Files
puzzle-quest/scenes/UI/choose_scenes/ChooseScene.gd
T
Vaillant Jeremy c17769246f Replace M* table-wrapper classes with typed Resources; add type hints
Two related cleanups from the best-practice audit:

Task 3 — typed Resources instead of MBase / MScene / MLevel / MSetting

The old model classes wrapped the godot_db_manager Table API: each row
read went through table.get_data_at_row_idx(int), Cell.get_data(),
and 'as int' / 'as String' casts that don't actually parse anything
in Godot 4. m_value, m_lock, m_label, ... members shadowed the cell
indirection. Setters round-tripped through table.edit_data() +
Global.database.save_db(). That's a lot of plumbing for what is, in
the end, three flat tables of static strings.

Introduce three @export-typed Resources:
  db/scene_entry.gd     class_name SceneEntry
  db/level_entry.gd     class_name LevelEntry
  db/settings_data.gd   class_name SettingsData

Rewrite scripts/Database.gd so Database.DB holds:
  settings: SettingsData
  levels:   Array[LevelEntry]
  scenes:   Array[SceneEntry]

Build them once at startup from ahog.json, and serialise back to the
same JSON shape on save() so existing progress files keep working.
LevelEntry carries its own object_to_find / object_finding / reset
methods (talking to Global.database for cross-table lookups), and
SceneEntry carries its own mesh_path / audio_sound. Per-scene
dissolve state (value, tick_reference, dissolved) lives on
SceneEntry as non-exported runtime fields.

Delete db/MBase.gd / db/MScene.gd / db/MLevel.gd / db/MSetting.gd.

Update consumers:
- scripts/Setting.gd: read/write Global.database.settings directly,
  call Global.database.save() after each setter.
- scenes/levels/Levels.gd: iterate Global.database.scenes_for_level(
  current_scene_int) instead of mscene.new(i) for every row; scene
  state reads (scene.lock, scene.mesh, scene.counter, ...) replace
  scene.lock() / scene.mesh() / scene.counter() method calls; runtime
  dissolve state lives on the SceneEntry instance instead of mutable
  m_value / m_tick_reference members on MScene; 'dissolved' flag
  replaces set_mesh(null) signalling.
- scenes/UI/choose_scenes/ChooseScene.gd: iterate Global.database
  .levels; level.name / level.thumb property access in place of
  level.name() / level.thumbnail(). configure_reset() loses its
  redundant index argument (LevelEntry knows its own index).
- scripts/event.gd: _on_reset_level signature now takes LevelEntry,
  reset path drops index forwarding.

Task 2 — type hints across the remaining scripts

scripts/Global.gd, scenes/Main.gd, scenes/UI/ending/Ending.gd,
scenes/UI/loading/Loading.gd, scenes/UI/settings/Settings.gd: add
typed parameters and -> return annotations. current_scene_int is now
'int = -1' (sentinel) so callers don't fall into Variant comparisons;
event.gd:_on_reset_level resets it to -1 instead of null.
Settings.gd no longer wraps button_pressed in int() before passing to
the now-typed bool setters.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 21:58:11 +02:00

59 lines
2.4 KiB
GDScript

extends Control
@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
func _ready() -> void:
for level in Global.database.levels:
_apply_scene(level)
## PRIVATE
func _apply_scene(level: LevelEntry) -> void:
$MarginContainer.add_child(_load_scene(level.name))
var node := _build_path(level.name)
_configure_select(level, node)
configure_reset(level, node, false)
configure_counter(level, node)
func _load_scene(p_name: String) -> Node:
var template_instance := template.instantiate()
template_instance.set_name(p_name)
return template_instance
func _build_path(p_name: String) -> String:
return "MarginContainer/" + p_name
func _configure_select(level: LevelEntry, node: String) -> void:
var selector := get_node(node + "/MarginContainer/CenterAlign/MainButton")
var thumbnail: TextureRect = get_node(node + "/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
thumbnail.texture = load(level.thumb)
var handler := Event.level_pressed(level.name)
if handler.is_valid():
selector.pressed.connect(handler)
func configure_reset(level: LevelEntry, node: String, animate: bool) -> void:
var reset: BaseButton = get_node(node + "/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
var animation: AnimationPlayer = get_node(node + "/AnimationPlayer")
if int(level.object_finding()) == 0:
_configure_reset_disable(animation, reset, animate)
else:
_configure_reset_enable(animation, reset, level, node)
func _configure_reset_disable(animation: AnimationPlayer, reset: BaseButton, animate: bool = false) -> void:
animation.play("SlideReset")
if not animate:
animation.seek(1, false)
reset.set_disabled(true)
reset.mouse_default_cursor_shape = CURSOR_ARROW
for c in reset.pressed.get_connections():
reset.pressed.disconnect(c["callable"])
func _configure_reset_enable(animation: AnimationPlayer, reset: BaseButton, level: LevelEntry, node: String) -> void:
animation.play_backwards("SlideReset")
reset.set_disabled(false)
reset.mouse_default_cursor_shape = CURSOR_POINTING_HAND
reset.pressed.connect(Event._on_reset_level.bind(level, node, level.index, self))
func configure_counter(level: LevelEntry, node: String) -> void:
var count: Label = get_node(node + "/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
count.text = level.object_finding() + " / " + level.object_to_find()