485 lines
16 KiB
GDScript
485 lines
16 KiB
GDScript
class_name HandDisplay
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extends Control
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## HandDisplay - Shows the current player's hand in a fan layout
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## Click a card to select it and show action menu
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signal card_action_requested(card_instance: CardInstance, action: String)
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signal card_hovered(card_instance: CardInstance)
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signal card_unhovered
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signal card_selected(card_instance: CardInstance) # Emitted when selection panel opens
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# Hand card visuals
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var hand_cards: Array[Control] = []
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var card_instances: Array[CardInstance] = []
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# Layout settings - FF-TCG card ratio is approximately 63:88
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const CARD_WIDTH: float = 195.0 # Hand cards (triple the original 65)
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const CARD_HEIGHT: float = 273.0 # Matches ~63:88 ratio (triple the original 91)
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const CARD_OVERLAP: float = 100.0 # Increased overlap for larger cards
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const FAN_ANGLE: float = 1.0 # Degrees per card from center
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const HOVER_LIFT: float = 15.0
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# Selected card display settings (double the original 180x252)
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const SELECTED_CARD_WIDTH: float = 405.0
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const SELECTED_CARD_HEIGHT: float = 567.0
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const MENU_WIDTH: float = 180.0
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# Current state
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var hovered_card_index: int = -1
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var selected_card_index: int = -1
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var selected_card_panel: Panel = null
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var card_image_container: Control = null
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var action_menu: VBoxContainer = null
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# Debug visualization (set to true to see positioning markers)
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const DEBUG_MARKERS: bool = false
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var debug_container_outline: ColorRect = null
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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clip_contents = false # Allow cards to extend beyond container bounds
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resized.connect(_on_resized)
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_create_selection_ui()
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if DEBUG_MARKERS:
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_create_debug_markers()
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func _create_selection_ui() -> void:
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# Create the selected card display panel using HBoxContainer for reliable layout
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selected_card_panel = Panel.new()
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selected_card_panel.visible = false
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selected_card_panel.mouse_filter = Control.MOUSE_FILTER_STOP
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selected_card_panel.z_index = 200
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.08, 0.08, 0.12, 0.95)
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style.border_color = Color(0.5, 0.4, 0.2)
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style.set_border_width_all(2)
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style.set_corner_radius_all(6)
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# Add padding via content margins
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style.content_margin_left = 15
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style.content_margin_right = 15
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style.content_margin_top = 15
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style.content_margin_bottom = 15
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selected_card_panel.add_theme_stylebox_override("panel", style)
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add_child(selected_card_panel)
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# Use HBoxContainer inside the panel for horizontal layout
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var hbox = HBoxContainer.new()
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hbox.set_anchors_preset(Control.PRESET_FULL_RECT)
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hbox.add_theme_constant_override("separation", 20) # Gap between card and menu
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selected_card_panel.add_child(hbox)
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# Card image container with fixed size
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card_image_container = Control.new()
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card_image_container.custom_minimum_size = Vector2(SELECTED_CARD_WIDTH, SELECTED_CARD_HEIGHT)
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card_image_container.name = "CardContainer"
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card_image_container.clip_contents = false
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hbox.add_child(card_image_container)
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# Action menu - VBoxContainer for vertical button layout
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action_menu = VBoxContainer.new()
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action_menu.custom_minimum_size = Vector2(MENU_WIDTH, SELECTED_CARD_HEIGHT)
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action_menu.add_theme_constant_override("separation", 10)
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hbox.add_child(action_menu)
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# Set panel size based on contents (padding + card + gap + menu + padding)
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var panel_width = 15 + SELECTED_CARD_WIDTH + 20 + MENU_WIDTH + 15
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var panel_height = 15 + SELECTED_CARD_HEIGHT + 15
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selected_card_panel.custom_minimum_size = Vector2(panel_width, panel_height)
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selected_card_panel.size = Vector2(panel_width, panel_height)
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func _create_debug_markers() -> void:
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# Create a visible outline around the hand container bounds
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# RED = hand container area
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debug_container_outline = ColorRect.new()
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debug_container_outline.color = Color(1, 0, 0, 0.3) # Semi-transparent red
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debug_container_outline.mouse_filter = Control.MOUSE_FILTER_IGNORE
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debug_container_outline.z_index = -1 # Behind cards
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add_child(debug_container_outline)
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# GREEN line = where card bottoms should be (base_y + CARD_HEIGHT = 0 + 91 = 91)
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var card_bottom_line = ColorRect.new()
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card_bottom_line.color = Color(0, 1, 0, 0.8) # Bright green
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card_bottom_line.position = Vector2(0, CARD_HEIGHT) # y = 91
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card_bottom_line.size = Vector2(2000, 3) # Thin horizontal line
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card_bottom_line.mouse_filter = Control.MOUSE_FILTER_IGNORE
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card_bottom_line.z_index = 300
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add_child(card_bottom_line)
