feat: complete mobile UI implementation
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@@ -27,6 +27,9 @@ var _offered_cells := {}
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var _self_grid: GridContainer
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var _exchange_cells: Dictionary = {}
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var item_mouse: Node
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var _mobile_mode := false
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var _mobile_inventory_scroll: ScrollContainer
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var _mobile_inventory_list: VBoxContainer
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const EXCHANGE_SLOT_COUNT := 12
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const INVENTORY_WINDOW := 1
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@@ -49,6 +52,15 @@ func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void:
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func is_open() -> bool:
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return _root != null and _root.visible
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func get_mobile_window() -> Control:
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return _root
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func set_mobile_mode(enabled: bool) -> void:
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_mobile_mode = enabled
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if _root:
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_apply_mobile_layout()
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_refresh_mobile_inventory()
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func close() -> void:
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if item_mouse and item_mouse.has_method("unregister_owner"):
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item_mouse.unregister_owner(self)
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@@ -87,6 +99,7 @@ func offer(inv_window: int, inv_cell: int) -> void:
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_offered_cells[key] = true
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_next_display = (_next_display + 1) % 12
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_status.text = ""
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_refresh_mobile_inventory()
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else:
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_status.text = "交易请求发送失败"
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@@ -135,6 +148,56 @@ func refresh() -> void:
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_accept_btn.modulate = Color(0.5, 1, 0.5) if me else Color(1, 1, 1)
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_root.get_node("PeerAccept").text = "对方: 已接受" if peer else "对方: 未接受"
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_status.text = ""
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_refresh_mobile_inventory()
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func _apply_mobile_layout() -> void:
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if _root == null:
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return
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if _mobile_mode:
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# The inventory candidate list is part of the same hosted surface, so it
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# scales and receives the same safe-area treatment as the trade window.
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_root.size = Vector2(688, 400)
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_root.position = Vector2(-344, -200)
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if _mobile_inventory_scroll:
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_mobile_inventory_scroll.position = Vector2(452, 54)
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_mobile_inventory_scroll.size = Vector2(224, 280)
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_mobile_inventory_scroll.visible = true
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else:
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_root.size = Vector2(440, 360)
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_root.position = Vector2(-220, -180)
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if _mobile_inventory_scroll:
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_mobile_inventory_scroll.position = Vector2.ZERO
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_mobile_inventory_scroll.size = Vector2.ZERO
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_mobile_inventory_scroll.visible = false
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func _refresh_mobile_inventory() -> void:
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if not _mobile_mode or _mobile_inventory_list == null or not is_open():
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return
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for child in _mobile_inventory_list.get_children():
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child.queue_free()
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var inventory: Array = client.get_inventory() if client and client.has_method("get_inventory") else []
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var shown := 0
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for item in inventory:
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var cell := int(item.get("cell", -1))
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var vnum := int(item.get("vnum", 0))
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if cell < 0 or vnum <= 0:
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continue
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if _offered_cells.has("%d:%d" % [INVENTORY_WINDOW, cell]):
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continue
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var button := Button.new()
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button.alignment = HORIZONTAL_ALIGNMENT_LEFT
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button.text = "%s ×%d · 点按加入" % [_name_of(vnum), int(item.get("count", 1))]
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button.custom_minimum_size = Vector2(214, 34)
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button.tooltip_text = _tooltip_for(item)
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var captured_cell := cell
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button.pressed.connect(func() -> void: offer(INVENTORY_WINDOW, captured_cell))
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_mobile_inventory_list.add_child(button)
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shown += 1
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if shown == 0:
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var empty := Label.new()
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empty.text = "(没有可交易物品)"
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empty.add_theme_font_size_override("font_size", 12)
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_mobile_inventory_list.add_child(empty)
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func _item_at(inv_window: int, inv_cell: int) -> Dictionary:
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if client == null:
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@@ -216,6 +279,7 @@ func _drop_to_slot(payload: Dictionary, display_pos: int) -> bool:
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_status.text = "交易请求发送失败"
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return false
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_offered_cells[key] = true
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_refresh_mobile_inventory()
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return true
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func _fill(box: VBoxContainer, rows: Array) -> void:
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@@ -256,6 +320,11 @@ func _on_accept() -> void:
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else:
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_status.text = "接受请求发送失败"
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func _on_cancel() -> void:
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if client and client.has_method("exchange_cancel"):
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client.exchange_cancel()
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close()
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func _capture_anchor() -> void:
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if _anchor_valid or client == null or not client.has_method("get_main_vid") \
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or not client.has_method("get_entity"):
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@@ -369,6 +438,9 @@ func _build(parent: Node) -> void:
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_gold_input = LineEdit.new()
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_gold_input.placeholder_text = "金币"
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_gold_input.custom_minimum_size = Vector2(90, 0)
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# Godot will open the native numeric keyboard on Android/iOS while the
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# validation below remains authoritative for desktop and hardware keyboards.
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_gold_input.virtual_keyboard_type = LineEdit.KEYBOARD_TYPE_NUMBER
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bottom.add_child(_gold_input)
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var put := Button.new()
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put.text = "放金币"
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@@ -380,5 +452,14 @@ func _build(parent: Node) -> void:
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bottom.add_child(_accept_btn)
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var cancel := Button.new()
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cancel.text = "取消"
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cancel.pressed.connect(func() -> void: client.exchange_cancel())
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cancel.pressed.connect(_on_cancel)
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bottom.add_child(cancel)
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_mobile_inventory_scroll = ScrollContainer.new()
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_mobile_inventory_scroll.name = "MobileInventory"
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_mobile_inventory_scroll.visible = false
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_mobile_inventory_list = VBoxContainer.new()
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_mobile_inventory_list.add_theme_constant_override("separation", 4)
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_mobile_inventory_scroll.add_child(_mobile_inventory_list)
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_root.add_child(_mobile_inventory_scroll)
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_apply_mobile_layout()
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