add dashboard framework: responsive grid layout with modular cell system and fullscreen entry
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6 changed files with 234 additions and 14 deletions
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@ -27,15 +27,16 @@ res://
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│ ├── icons/
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│ └── textures/
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├── autoload/ # Singleton/autoload scripts
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├── panels/ # Individual status panels
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├── panels/ # Individual status panels (modules)
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│ ├── cpu/
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│ ├── memory/
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│ ├── network/
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│ └── disk/
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├── scenes/ # Root scenes (dashboard, etc.)
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├── scripts/ # Shared utility scripts
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├── themes/ # Theme definitions and style resources
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├── shaders/ # Custom shader materials
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└── main.tscn # Root scene
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└── main.tscn # Entry point (loads dashboard)
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```
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### Git Workflow
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@ -1,30 +1,33 @@
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; V Panel — Godot Engine project configuration
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; https://godotengine.org
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="V Panel"
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config/description="A fancy real-time status monitor built with Godot Engine."
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config/version="0.1.0"
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run/main_scene="res://scenes/dashboard.tscn"
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config/features=PackedStringArray("4.6", "Forward Plus")
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run/main_scene="res://main.tscn"
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config/icon="res://assets/icons/icon.svg"
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[autoload]
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ConfigManager="*res://autoload/config_manager.gd"
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=800
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window/size/mode=0
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window/size/always_on_top=true
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window/dpi/allow_hidpi=true
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window/stretch/mode="viewport"
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window/stretch/aspect="keep"
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[rendering]
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renderer/rendering_method="forward_plus"
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renderer/rendering_method.mobile="forward_plus"
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[input]
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[autoload]
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ConfigManager="*res://autoload/config_manager.gd"
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8
scenes/dashboard.gd
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8
scenes/dashboard.gd
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@ -0,0 +1,8 @@
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extends Control
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@onready var grid: DashboardGrid = %DashboardGrid
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func _ready() -> void:
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get_window().mode = Window.MODE_FULLSCREEN
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19
scenes/dashboard.tscn
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19
scenes/dashboard.tscn
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@ -0,0 +1,19 @@
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[gd_scene format=3 uid="uid://c3gq43o1aqy0b"]
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[ext_resource type="Script" path="res://scenes/dashboard.gd" id="1"]
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[ext_resource type="Script" path="res://scripts/dashboard_grid.gd" id="2"]
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[ext_resource type="Theme" path="res://themes/default_theme.tres" id="3"]
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[node name="Dashboard" type="Control"]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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theme = ExtResource("3")
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script = ExtResource("1")
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[node name="DashboardGrid" type="Control" parent="."]
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unique_name_in_owner = true
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource("2")
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157
scripts/dashboard_grid.gd
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157
scripts/dashboard_grid.gd
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@ -0,0 +1,157 @@
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extends Control
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class_name DashboardGrid
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signal module_placed(module: Control, col: int, row: int)
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signal module_removed(module: Control)
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@export var cell_min_size: Vector2 = Vector2(300, 240)
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@export var cell_spacing: float = 8.0
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@export var margin: float = 16.0
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var columns: int = 0
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var rows: int = 0
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var _cells: Array = [] # 2D: _cells[row][col] -> PanelContainer
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var _module_positions: Dictionary = {} # "col,row" -> Control
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func _ready() -> void:
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resized.connect(_rebuild_grid)
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_rebuild_grid()
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func place_module(module: Control, col: int, row: int) -> void:
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if not _is_valid_cell(col, row):
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return
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var cell: PanelContainer = _cells[row][col]
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_set_cell_child(cell, module)
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_module_positions["%d,%d" % [col, row]] = module
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module_placed.emit(module, col, row)
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func remove_module(col: int, row: int) -> void:
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if not _is_valid_cell(col, row):
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return
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var cell: PanelContainer = _cells[row][col]
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var key := "%d,%d" % [col, row]
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for child in cell.get_children():
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cell.remove_child(child)
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if is_instance_valid(child):
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module_removed.emit(child)
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child.queue_free()
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_module_positions.erase(key)
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func get_grid_size() -> Vector2i:
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return Vector2i(columns, rows)
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func _is_valid_cell(col: int, row: int) -> bool:
