104 lines
3 KiB
GDScript
104 lines
3 KiB
GDScript
extends Control
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onready var is_loaded = false
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onready var lobbies_grid = $v/body/p/lobbies
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onready var zero_state = $v/body/p/lobbies/zero_state
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onready var lobbies_label = $v/subhead/label
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onready var display_name_edit = $v/subhead/display_name
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onready var lobbies = {}
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onready var lobby = preload("res://objects/lobby.tscn")
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func _ready():
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display_name_edit.text = Global.signaller_client.display_name
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Global.signaller_client.connect("lobby_data", self, "_lobby_data")
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Global.signaller_client.connect("lobby_delete", self, "_lobby_delete")
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Global.signaller_client.connect("lobby_joined", self, "_lobby_joined")
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Global.signaller_client.connect("lobby_left", self, "_lobby_left")
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Global.signaller_client.connect("disconnected", self, "_signaller_disconnected")
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Global.signaller_client.request_lobby_list()
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if Global.check_onetime_flag("create-lobby"):
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Global.signaller_client.create_lobby()
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# TODO: add search
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func _input(ev):
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pass
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# if ev is InputEventKey and ev.pressed:
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# if ev.scancode == KEY_T:
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# var ls = []
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# for n in range(5):
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# var j = n + lobbies.size()
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# ls.push_back({id = j, name = j, currentPlayers = j, maxPlayers = j, locked = false})
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# call_deferred("_lobby_new", ls)
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func _signaller_disconnected():
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Global.main_menu()
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func _lobby_joined(data):
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print("Lobby Joined: %s" % data)
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Global.lobby()
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func _lobby_left(_id):
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Global.lobby_browser()
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func _on_back_pressed():
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Global.main_menu()
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func _on_create_lobby_pressed():
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Global.signaller_client.create_lobby()
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func _on_join_pressed():
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var items = lobbies.get_selected_items()
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if len(items) > 0:
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Global.signaller_client.join_lobby(lobbies.get_item_metadata(items[0])["id"])
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func _lobby_data(new_lobbies: Array):
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for l in new_lobbies:
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if lobbies.has(l.id): _update_lobby(l.id, l)
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else: _add_lobby(l.id, l)
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if Global.check_onetime_flag("join-first-available-lobby"):
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Global.signaller_client.join_lobby(l.id)
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func _lobby_delete(id: String):
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print("Lobby Deleted: %s" % id)
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_delete_lobby(id)
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func _add_lobby(id, lobby_data):
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call_deferred("_update_lobbies_text")
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print("New Lobby ", lobby_data)
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# if lobby_data.currentPlayers > 0:
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var new_lobby = lobby.instance()
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new_lobby.set_with_dict(lobby_data)
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lobbies_grid.add_child(new_lobby)
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lobbies[id] = new_lobby
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func _update_lobby(id, lobby_data):
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call_deferred("_update_lobbies_text")
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print("Updated Lobby ", lobby_data)
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lobbies[id].set_with_dict(lobby_data)
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func _delete_lobby(id):
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call_deferred("_update_lobbies_text")
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if lobbies.has(id):
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print("Removing lobby...")
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lobbies_grid.remove_child(lobbies[id])
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lobbies[id].queue_free()
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lobbies.erase(id)
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func _update_lobbies_text():
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var n = lobbies.size()
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lobbies_label.text = "Active Lobbies: %d" % n
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if n < 1:
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if !lobbies_grid.is_a_parent_of(zero_state):
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lobbies_grid.add_child(zero_state)
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if n > 0:
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if lobbies_grid.is_a_parent_of(zero_state):
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lobbies_grid.remove_child(zero_state)
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func _on_display_name_text_changed(new_text):
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Global.signaller_client.display_name = new_text
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