Refactor pause and settings menu input handling to use UiManager for screen management

This commit is contained in:
2025-05-25 05:15:19 +02:00
parent 37bd6251c2
commit dd921e3396
6 changed files with 75 additions and 44 deletions

View File

@@ -11,7 +11,6 @@ extends Node
@onready var gm: GM = $"/root/GameManager"
var is_paused: bool = false
var is_console_open: bool = false
@@ -46,23 +45,19 @@ func _ready() -> void:
Console.console_closed.connect(_on_console_close)
func _input(event: InputEvent) -> void:
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("pause") and not is_console_open:
if is_paused:
if UiManager.is_visible_on_stack(pause_menu_control):
_on_resume_button_pressed()
else:
UiManager.push_screen(pause_menu_control)
gm.pause_game()
is_paused = true
pause_menu_control.show()
resume_button.grab_focus()
func _on_resume_button_pressed() -> void:
pause_menu_control.hide()
if settings_menu:
settings_menu.hide()
UiManager.pop_screen()
gm.resume_game()
is_paused = false
func _on_quit_button_pressed() -> void:
@@ -74,9 +69,8 @@ func _on_settings_button_pressed() -> void:
printerr("PauseMenu: Settings menu scene not set.")
return
settings_menu.show()
UiManager.push_screen(settings_menu)
gm.pause_game()
is_paused = true
func _on_exit_to_menu_button_pressed() -> void:

View File

@@ -26,7 +26,6 @@ func _ready() -> void:
audio_settings.hide()
if display_settings:
display_settings_button.pressed.connect(_on_display_settings_button_pressed)
display_settings.hide()
@@ -35,61 +34,38 @@ func _ready() -> void:
gameplay_settings.hide()
func _input(event: InputEvent) -> void:
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
if settings_menu_control.is_visible():
settings_menu_control.hide()
if UiManager.is_screen_on_top(settings_menu_control):
UiManager.pop_screen()
func _on_input_settings_button_pressed() -> void:
if not input_settings:
return
if input_settings.is_visible():
input_settings.hide()
else:
input_settings.show()
audio_settings.hide()
display_settings.hide()
gameplay_settings.hide()
UiManager.push_screen(input_settings)
func _on_audio_settings_button_pressed() -> void:
if not audio_settings:
return
if audio_settings.is_visible():
audio_settings.hide()
else:
audio_settings.show()
input_settings.hide()
display_settings.hide()
gameplay_settings.hide()
UiManager.push_screen(audio_settings)
func _on_display_settings_button_pressed() -> void:
if not display_settings:
return
if display_settings.is_visible():
display_settings.hide()
else:
display_settings.show()
input_settings.hide()
audio_settings.hide()
gameplay_settings.hide()
UiManager.push_screen(display_settings)
func _on_gameplay_settings_button_pressed() -> void:
if not gameplay_settings:
return
if gameplay_settings.is_visible():
gameplay_settings.hide()
else:
gameplay_settings.show()
input_settings.hide()
audio_settings.hide()
display_settings.hide()
UiManager.push_screen(gameplay_settings)