-
-
Notifications
You must be signed in to change notification settings - Fork 1
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Updated version number to 0.1.2 in GUI.gd and export settings. Optimizations: Reworked encounter selection functions in encounter_engine.html and in rehearsal class within editor in order to speed up performance. Feature changes: Edited clarity theme to remove some black outlines from various interface elements, and made other minor theme changes to both themes. Removed circles from add, delete, up arrow, and down arrow icons. Added check mark, bullseye, eye, hand, and sort icons. Edited clarity and lapis lazuli themes and various scripts to implement icon changes. Reorganized files a bit, creating a new, dedicated folder for icons. Changed encounter sorting system and interface. A toggle button has been added to replace the menu options for sorting in reverse order, and the button switches between alphabetical and numerical symbols based on which sorting algorithm is selected. Algorithms have also been added to allow sorting by spools or characters connected to an encounter. Set up sort reverse toggle buttons to use alphabetical symbol when sorting by characters or spools. Allowed pressing column titles on overview screen to sort. Also moved encounter script buttons on encounter edit screen. Edited documentation to credit Bootstrap Icons and Skoll at game-icons.net for various images used with SweepWeave. Edited scripting interface to place script title in window title instead of in a label right below the window title. This saves a small amount of screen space. Changed datatostring function in BNumberPointer to no longer display the initial value of the variable. Removed a redundant signal connection instruction in GUI.gd. Changed new_storyworld function in GUI.gd so that the encounter tab's _on_AddButton_pressed() function is no longer called and the encounter tab can now be refreshed once, rather than twice, when creating a new storyworld. Removed several unnecessary print statements that had been used for debugging. Added a new scene for a simplified scripting interface to replace the version that was built into the encounter tab. Relatedly, the encounter tab now features quick scripting interfaces for both encounter and reaction desirability scripts. Both can be shown or hidden via the view menu; the interface for encounter desirability is hidden by default. Added script edit options to option, reaction, and effect context menus. Bugfixes: Saving a project under a new filename will now change the current save path on the Settings tab. Fixed bug on script edit screen wherein typing a new value into a spinbox, then selecting a different script element, could change the newly selected element rather than the element that was being edited.
- Loading branch information
1 parent
4f09bfb
commit cce4cd3
Showing
140 changed files
with
3,614 additions
and
964 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,54 +1,38 @@ | ||
extends Control | ||
|
||
var storyworld = null | ||
var operator = null | ||
var reference_operator = null | ||
var value = 0 | ||
|
||
onready var ControlDial = $Background/VBC/GridContainer/SpinBox | ||
onready var ControlSlider = $Background/VBC/GridContainer/Slidebar | ||
onready var ControlDial = $VBC/GridContainer/SpinBox | ||
onready var ControlSlider = $VBC/GridContainer/Slidebar | ||
|
||
signal bnumber_value_changed(operator) | ||
signal bnumber_value_changed(reference_operator, value) | ||
|
||
func _ready(): | ||
pass # Replace with function body. | ||
$VBC/GridContainer/SpinBox.share($VBC/GridContainer/Slidebar) | ||
|
||
func set_layout(label, number_of_columns): | ||
if ("" == label): | ||
$Background/VBC/Label.visible = false | ||
$VBC/Label.visible = false | ||
else: | ||
$Background/VBC/Label.visible = true | ||
$Background/VBC/Label.text = label | ||
$Background/VBC/GridContainer.columns = number_of_columns | ||
|
||
func reset(): | ||
if (null != storyworld and storyworld is Storyworld): | ||
if (null == operator): | ||
operator = BNumberConstant.new(0) | ||
#Since this is a temporary pointer used by the interface, we need not set the "parent_operator" property. | ||
operator.set_value(0) | ||
$VBC/Label.visible = true | ||
$VBC/Label.text = label | ||
$VBC/GridContainer.columns = number_of_columns | ||
|
||
func refresh(): | ||
if (null == operator or null == storyworld): | ||
$Background/VBC/GridContainer/Slidebar.value = 0 | ||
$Background/VBC/GridContainer/SpinBox.value = 0 | ||
return false | ||
else: | ||
var value = operator.get_value() | ||
$Background/VBC/GridContainer/Slidebar.value = value | ||
$Background/VBC/GridContainer/SpinBox.value = value | ||
return true | ||
|
||
func _on_Slidebar_value_changed(value): | ||
operator.set_value(value) # This automatically clamps the value to be within bounds. | ||
ControlDial.value = (operator.get_value()) | ||
emit_signal("bnumber_value_changed", operator) | ||
$VBC/GridContainer/Slidebar.set_value(value) | ||
|
||
func _on_SpinBox_value_changed(value): | ||
operator.set_value(value) # This automatically clamps the value to be within bounds. | ||
ControlSlider.value = (operator.get_value()) | ||
emit_signal("bnumber_value_changed", operator) | ||
func set_value(new_value): | ||
value = new_value | ||
refresh() | ||
|
||
#GUI Themes: | ||
|
||
func set_gui_theme(theme_name, background_color): | ||
$Background.color = background_color | ||
func set_reference_operator(new_reference_operator): | ||
if (new_reference_operator is BNumberConstant): | ||
reference_operator = new_reference_operator | ||
set_value(reference_operator.get_value()) | ||
else: | ||
reference_operator = null | ||
|
||
func _on_Slidebar_value_changed(new_value): | ||
set_value(new_value) | ||
emit_signal("bnumber_value_changed", reference_operator, new_value) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.