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# BLUE line = where card tops should be (base_y = 0)
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var card_top_line = ColorRect.new()
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card_top_line.color = Color(0, 0, 1, 0.8) # Bright blue
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card_top_line.position = Vector2(0, 0)
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card_top_line.size = Vector2(2000, 3)
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card_top_line.mouse_filter = Control.MOUSE_FILTER_IGNORE
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card_top_line.z_index = 300
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add_child(card_top_line)
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# Print positioning info
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call_deferred("_print_debug_info")
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func _print_debug_info() -> void:
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var viewport = get_viewport()
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var vp_size = viewport.get_visible_rect().size if viewport else Vector2.ZERO
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print("=== HAND DISPLAY DEBUG ===")
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print("Viewport size: ", vp_size)
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print("HandDisplay global_position: ", global_position)
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print("HandDisplay size: ", size)
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print("Card base_y in container: 0")
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print("Card height: ", CARD_HEIGHT)
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print("Card global top: ", global_position.y)
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print("Card global bottom: ", global_position.y + CARD_HEIGHT)
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print("Distance from viewport bottom: ", vp_size.y - (global_position.y + CARD_HEIGHT))
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print("=== END DEBUG ===")
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func _on_resized() -> void:
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_layout_cards()
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if DEBUG_MARKERS and debug_container_outline:
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# Update debug outline to match container size
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debug_container_outline.position = Vector2.ZERO
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debug_container_outline.size = size
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call_deferred("_print_debug_info")
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## Update hand display with cards
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func update_hand(cards: Array) -> void:
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# Clear existing
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for card_ui in hand_cards:
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card_ui.queue_free()
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hand_cards.clear()
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card_instances.clear()
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# Deselect any selected card
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_deselect_card()
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# Store card instances
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for card in cards:
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if card is CardInstance:
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card_instances.append(card)
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# Create card UI elements
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_create_card_visuals()
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# Defer layout to ensure size is set
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call_deferred("_layout_cards")
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func _create_card_visuals() -> void:
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for i in range(card_instances.size()):
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var card = card_instances[i]
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var card_ui = _create_card_ui(card, i)
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add_child(card_ui)
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hand_cards.append(card_ui)
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func _create_card_ui(card: CardInstance, index: int) -> Control:
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var container = Panel.new()
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container.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
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container.size = Vector2(CARD_WIDTH, CARD_HEIGHT)
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container.mouse_filter = Control.MOUSE_FILTER_STOP
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var style = StyleBoxFlat.new()
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style.bg_color = Color.TRANSPARENT
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style.border_color = Color(0.2, 0.2, 0.2)
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style.set_border_width_all(1)
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style.set_corner_radius_all(4)
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container.add_theme_stylebox_override("panel", style)
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var texture = CardDatabase.get_card_texture(card.card_data)
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if texture:
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var tex_rect = TextureRect.new()
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tex_rect.texture = texture
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tex_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
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tex_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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tex_rect.stretch_mode = TextureRect.STRETCH_SCALE
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tex_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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container.add_child(tex_rect)
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else:
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# Fallback: colored background with card info
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var bg = ColorRect.new()
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bg.set_anchors_preset(Control.PRESET_FULL_RECT)
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bg.color = _get_element_color(card.card_data.get_primary_element())
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bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
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container.add_child(bg)
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var name_label = Label.new()
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name_label.text = card.card_data.name
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name_label.position = Vector2(5, 5)
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name_label.size = Vector2(CARD_WIDTH - 10, 40)
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name_label.add_theme_font_size_override("font_size", 10)
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name_label.add_theme_color_override("font_color", Color.BLACK)
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name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
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name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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container.add_child(name_label)
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var cost_label = Label.new()
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cost_label.text = str(card.card_data.cost)
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cost_label.position = Vector2(CARD_WIDTH - 25, 5)
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cost_label.size = Vector2(20, 20)
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cost_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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cost_label.add_theme_font_size_override("font_size", 14)
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cost_label.add_theme_color_override("font_color", Color.WHITE)
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cost_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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container.add_child(cost_label)
