fix: adds control node to ESCGame for UI that must be populated, along with Escoria-only UI methods; this helps to avoid display issues on startup
This commit is contained in:
committed by
Julian Murgia
parent
6afff99e7c
commit
eeb7042d11
@@ -113,7 +113,6 @@ func change_scene(room_path: String, enable_automatic_transitions: bool) -> void
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var game_parent = escoria.game_scene.get_parent()
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game_parent.remove_child(escoria.game_scene)
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#escoria.game_scene.hide_ui()
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room_scene.add_child(escoria.game_scene)
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room_scene.move_child(escoria.game_scene, 0)
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room_scene.game = escoria.game_scene
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@@ -31,6 +31,9 @@ export(float) var mouse_tooltip_margin = 50.0
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export(EDITOR_GAME_DEBUG_DISPLAY) var editor_debug_mode = \
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EDITOR_GAME_DEBUG_DISPLAY.NONE setget _set_editor_debug_mode
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# The Control node underneath which all UI must be placed.
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# This should be a Control node and NOT a CanvasLayer (or any other type of) node.
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export(NodePath) var ui_parent_control_node
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# A reference to the node handling tooltips
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var tooltip_node: Object
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@@ -421,3 +424,26 @@ func show_crash_popup(files: Array = []) -> void:
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yield(crash_popup, "confirmed")
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emit_signal("crash_popup_confirmed")
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# *** FOR USE BY ESCORIA CORE ONLY ***
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# Hides everything under the UI Control node.
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func escoria_hide_ui():
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if ui_parent_control_node != null and not ui_parent_control_node.is_empty():
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(get_node(ui_parent_control_node) as Control).visible = false
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else:
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escoria.logger.report_warnings(
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"esc_game.gd#escoria_hide_ui",
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["UI parent Control node not defined!"]
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)
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# *** FOR USE BY ESCORIA CORE ONLY ***
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# Show everything under the UI Control node.
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func escoria_show_ui():
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if ui_parent_control_node != null and not ui_parent_control_node.is_empty():
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(get_node(ui_parent_control_node) as Control).visible = true
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else:
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escoria.logger.report_warnings(
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"esc_game.gd#escoria_show_ui",
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["UI parent Control node not defined!"]
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)
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