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; } // make remaining slots display empty for (; i < _source.Capacity; i++) { InventorySlot slot = children[i] as InventorySlot; slot.Item = null; } } 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(); 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; } }