
var children = GetChildren();
for (int i = children.Count; i < _source.Capacity; i++)
{
AddInventorySlot();
}
for (int i = children.Count - 1; i >= _source.Capacity; i--)
{
children[i].QueueFree();
}
children = GetChildren();
// iterate through items and update the grid
using (var items = _source.GetItems().GetEnumerator())
{
GD.Print("Updating items...");
int i;
for (i = 0; items.MoveNext(); i++)
{
InventorySlot slot = children[i] as InventorySlot;
ItemMetadata item = items.Current;
slot.Item = item;
slot.Index = i;
}
// make remaining slots display empty
for (; i < _source.Capacity; i++)
{
InventorySlot slot = children[i] as InventorySlot;
slot.Item = null;
slot.Index = i;
}
}
for (int i = 0; i < children.Count; i++)
{
var child = children[i] as Control;
if (i > 0)
{
child.FocusPrevious = child.GetPathTo(children[i - 1]);
}
if (i < children.Count - 1)
{
child.FocusNext = child.GetPathTo(children[i + 1]);
}
}
if (children.Count > 0)
{
var button = children[0] as Button;
button.ButtonPressed = true;
button.GrabFocus();
}
}
private InventorySlot AddInventorySlot()
{
var slot = _slotScene.Instantiate<InventorySlot>();
AddChild(slot);
slot.ButtonGroup = ButtonGroup;
void focusedHandler()
{
EmitSignal(SignalName.SlotFocused, slot);
}
void unfocusedHandler()
{
EmitSignal(SignalName.SlotUnfocused, slot);
}
void toggledHandler()
{
EmitSignal(SignalName.SlotSelected, slot);
}
slot.Connect(
InventorySlot.SignalName.FocusEntered,
Callable.From(focusedHandler)
);
slot.Connect(
InventorySlot.SignalName.FocusExited,
Callable.From(unfocusedHandler)
);
slot.Connect(
InventorySlot.SignalName.MouseEntered,
Callable.From(focusedHandler)
);
slot.Connect(
InventorySlot.SignalName.MouseExited,
Callable.From(unfocusedHandler)
);
slot.Connect(
InventorySlot.SignalName.Pressed,
Callable.From(toggledHandler)
);
return slot;
}
private void RemoveInventorySlot(InventorySlot slot)
{
RemoveChild(slot);
}
public bool GrabSlotFocus()
{
var children = GetChildren();
if (children.Count > 0)
{
var button = children[0] as Button;
button.GrabFocus();
return true;
}
return false;
}
}