c4e7302567
- Introduced `civilization_benchmark.gd` and `legacy_quantity_math.gd` for benchmarking and legacy quantity calculations. - Created `test_dynamic_math.gd`, `test_frame_evolution.gd`, and `test_sparse_batches.gd` to validate mathematical operations and frame evolution logic. - Implemented `frame_budget.gd` to manage cooperative work on the main thread, ensuring no partially calculated state is published. - Added UID files for all new scripts to maintain unique identifiers.
48 lines
1.3 KiB
GDScript
48 lines
1.3 KiB
GDScript
extends Control
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class_name OwniverseItem
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const E = preload("res://world/owniverse/math/exact.gd")
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signal item_activated(item)
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const ENTITY_WIDTH = 216
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const ENTITY_HEIGHT = 256
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@onready var texture_button: TextureButton = $TextureButton
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@onready var description: Label = $Description
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@onready var selection: TextureRect = $Selection
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var item_id: String = ""
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var item_name: String = ""
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var item_page: int = -1
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var item_sub_page: int = -1
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var item_type = ""
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func set_label(value) -> void:
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var text: String = E.scientific(value, 5) if E.gt(E.absolute(value), 1000000000) else (E.grouped(value, 0, false) if E.ne(value, 0) else "")
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if description.text != text:
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description.text = text
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#description.text = str(value)
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func set_selection(flag: bool) -> void:
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selection.visible = flag
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func init_button(properties: Dictionary):
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var image_path = "res://" + properties.image + properties.name + ".png"
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texture_button.texture_normal = load(image_path)
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position = Vector2i(int(properties.col) * ENTITY_WIDTH, int(properties.row) * ENTITY_HEIGHT)
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item_id = properties.id
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item_name = properties.name
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item_page = int(properties.page)
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item_sub_page = int(properties.sub_page)
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name = properties.id
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func _on_button_up() -> void:
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set_selection(true)
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item_activated.emit(self)
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