any_key > action_confirm
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@@ -32,9 +32,9 @@ func _setup_splash_screen_connection() -> void:
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if splash_screen:
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DebugManager.log_debug("SplashScreen node found: %s" % splash_screen.name, "Main")
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# Try connecting to the signal if it exists
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if splash_screen.has_signal("any_key_pressed"):
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splash_screen.any_key_pressed.connect(_on_any_key_pressed)
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DebugManager.log_debug("Connected to any_key_pressed signal", "Main")
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if splash_screen.has_signal("confirm_pressed"):
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splash_screen.confirm_pressed.connect(_on_confirm_pressed)
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DebugManager.log_debug("Connected to confirm_pressed signal", "Main")
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else:
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# Fallback: use input handling directly on the main scene
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DebugManager.log_warn("Using fallback input handling", "Main")
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@@ -52,12 +52,12 @@ func _use_fallback_input_handling() -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if splash_screen and splash_screen.is_inside_tree():
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# Forward input to splash screen or handle directly
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if event.is_action_pressed("action_south"):
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_on_any_key_pressed()
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if event.is_action_pressed("action_confirm"):
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_on_confirm_pressed()
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get_viewport().set_input_as_handled()
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func _on_any_key_pressed() -> void:
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func _on_confirm_pressed() -> void:
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DebugManager.log_debug("Transitioning to main menu", "Main")
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splash_screen.queue_free()
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show_main_menu()
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@@ -1,6 +1,6 @@
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extends Control
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signal any_key_pressed
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signal confirm_pressed
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func _ready() -> void:
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@@ -10,7 +10,7 @@ func _ready() -> void:
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func _input(event: InputEvent) -> void:
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if (
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event.is_action_pressed("action_south")
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event.is_action_pressed("action_confirm")
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or event is InputEventScreenTouch
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or (
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event is InputEventMouseButton
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@@ -19,7 +19,7 @@ func _input(event: InputEvent) -> void:
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)
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):
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DebugManager.log_debug("Action pressed: " + str(event), "SplashScreen")
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any_key_pressed.emit()
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confirm_pressed.emit()
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get_viewport().set_input_as_handled()
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