extends Control signal ship_selected signal close_requested const CATALOG := preload("res://scripts/game/ship_catalog.gd") @onready var ship_grid: GridContainer = %ShipGrid @onready var close_button: Button = %CloseButton var button_group := ButtonGroup.new() func _ready() -> void: button_group.allow_unpress = false close_button.pressed.connect(func() -> void: close_requested.emit()) _load_ships() func _load_ships() -> void: var selected_ship := CATALOG.for_path(GameState.selected_ship_path) for chassis in CATALOG.SHIPS: var ship_path := CATALOG.texture_path(chassis) var texture := load(ship_path) as Texture2D if texture == null: continue var button := Button.new() button.name = "Ship%d" % int(chassis["number"]) button.custom_minimum_size = Vector2(250, 240) button.size_flags_horizontal = Control.SIZE_EXPAND_FILL button.toggle_mode = true button.button_group = button_group var contents := VBoxContainer.new() contents.mouse_filter = Control.MOUSE_FILTER_IGNORE button.add_child(contents) contents.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) contents.offset_left = 12 contents.offset_right = -12 contents.offset_top = 12 contents.offset_bottom = -12 contents.add_theme_constant_override("separation", 12) var preview := TextureRect.new() preview.custom_minimum_size.y = 100 preview.texture = texture preview.expand_mode = TextureRect.EXPAND_IGNORE_SIZE preview.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED preview.mouse_filter = Control.MOUSE_FILTER_IGNORE contents.add_child(preview) var description := Label.new() description.mouse_filter = Control.MOUSE_FILTER_IGNORE description.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER description.text = "%s\n%s\n\n%s" % [chassis["name"], chassis["role"], CATALOG.stats_text(chassis)] description.add_theme_font_size_override("font_size", 13) contents.add_child(description) button.add_theme_font_size_override("font_size", 13) button.tooltip_text = "%s — %s\nStatystyki bazowe przed bonusami modułów.\n%s" % [chassis["name"], chassis["role"], CATALOG.stats_text(chassis)] button.pressed.connect(_choose_ship.bind(chassis, button)) ship_grid.add_child(button) if chassis["number"] == selected_ship["number"]: _select_ship(chassis, button) func _select_ship(chassis: Dictionary, button: Button) -> void: GameState.selected_ship_path = CATALOG.texture_path(chassis) button.button_pressed = true func _choose_ship(chassis: Dictionary, button: Button) -> void: _select_ship(chassis, button) ship_selected.emit() func _unhandled_input(event: InputEvent) -> void: if visible and event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE: close_requested.emit() get_viewport().set_input_as_handled()