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container.gui_input.connect(_on_card_gui_input.bind(index))
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container.mouse_entered.connect(_on_card_mouse_entered.bind(index))
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container.mouse_exited.connect(_on_card_mouse_exited.bind(index))
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return container
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func _get_element_color(element: Enums.Element) -> Color:
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var color = Enums.get_element_color(element)
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return color.lightened(0.4)
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func _layout_cards() -> void:
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var card_count = hand_cards.size()
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if card_count == 0:
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return
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var display_width = size.x
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if display_width <= 0:
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var viewport = get_viewport()
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if viewport:
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display_width = viewport.get_visible_rect().size.x - 100
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if display_width <= 0:
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display_width = 1820
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var total_width = CARD_WIDTH + (card_count - 1) * CARD_OVERLAP
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var start_x = (display_width - total_width) / 2.0
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# Base Y position - cards at y=0 in container, hover lifts them up (negative y)
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var base_y = 0.0
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for i in range(card_count):
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var card_ui = hand_cards[i]
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var x = start_x + i * CARD_OVERLAP
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var y = base_y
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# Lift hovered card slightly
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if i == hovered_card_index and selected_card_index == -1:
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y -= HOVER_LIFT # Lift by 15px
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# Dim selected card in hand
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if i == selected_card_index:
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card_ui.modulate = Color(0.5, 0.5, 0.5, 0.7)
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else:
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card_ui.modulate = Color.WHITE
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var center_offset = i - (card_count - 1) / 2.0
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var angle = center_offset * FAN_ANGLE
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card_ui.position = Vector2(x, y)
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card_ui.rotation = deg_to_rad(angle)
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card_ui.z_index = i
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if i == hovered_card_index:
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card_ui.z_index = 100
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func _on_card_gui_input(event: InputEvent, index: int) -> void:
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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if index >= 0 and index < card_instances.size():
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if selected_card_index == index:
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_deselect_card()
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else:
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_select_card(index)
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func _on_card_mouse_entered(index: int) -> void:
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hovered_card_index = index
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_layout_cards()
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# Hover signal is no longer used for GameUI preview (selection panel shows card instead)
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# Keep the signal for potential future use but don't emit it
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pass
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func _on_card_mouse_exited(index: int) -> void:
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if hovered_card_index == index:
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hovered_card_index = -1
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_layout_cards()
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card_unhovered.emit()
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func _select_card(index: int) -> void:
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if index < 0 or index >= card_instances.size():
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return
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selected_card_index = index
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var card = card_instances[index]
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# Emit selection signal first (so Main.gd can hide hover preview)
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card_selected.emit(card)
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# Also emit unhovered to ensure hover state is cleared
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card_unhovered.emit()
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# Clear previous card image from the card container
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for child in card_image_container.get_children():
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child.queue_free()
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# Clear action menu buttons
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for child in action_menu.get_children():
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child.queue_free()
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# Add card image to the card container
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var texture = CardDatabase.get_card_texture(card.card_data)
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if texture:
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var tex_rect = TextureRect.new()
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tex_rect.texture = texture
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tex_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
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tex_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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tex_rect.stretch_mode = TextureRect.STRETCH_SCALE
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tex_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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card_image_container.add_child(tex_rect)
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else:
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# Fallback colored rect for cards without images
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var color_rect = ColorRect.new()
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color_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
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color_rect.color = _get_element_color(card.card_data.get_primary_element())
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card_image_container.add_child(color_rect)
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var name_label = Label.new()
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name_label.text = card.card_data.name
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name_label.position = Vector2(5, 10)
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name_label.size = Vector2(SELECTED_CARD_WIDTH - 10, 50)
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name_label.add_theme_font_size_override("font_size", 16)
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name_label.add_theme_color_override("font_color", Color.BLACK)
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name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
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name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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card_image_container.add_child(name_label)
