Refactor pause and settings menu input handling to use UiManager for screen management
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53
autoloads/ui_manager.gd
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53
autoloads/ui_manager.gd
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extends Node
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@export var ui_stack: Array[Control] = []
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signal screen_pushed(screen: Control)
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signal screen_popped(screen: Control)
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func push_screen(screen: Control) -> void:
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if not screen:
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push_error("Cannot push a null screen.")
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return
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ui_stack.append(screen)
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screen.show()
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screen.set_process_input(true)
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screen.set_focus_mode(Control.FOCUS_ALL)
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screen.grab_focus()
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screen_pushed.emit(screen)
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func pop_screen() -> void:
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if ui_stack.is_empty():
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return
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var top: Control = ui_stack.pop_back()
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top.hide()
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top.set_process_input(false)
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screen_popped.emit(top)
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if not ui_stack.is_empty():
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ui_stack.back().grab_focus()
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func top_screen() -> Control:
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return ui_stack.back() if not ui_stack.is_empty() else null
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func is_screen_on_top(screen: Control) -> bool:
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return not ui_stack.is_empty() and ui_stack.back() == screen
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func is_visible_on_stack(screen: Control) -> bool:
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return ui_stack.has(screen) and screen.visible
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func close_all() -> void:
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while not ui_stack.is_empty():
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pop_screen()
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func hide_and_disable(screen: Control) -> void:
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screen.hide()
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screen.set_process_input(false)
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1
autoloads/ui_manager.gd.uid
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1
autoloads/ui_manager.gd.uid
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uid://vmhlsc3fu3bn
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