Files
tekton/scripts/ui/profile_panel.gd
T

203 lines
6.1 KiB
GDScript

extends PanelContainer
## Profile panel controller - displays and edits user profile
signal closed
signal profile_updated
@onready var close_button := %CloseButton as Button
@onready var avatar_display := %AvatarDisplay as TextureRect
@onready var change_avatar_btn := %ChangeAvatarBtn as Button
@onready var display_name_input := %DisplayNameInput as LineEdit
@onready var save_name_btn := %SaveNameBtn as Button
@onready var games_played_label := %GamesPlayed as Label
@onready var win_rate_label := %WinRate as Label
@onready var high_score_label := %HighScore as Label
@onready var account_type_label := %AccountType as Label
@onready var link_account_btn := %LinkAccountBtn as Button
@onready var logout_btn := %LogoutBtn as Button
@onready var status_label := %StatusLabel as Label
@onready var avatar_popup := %AvatarSelectionPopup as PopupPanel
@onready var avatar_grid := %GridContainer as GridContainer
func _ready() -> void:
_connect_signals()
_load_profile_data()
_setup_avatar_grid()
func _connect_signals() -> void:
close_button.pressed.connect(_on_close_pressed)
change_avatar_btn.pressed.connect(_on_change_avatar_pressed)
save_name_btn.pressed.connect(_on_save_name_pressed)
link_account_btn.pressed.connect(_on_link_account_pressed)
logout_btn.pressed.connect(_on_logout_pressed)
UserProfileManager.profile_updated.connect(_on_profile_updated)
UserProfileManager.profile_update_failed.connect(_on_profile_update_failed)
func _load_profile_data() -> void:
var profile := UserProfileManager.profile
var stats := UserProfileManager.stats
# Display name
display_name_input.text = profile.get("display_name", "Guest")
display_name_input.max_length = 6
# Avatar
var avatar_url: String = UserProfileManager.get_avatar_url()
if ResourceLoader.exists(avatar_url):
avatar_display.texture = load(avatar_url)
# Stats
games_played_label.text = "Games Played: %d" % stats.get("games_played", 0)
win_rate_label.text = "Win Rate: %.1f%%" % UserProfileManager.get_win_rate()
high_score_label.text = "High Score: %d" % stats.get("high_score", 0)
# Account type
if AuthManager.is_guest:
account_type_label.text = "Account: Guest"
link_account_btn.visible = true
link_account_btn.text = "Link Email (Keep Progress)"
else:
var mode_name := _get_auth_mode_name(AuthManager.auth_mode)
account_type_label.text = "Account: %s" % mode_name
link_account_btn.visible = false
status_label.text = ""
func _get_auth_mode_name(mode: int) -> String:
match mode:
AuthManager.AuthMode.EMAIL:
return "Email"
AuthManager.AuthMode.GOOGLE:
return "Google"
AuthManager.AuthMode.APPLE:
return "Apple"
AuthManager.AuthMode.FACEBOOK:
return "Facebook"
_:
return "Guest"
func _setup_avatar_grid() -> void:
# Clear existing
for child in avatar_grid.get_children():
child.queue_free()
# Add avatar buttons
for i in range(UserProfileManager.AVATARS.size()):
var avatar_path: String = UserProfileManager.AVATARS[i]
var btn := Button.new()
btn.custom_minimum_size = Vector2(64, 64)
if ResourceLoader.exists(avatar_path):
var tex := load(avatar_path) as Texture2D
btn.icon = tex
btn.expand_icon = true
else:
btn.text = str(i + 1)
btn.pressed.connect(_on_avatar_selected.bind(i))
avatar_grid.add_child(btn)
func _on_close_pressed() -> void:
hide()
emit_signal("closed")
func _on_change_avatar_pressed() -> void:
avatar_popup.popup_centered()
func _on_avatar_selected(index: int) -> void:
avatar_popup.hide()
status_label.text = "Saving avatar..."
var success := await UserProfileManager.update_avatar(index)
if success:
var avatar_url: String = UserProfileManager.get_avatar_url()
if ResourceLoader.exists(avatar_url):
avatar_display.texture = load(avatar_url)
status_label.text = "Avatar updated!"
else:
status_label.text = "Failed to update avatar"
func _on_save_name_pressed() -> void:
var new_name := display_name_input.text.strip_edges()
if new_name.is_empty():
status_label.text = "Name cannot be empty"
return
status_label.text = "Saving..."
save_name_btn.disabled = true
var success := await UserProfileManager.update_display_name(new_name)
save_name_btn.disabled = false
if success:
status_label.add_theme_color_override("font_color", Color.GREEN)
status_label.text = "Name updated!"
emit_signal("profile_updated")
await get_tree().create_timer(3.0).timeout
status_label.text = ""
else:
status_label.add_theme_color_override("font_color", Color.RED)
status_label.text = "Failed to update name"
func _on_link_account_pressed() -> void:
# Show link account dialog
# For now, just show a simple popup
var dialog := AcceptDialog.new()
dialog.title = "Link Email"
dialog.dialog_text = "Enter your email and password to link this guest account.\nYour progress will be preserved!"
var vbox := VBoxContainer.new()
var email_input := LineEdit.new()
email_input.placeholder_text = "Email"
var password_input := LineEdit.new()
password_input.placeholder_text = "Password"
password_input.secret = true
vbox.add_child(email_input)
vbox.add_child(password_input)
dialog.add_child(vbox)
add_child(dialog)
dialog.popup_centered()
dialog.confirmed.connect(func():
var email := email_input.text.strip_edges()
var password := password_input.text
if email.is_empty() or password.is_empty():
status_label.text = "Please fill in all fields"
return
status_label.text = "Linking account..."
var success := await AuthManager.link_email(email, password)
if success:
status_label.text = "Account linked successfully!"
link_account_btn.visible = false
account_type_label.text = "Account: Email"
else:
status_label.text = "Failed to link account"
dialog.queue_free()
)
func _on_logout_pressed() -> void:
AuthManager.logout()
get_tree().change_scene_to_file("res://scenes/ui/login_screen.tscn")
func _on_profile_updated() -> void:
_load_profile_data()
func _on_profile_update_failed(error: String) -> void:
status_label.add_theme_color_override("font_color", Color.RED)
status_label.text = error
await get_tree().create_timer(3.0).timeout
status_label.text = ""
func show_panel() -> void:
_load_profile_data()
show()