Chessistics/Scripts/UI/ControlBar.cs
Samuel Bouchet e6eaae43ab Initial commit: Chessistics prototype v0.3
Black box sim engine (commands in, events out) with 3 piece types
(Rook, Bishop, Knight), cargo transfer system with social status
priority, collision detection, and victory/defeat conditions.

57 tests covering rules, simulation, loading, and solvability.
Godot 4 presentation layer scaffolding.
2026-04-10 14:58:03 +02:00

88 lines
2.6 KiB
C#

using Godot;
using System;
using Chessistics.Engine.Model;
namespace Chessistics.Scripts.UI;
public partial class ControlBar : HBoxContainer
{
[Signal]
public delegate void PlayPressedEventHandler();
[Signal]
public delegate void PausePressedEventHandler();
[Signal]
public delegate void StepPressedEventHandler();
[Signal]
public delegate void StopPressedEventHandler();
[Signal]
public delegate void SpeedChangedEventHandler(float speed);
private Button _playButton = null!;
private Button _pauseButton = null!;
private Button _stepButton = null!;
private Button _stopButton = null!;
private OptionButton _speedSelect = null!;
private Label _turnLabel = null!;
public override void _Ready()
{
_playButton = new Button { Text = "▶ PLAY" };
_playButton.Pressed += () => EmitSignal(SignalName.PlayPressed);
AddChild(_playButton);
_pauseButton = new Button { Text = "⏸ PAUSE" };
_pauseButton.Pressed += () => EmitSignal(SignalName.PausePressed);
AddChild(_pauseButton);
_stepButton = new Button { Text = "⏭ STEP" };
_stepButton.Pressed += () => EmitSignal(SignalName.StepPressed);
AddChild(_stepButton);
_stopButton = new Button { Text = "⏹ STOP" };
_stopButton.Pressed += () => EmitSignal(SignalName.StopPressed);
AddChild(_stopButton);
_speedSelect = new OptionButton();
_speedSelect.AddItem("x1", 0);
_speedSelect.AddItem("x2", 1);
_speedSelect.AddItem("x4", 2);
_speedSelect.ItemSelected += OnSpeedSelected;
AddChild(_speedSelect);
_turnLabel = new Label { Text = "Coup: --" };
_turnLabel.AddThemeFontSizeOverride("font_size", 14);
AddChild(_turnLabel);
UpdateForPhase(SimPhase.Edit);
}
private void OnSpeedSelected(long index)
{
float speed = index switch
{
0 => 1.0f,
1 => 0.5f,
2 => 0.25f,
_ => 1.0f
};
EmitSignal(SignalName.SpeedChanged, speed);
}
public void UpdateForPhase(SimPhase phase)
{
_playButton.Disabled = phase != SimPhase.Edit && phase != SimPhase.Paused;
_pauseButton.Disabled = phase != SimPhase.Running;
_stepButton.Disabled = phase == SimPhase.Running || phase == SimPhase.Victory || phase == SimPhase.Defeat;
_stopButton.Disabled = phase == SimPhase.Edit;
}
public void UpdateTurn(int turn)
{
_turnLabel.Text = $"Coup: {turn}";
}
public void ResetTurn()
{
_turnLabel.Text = "Coup: --";
}
}