Refactor pause and settings menu input handling to use UiManager for screen management
This commit is contained in:
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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6
objects/ui_manager.tscn
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6
objects/ui_manager.tscn
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[gd_scene load_steps=2 format=3 uid="uid://dyjumgjkqrufa"]
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[ext_resource type="Script" uid="uid://vmhlsc3fu3bn" path="res://autoloads/ui_manager.gd" id="1_53w4j"]
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[node name="UiManager" type="Node"]
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script = ExtResource("1_53w4j")
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@@ -34,6 +34,7 @@ SteamControllerInput="*res://autoloads/steam_controller_input.gd"
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Console="*res://addons/console/console.gd"
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Console="*res://addons/console/console.gd"
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AchievementsManager="*res://objects/achievements.tscn"
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AchievementsManager="*res://objects/achievements.tscn"
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ConfigFileHandler="*res://autoloads/config_file_handler.gd"
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ConfigFileHandler="*res://autoloads/config_file_handler.gd"
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UiManager="*res://autoloads/ui_manager.gd"
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[debug]
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[debug]
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@@ -11,7 +11,6 @@ extends Node
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@onready var gm: GM = $"/root/GameManager"
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@onready var gm: GM = $"/root/GameManager"
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var is_paused: bool = false
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var is_console_open: bool = false
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var is_console_open: bool = false
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@@ -46,23 +45,19 @@ func _ready() -> void:
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Console.console_closed.connect(_on_console_close)
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Console.console_closed.connect(_on_console_close)
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func _input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("pause") and not is_console_open:
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if event.is_action_pressed("pause") and not is_console_open:
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if is_paused:
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if UiManager.is_visible_on_stack(pause_menu_control):
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_on_resume_button_pressed()
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_on_resume_button_pressed()
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else:
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else:
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UiManager.push_screen(pause_menu_control)
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gm.pause_game()
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gm.pause_game()
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is_paused = true
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pause_menu_control.show()
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resume_button.grab_focus()
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func _on_resume_button_pressed() -> void:
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func _on_resume_button_pressed() -> void:
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pause_menu_control.hide()
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UiManager.pop_screen()
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if settings_menu:
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settings_menu.hide()
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gm.resume_game()
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gm.resume_game()
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is_paused = false
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func _on_quit_button_pressed() -> void:
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func _on_quit_button_pressed() -> void:
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@@ -74,9 +69,8 @@ func _on_settings_button_pressed() -> void:
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printerr("PauseMenu: Settings menu scene not set.")
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printerr("PauseMenu: Settings menu scene not set.")
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return
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return
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settings_menu.show()
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UiManager.push_screen(settings_menu)
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gm.pause_game()
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gm.pause_game()
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is_paused = true
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func _on_exit_to_menu_button_pressed() -> void:
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func _on_exit_to_menu_button_pressed() -> void:
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@@ -26,7 +26,6 @@ func _ready() -> void:
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audio_settings.hide()
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audio_settings.hide()
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if display_settings:
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if display_settings:
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display_settings_button.pressed.connect(_on_display_settings_button_pressed)
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display_settings_button.pressed.connect(_on_display_settings_button_pressed)
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display_settings.hide()
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display_settings.hide()
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@@ -35,61 +34,38 @@ func _ready() -> void:
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gameplay_settings.hide()
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gameplay_settings.hide()
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func _input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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if event.is_action_pressed("ui_cancel"):
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if settings_menu_control.is_visible():
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if UiManager.is_screen_on_top(settings_menu_control):
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settings_menu_control.hide()
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UiManager.pop_screen()
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func _on_input_settings_button_pressed() -> void:
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func _on_input_settings_button_pressed() -> void:
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if not input_settings:
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if not input_settings:
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return
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return
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if input_settings.is_visible():
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UiManager.push_screen(input_settings)
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input_settings.hide()
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else:
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input_settings.show()
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audio_settings.hide()
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display_settings.hide()
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gameplay_settings.hide()
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func _on_audio_settings_button_pressed() -> void:
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func _on_audio_settings_button_pressed() -> void:
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if not audio_settings:
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if not audio_settings:
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return
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return
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if audio_settings.is_visible():
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UiManager.push_screen(audio_settings)
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audio_settings.hide()
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else:
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audio_settings.show()
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input_settings.hide()
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display_settings.hide()
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gameplay_settings.hide()
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func _on_display_settings_button_pressed() -> void:
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func _on_display_settings_button_pressed() -> void:
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if not display_settings:
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if not display_settings:
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return
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return
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if display_settings.is_visible():
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UiManager.push_screen(display_settings)
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display_settings.hide()
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else:
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display_settings.show()
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input_settings.hide()
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audio_settings.hide()
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gameplay_settings.hide()
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func _on_gameplay_settings_button_pressed() -> void:
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func _on_gameplay_settings_button_pressed() -> void:
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if not gameplay_settings:
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if not gameplay_settings:
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return
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return
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if gameplay_settings.is_visible():
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UiManager.push_screen(gameplay_settings)
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gameplay_settings.hide()
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else:
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gameplay_settings.show()
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input_settings.hide()
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audio_settings.hide()
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display_settings.hide()
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