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58
scenes/scripts/button.gd
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58
scenes/scripts/button.gd
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extends TextureButton
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@onready var label: Label = $CenterContainer/Label # Adjust path to your Label node
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var unlock_id = "" # Store the unlock ID
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func _ready():
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label.visible = false # Hide label initially
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adjust_label_font_size()
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# Connect the pressed signal
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pressed.connect(_on_button_pressed)
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func setup(unlock_data):
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Log.pr("Setting up button for unlock:", unlock_data.unlock_name)
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unlock_id = unlock_data.unlock_id # Store the ID
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if label:
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label.visible = false
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label.text = unlock_data.unlock_name + " " + str(unlock_data.get_next_rank())
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label.text = label.text + " - " + Global.currency_symbol + str(unlock_data.get_next_cost())
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label.text = label.text + "\n" + unlock_data.get_next_modifiers_string()
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#self.disabled = unlock_data.is_unlocked
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adjust_label_font_size()
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else:
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Log.pr("Warning: Label node not found in button.")
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func _on_button_pressed():
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Log.pr("Button pressed, unlocking item:", unlock_id)
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Unlocks.unlock_item(unlock_id)
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func adjust_label_font_size():
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if not label:
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return
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var available_width = size.x - 10
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var available_height = size.y - 10
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# Start with a reasonable font size
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var font_size = 32
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var min_font_size = 8
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# Get or create a font
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var font = label.get_theme_font("font")
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# Binary search for the optimal font size
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while font_size > min_font_size:
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label.add_theme_font_size_override("font_size", font_size)
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# Force update and get the actual text size
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await get_tree().process_frame
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var text_size = font.get_string_size(label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size)
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# Check if it fits
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if text_size.x <= available_width and text_size.y <= available_height:
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break
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# Reduce font size and try again
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font_size -= 1
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label.add_theme_font_size_override("font_size", font_size)
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label.visible = true # Show label after resizing is complete
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# Call this function whenever you change the label text
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func set_label_text(new_text: String):
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if label:
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label.visible = false # Hide while resizing
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label.text = new_text
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adjust_label_font_size()
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