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return row >= 0 and row < _cells.size() and col >= 0 and col < _cells[row].size()
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func _set_cell_child(cell: PanelContainer, child: Control) -> void:
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for existing in cell.get_children():
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cell.remove_child(existing)
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if is_instance_valid(existing):
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existing.queue_free()
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cell.add_child(child)
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func _rebuild_grid() -> void:
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var avail := size - Vector2(margin * 2.0, margin * 2.0)
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if avail.x < cell_min_size.x or avail.y < cell_min_size.y:
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_teardown_cells()
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return
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var new_cols := maxi(1, int(avail.x / (cell_min_size.x + cell_spacing)))
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var new_rows := maxi(1, int(avail.y / (cell_min_size.y + cell_spacing)))
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# Bail out if grid dimensions haven't changed
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if new_cols == columns and new_rows == rows and _cells.size() > 0:
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_layout_cells()
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return
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columns = new_cols
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rows = new_rows
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_save_modules()
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_teardown_cells()
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_build_cells()
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_restore_modules()
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_layout_cells()
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func _build_cells() -> void:
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_cells.clear()
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for row in range(rows):
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_cells.append([])
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for col in range(columns):
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var cell := PanelContainer.new()
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cell.name = "Cell_%d_%d" % [col, row]
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cell.mouse_filter = Control.MOUSE_FILTER_PASS
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add_child(cell)
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_cells[row].append(cell)
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func _teardown_cells() -> void:
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for child in get_children():
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remove_child(child)
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if is_instance_valid(child):
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child.queue_free()
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_cells.clear()
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func _layout_cells() -> void:
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if rows == 0 or columns == 0:
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return
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var inner_w := size.x - margin * 2.0 - cell_spacing
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var inner_h := size.y - margin * 2.0 - cell_spacing
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var gap_x := cell_spacing * (columns - 1)
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var gap_y := cell_spacing * (rows - 1)
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var cell_w := (inner_w - gap_x) / columns
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var cell_h := (inner_h - gap_y) / rows
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for row in range(rows):
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for col in range(columns):
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var cell: PanelContainer = _cells[row][col]
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if not is_instance_valid(cell):
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continue
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var x := margin + cell_spacing + col * (cell_w + cell_spacing)
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var y := margin + cell_spacing + row * (cell_h + cell_spacing)
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cell.set_position(Vector2(x, y))
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cell.set_size(Vector2(cell_w, cell_h))
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func _save_modules() -> void:
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_module_positions.clear()
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for row in range(_cells.size()):
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for col in range(_cells[row].size()):
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var cell: PanelContainer = _cells[row][col]
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if cell.get_child_count() > 0:
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var mod := cell.get_child(0)
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cell.remove_child(mod)
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_module_positions["%d,%d" % [col, row]] = mod
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func _restore_modules() -> void:
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for key in _module_positions:
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var parts := key.split(",")
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var col := int(parts[0])
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var row := int(parts[1])
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var module: Control = _module_positions[key]
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if _is_valid_cell(col, row):
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_set_cell_child(_cells[row][col], module)
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else:
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# Place in the last available cell if original position no longer exists
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if _cells.size() > 0 and _cells[0].size() > 0:
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var last_row := _cells.size() - 1
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var last_col := _cells[last_row].size() - 1
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_set_cell_child(_cells[last_row][last_col], module)
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else:
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module.queue_free()
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_module_positions.clear()
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32
scripts/module_base.gd
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32
scripts/module_base.gd
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extends PanelBase
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class_name ModuleBase
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signal module_ready
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@export var module_title: String = "Module"
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var _initialized: bool = false
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func _ready() -> void:
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if not _initialized:
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_initialize()
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func initialize() -> void:
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pass
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func refresh(data: Dictionary) -> void:
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pass
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func get_module_title() -> String:
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return module_title
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func _initialize() -> void:
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_initialized = true
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initialize()
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module_ready.emit()
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