misc cleanup

This commit is contained in:
betalars 2025-05-21 19:42:45 +02:00
parent 7293ce4f9b
commit ccd36d0d59
4 changed files with 25 additions and 15 deletions

View File

@ -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 wouldnt get me a B."
fit_content = true
scroll_active = false
[connection signal="pressed" from="Button" to="Button" method="_on_pressed"]

View File

@ -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"):

View File

@ -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):

View File

@ -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 = []