diff --git a/src/dev-util/ui-testing.tscn b/src/dev-util/ui-testing.tscn index 76651af..3714c29 100644 --- a/src/dev-util/ui-testing.tscn +++ b/src/dev-util/ui-testing.tscn @@ -6,6 +6,12 @@ script/source = "extends Button # Called when the node enters the scene tree for the first time. func _ready() -> void: + TranslationServer.set_locale(\"en\") + $\"../Button2\".text = \"crafted Mask\" + + + +func _on_pressed() -> void: TranslationServer.set_locale(\"de\") " @@ -43,7 +49,7 @@ offset_left = 662.0 offset_top = 198.0 offset_right = 915.0 offset_bottom = 399.0 -text = "big boi" +text = "crafted Mask" [node name="OptionButton" type="MenuButton" parent="."] layout_mode = 0 @@ -85,3 +91,5 @@ But at least I could fucking talk to teachers and they had stuff to say. Mr Thom He said I was gifted. He said I just didn't need homework for good grades. And he also made sure to always include extra credits. So my silly slip-ups wouldn’t get me a B." fit_content = true scroll_active = false + +[connection signal="pressed" from="Button" to="Button" method="_on_pressed"] diff --git a/src/logic-scenes/board/card-board.gd b/src/logic-scenes/board/card-board.gd index 12f23d0..c7a9e7e 100644 --- a/src/logic-scenes/board/card-board.gd +++ b/src/logic-scenes/board/card-board.gd @@ -151,9 +151,9 @@ func reclaim_lost_focus(): grab_focus() #func _process(delta): -# # drops dragged area when Mouse is no longer pressed. -# if has_stage and !Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) and current_context == DRAGGING: -# currently_active_node.is_dragged = false +# # drops dragged area when Mouse is no longer pressed. +# if has_stage and !Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) and current_context == DRAG: +# currently_active_node.is_dragged = false # Will be used later to spawn Cards and Post-Its and remember them in the dictionary func populate_board(card_names: Array[StringName]): @@ -210,6 +210,7 @@ func handle_mouse_button(input: InputEventMouseButton, to_handle = currently_act to_handle.attached_to = self current_context = DRAG + # when Drag stops ... if input.button_index == MOUSE_BUTTON_MASK_LEFT and not input.pressed: to_handle.is_dragged = false @@ -332,21 +333,20 @@ func insert_area(parent: Control, node: Area2D): # Takes the inputs for control inputs func _input(event): - # Return, if the input is a mouse event (mouse events are handled separately) if not has_stage or not is_instance_valid(currently_active_node): return if event.is_action_pressed("ui_cancel"): State.leave_stage(self) get_viewport().set_input_as_handled() - if event is InputEventMouse: - # makes sure to pass release events so notes do not get attached to the mouse while the cursor leaves the area. - if event is InputEventMouseButton and current_context == DRAG: - if event.button_index == MOUSE_BUTTON_LEFT and not event.pressed: - handle_mouse_button(event) - get_viewport().set_input_as_handled() - else: - return + if event is InputEventMouse: + # makes sure to pass release events so notes do not get attached to the mouse while the cursor leaves the area. + if event is InputEventMouseButton and current_context == DRAG: + if event.button_index == MOUSE_BUTTON_LEFT and not event.pressed: + handle_mouse_button(event) + get_viewport().set_input_as_handled() + else: + return if current_context != DRAG: if event.is_action_pressed("ui_up"): diff --git a/src/logic-scenes/board/sticky-note.gd b/src/logic-scenes/board/sticky-note.gd index b39c6e4..c552557 100644 --- a/src/logic-scenes/board/sticky-note.gd +++ b/src/logic-scenes/board/sticky-note.gd @@ -208,9 +208,11 @@ func _move_sticky_note(): content.position = (closest.to_global(closest.sticky_note_position) - global_position) * hover_pos_shift func is_sticky_note_attached() -> bool: + # FIXME: this breaks if attatched to is previousely freed because GODOT IS FUCKING STUPID return attached_to is Card func is_sticky_note_in_panel() -> bool: + ## fixme ~> see above return attached_to is StickyNotePanel func tween_transform_to(target: Transform2D): diff --git a/src/logic-scenes/main menu/save_game_list.gd b/src/logic-scenes/main menu/save_game_list.gd index 61389a8..9856882 100644 --- a/src/logic-scenes/main menu/save_game_list.gd +++ b/src/logic-scenes/main menu/save_game_list.gd @@ -25,7 +25,8 @@ func _validate_property(property: Dictionary) -> void: func _ready() -> void: var dir = DirAccess.open(State.user_saves_path) - print(DirAccess.get_open_error()) + if DirAccess.get_open_error() != OK: + printerr("Error while opening User Save Directory: %s" % error_string(DirAccess.get_open_error())) # Invalid Error being raised when Directory does not exist. if DirAccess.get_open_error() == ERR_INVALID_PARAMETER: dir = DirAccess.open("user://") @@ -33,7 +34,6 @@ func _ready() -> void: load_games() for i in range(save_buttons.size()): save_buttons[i].pressed.connect(func(): picked.emit(saves[i])) - print("connect ", i) func load_games(): saves = []