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# Add action buttons (right side via action_menu VBoxContainer)
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_add_action_button("Play Card", "play")
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_add_action_button("Discard for CP", "discard_cp")
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_add_action_button("View Details", "view")
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_add_action_button("Cancel", "cancel")
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# Position the panel centered above the hand
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var viewport = get_viewport()
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if viewport:
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var vp_size = viewport.get_visible_rect().size
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# Center horizontally relative to screen
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var panel_x = (vp_size.x - selected_card_panel.size.x) / 2.0 - global_position.x
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# Position above hand container
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var panel_y = -selected_card_panel.size.y - 20
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# Clamp to stay on screen
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var global_y = global_position.y + panel_y
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if global_y < 90:
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panel_y = 90 - global_position.y
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var global_x = global_position.x + panel_x
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if global_x < 10:
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panel_x = 10 - global_position.x
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if global_x + selected_card_panel.size.x > vp_size.x - 10:
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panel_x = vp_size.x - 10 - selected_card_panel.size.x - global_position.x
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selected_card_panel.position = Vector2(panel_x, panel_y)
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selected_card_panel.visible = true
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_layout_cards()
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func _add_action_button(text: String, action: String) -> void:
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var button = Button.new()
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button.text = text
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button.custom_minimum_size = Vector2(MENU_WIDTH - 10, 40)
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var style_normal = StyleBoxFlat.new()
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style_normal.bg_color = Color(0.25, 0.25, 0.3)
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style_normal.border_color = Color(0.5, 0.5, 0.6)
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style_normal.set_border_width_all(1)
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style_normal.set_corner_radius_all(5)
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style_normal.content_margin_top = 8
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style_normal.content_margin_bottom = 8
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button.add_theme_stylebox_override("normal", style_normal)
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var style_hover = StyleBoxFlat.new()
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style_hover.bg_color = Color(0.35, 0.35, 0.45)
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style_hover.border_color = Color(0.7, 0.6, 0.3)
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style_hover.set_border_width_all(2)
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style_hover.set_corner_radius_all(5)
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style_hover.content_margin_top = 8
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style_hover.content_margin_bottom = 8
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button.add_theme_stylebox_override("hover", style_hover)
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var style_pressed = StyleBoxFlat.new()
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style_pressed.bg_color = Color(0.2, 0.2, 0.25)
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style_pressed.border_color = Color(0.7, 0.6, 0.3)
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style_pressed.set_border_width_all(2)
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style_pressed.set_corner_radius_all(5)
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style_pressed.content_margin_top = 8
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style_pressed.content_margin_bottom = 8
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button.add_theme_stylebox_override("pressed", style_pressed)
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button.add_theme_font_size_override("font_size", 14)
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button.pressed.connect(_on_action_pressed.bind(action))
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action_menu.add_child(button)
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func _on_action_pressed(action: String) -> void:
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if selected_card_index < 0 or selected_card_index >= card_instances.size():
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_deselect_card()
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return
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var card = card_instances[selected_card_index]
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if action == "cancel":
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_deselect_card()
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else:
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card_action_requested.emit(card, action)
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if action != "view":
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_deselect_card()
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func _deselect_card() -> void:
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selected_card_index = -1
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selected_card_panel.visible = false
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_layout_cards()
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## Public method to deselect (called from Main when action completes)
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func deselect() -> void:
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_deselect_card()
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## Check if a card is currently selected
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func has_selection() -> bool:
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return selected_card_index >= 0
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## Highlight playable cards
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func highlight_playable(predicate: Callable) -> void:
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for i in range(hand_cards.size()):
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var card_ui = hand_cards[i]
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var card = card_instances[i]
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var first_child = card_ui.get_child(0) if card_ui.get_child_count() > 0 else null
|
|
|
|
if first_child is TextureRect:
|
|
if predicate.call(card):
|
|
first_child.modulate = Color(1.2, 1.2, 1.2)
|
|
else:
|
|
first_child.modulate = Color(0.5, 0.5, 0.5)
|
|
elif first_child is ColorRect:
|
|
if predicate.call(card):
|
|
first_child.color = _get_element_color(card.card_data.get_primary_element()).lightened(0.2)
|
|
else:
|
|
first_child.color = _get_element_color(card.card_data.get_primary_element()).darkened(0.4)
|
|
|
|
## Clear all highlights
|
|
func clear_highlights() -> void:
|
|
for i in range(hand_cards.size()):
|
|
var card_ui = hand_cards[i]
|
|
var card = card_instances[i]
|
|
var first_child = card_ui.get_child(0) if card_ui.get_child_count() > 0 else null
|
|
|
|
if first_child is TextureRect:
|
|
first_child.modulate = Color.WHITE
|
|
elif first_child is ColorRect:
|
|
first_child.color = _get_element_color(card.card_data.get_primary_element())
|
|
|
|
func _notification(what: int) -> void:
|
|
if what == NOTIFICATION_RESIZED:
|
|
_layout_cards()
|
|
|
|
func _input(event: InputEvent) -> void:
|
|
# Close selection on Escape
|
|
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
|
if selected_card_index >= 0:
|
|
_deselect_card()
|
|
get_viewport().set_input_as_handled()
|