Files
PNGTuber-Plus/ui_scenes/spriteEditMenu/wobble_sync_control.gd

191 lines
5.7 KiB
GDScript

extends Control
## WobbleSyncControl - UI component for managing wobble sync groups
## Designed to integrate into the sprite editor panel
@onready var groupDropdown = $VBoxContainer/GroupRow/GroupDropdown
@onready var syncIndicator = $VBoxContainer/SyncIndicator
@onready var createGroupDialog = $CreateGroupDialog
@onready var groupNameInput = $CreateGroupDialog/VBoxContainer/LineEdit
var currentSprite = null
var updating_dropdown = false # Flag to prevent recursive calls
signal group_changed(sprite_id: int, group_name: String)
func _ready():
# Wait for autoload to be ready
await get_tree().process_frame
# Connect UI signals - no add button to connect
groupDropdown.item_selected.connect(_on_group_dropdown_selected)
createGroupDialog.confirmed.connect(_on_create_group_confirmed)
createGroupDialog.canceled.connect(_on_create_group_cancelled)
# Connect to wobble sync manager signals
if WobbleSyncManager:
WobbleSyncManager.group_created.connect(_on_group_created)
WobbleSyncManager.group_deleted.connect(_on_group_deleted)
# Setup create group dialog
createGroupDialog.title = "Create Wobble Sync Group"
createGroupDialog.size = Vector2(300, 150)
createGroupDialog.unresizable = false
createGroupDialog.transient = true # Prevent click-through
createGroupDialog.exclusive = true # Make modal
createGroupDialog.popup_window = false # Keep as embedded dialog
createGroupDialog.always_on_top = true
updateUI()
## Update the UI based on current sprite selection
func updateUI():
updateGroupDropdown()
updateSyncIndicator()
## Update the group dropdown with available options
func updateGroupDropdown():
updating_dropdown = true # Prevent recursive calls
groupDropdown.clear()
# Add "None" option
groupDropdown.add_item("None")
# Add existing groups
if WobbleSyncManager:
var groups = WobbleSyncManager.getGroupNames()
for group_name in groups:
groupDropdown.add_item(group_name)
else:
pass # WobbleSyncManager not available
# Add "Create New..." option
groupDropdown.add_separator()
groupDropdown.add_item("Create New...")
# Select current group if sprite is synced
if currentSprite != null and currentSprite.wobbleSyncGroup != "":
var group_index = -1
for i in range(groupDropdown.get_item_count()):
if groupDropdown.get_item_text(i) == currentSprite.wobbleSyncGroup:
group_index = i
break
if group_index != -1:
groupDropdown.selected = group_index
else:
groupDropdown.selected = 0 # Select "None"
else:
groupDropdown.selected = 0 # Select "None"
updating_dropdown = false
## Update the sync indicator
func updateSyncIndicator():
if currentSprite == null:
syncIndicator.visible = false
return
if currentSprite.isSynced():
syncIndicator.visible = true
syncIndicator.text = "⚡ Synced to \"" + currentSprite.wobbleSyncGroup + "\""
else:
syncIndicator.visible = false
## Set the current sprite to manage
func setSprite(sprite):
currentSprite = sprite
if currentSprite:
pass # Sprite is valid
updateUI()
## Get available groups for the dropdown (excluding "None" and "Create New...")
func getAvailableGroups() -> Array:
var groups = []
for i in range(1, groupDropdown.get_item_count() - 2): # Skip "None" and "Create New..."
groups.append(groupDropdown.get_item_text(i))
return groups
## Handle group dropdown selection
func _on_group_dropdown_selected(index: int):
if currentSprite == null or updating_dropdown:
return
var selected_text = groupDropdown.get_item_text(index)
match selected_text:
"None":
# Remove sprite from any group
if currentSprite.wobbleSyncGroup != "" and WobbleSyncManager:
WobbleSyncManager.removeSpriteFromAllGroups(currentSprite.id)
Global.pushUpdate("Removed sprite from wobble sync group")
"Create New...":
# Show create group dialog
groupNameInput.text = ""
groupNameInput.placeholder_text = "Enter group name..."
createGroupDialog.popup_centered_clamped(Vector2i(300, 150))
groupNameInput.grab_focus()
# Reset dropdown to current selection
updateGroupDropdown()
_:
# Join selected group
if WobbleSyncManager and WobbleSyncManager.hasGroup(selected_text):
WobbleSyncManager.addSpriteToGroup(currentSprite.id, selected_text)
# Refresh sprite editor to show updated wobble values
if Global.spriteEdit:
Global.spriteEdit.setImage()
else:
pass # Group doesn't exist
updateSyncIndicator()
## Handle create group dialog confirmation
func _on_create_group_confirmed():
var group_name = groupNameInput.text.strip_edges()
if group_name == "":
Global.pushUpdate("Group name cannot be empty")
return
if WobbleSyncManager and WobbleSyncManager.hasGroup(group_name):
Global.pushUpdate("Group \"" + group_name + "\" already exists")
return
# Create group with current sprite
if currentSprite != null and WobbleSyncManager:
if WobbleSyncManager.createGroup(group_name, currentSprite.id):
createGroupDialog.hide()
updateUI()
# Refresh sprite editor to show sync status
if Global.spriteEdit:
Global.spriteEdit.setImage()
else:
pass # Failed to create group
else:
pass # No sprite or WobbleSyncManager not available
## Handle create group dialog cancellation
func _on_create_group_cancelled():
createGroupDialog.hide()
updateGroupDropdown() # Reset dropdown to current selection
## Handle group creation signal from manager
func _on_group_created(group_name: String):
updateGroupDropdown()
## Handle group deletion signal from manager
func _on_group_deleted(group_name: String):
updateGroupDropdown()
updateSyncIndicator()
## Check if current sprite can have wobble syncing applied
func canSync() -> bool:
return currentSprite != null
## Force refresh the UI - useful after loading saves
func forceRefresh():
updateUI()