add gamepad support to menus

This commit is contained in:
2025-09-25 11:11:49 +04:00
parent 301d858ea5
commit bacc66d26c
16 changed files with 1122 additions and 68 deletions

View File

@@ -36,7 +36,6 @@ func _set_tile_type(value: int) -> void:
if value >= 0 and value < active_gem_types.size():
var texture_index = active_gem_types[value]
sprite.texture = all_gem_textures[texture_index]
# print("Debug: Set texture_index ", texture_index, " for tile_type ", value)
_scale_sprite_to_fit()
else:
DebugManager.log_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1), "Match3")

View File

@@ -2,8 +2,13 @@ extends Control
signal open_settings
@onready var menu_buttons: Array[Button] = []
var current_menu_index: int = 0
var original_button_scales: Array[Vector2] = []
func _ready():
DebugManager.log_info("MainMenu ready", "MainMenu")
_setup_menu_navigation()
func _on_new_game_button_pressed():
AudioManager.play_ui_click()
@@ -19,3 +24,56 @@ func _on_exit_button_pressed():
AudioManager.play_ui_click()
DebugManager.log_info("Exit pressed", "MainMenu")
get_tree().quit()
func _setup_menu_navigation():
menu_buttons.clear()
original_button_scales.clear()
menu_buttons.append($MenuContainer/NewGameButton)
menu_buttons.append($MenuContainer/SettingsButton)
menu_buttons.append($MenuContainer/ExitButton)
for button in menu_buttons:
original_button_scales.append(button.scale)
_update_visual_selection()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("move_up"):
_navigate_menu(-1)
elif event.is_action_pressed("move_down"):
_navigate_menu(1)
elif event.is_action_pressed("action_south"):
_activate_current_button()
elif event.is_action_pressed("options_menu"):
AudioManager.play_ui_click()
DebugManager.log_info("Options menu shortcut pressed", "MainMenu")
open_settings.emit()
elif event.is_action_pressed("quit_game"):
AudioManager.play_ui_click()
DebugManager.log_info("Quit game shortcut pressed", "MainMenu")
get_tree().quit()
func _navigate_menu(direction: int):
AudioManager.play_ui_click()
current_menu_index = (current_menu_index + direction) % menu_buttons.size()
if current_menu_index < 0:
current_menu_index = menu_buttons.size() - 1
_update_visual_selection()
DebugManager.log_info("Menu navigation: index " + str(current_menu_index), "MainMenu")
func _activate_current_button():
if current_menu_index >= 0 and current_menu_index < menu_buttons.size():
var button = menu_buttons[current_menu_index]
DebugManager.log_info("Activating button via keyboard/gamepad: " + button.text, "MainMenu")
button.pressed.emit()
func _update_visual_selection():
for i in range(menu_buttons.size()):
var button = menu_buttons[i]
if i == current_menu_index:
button.scale = original_button_scales[i] * 1.1
button.modulate = Color(1.2, 1.2, 1.0)
else:
button.scale = original_button_scales[i]
button.modulate = Color.WHITE

View File

@@ -5,17 +5,22 @@ signal back_to_main_menu
@onready var master_slider = $SettingsContainer/MasterVolumeContainer/MasterVolumeSlider
@onready var music_slider = $SettingsContainer/MusicVolumeContainer/MusicVolumeSlider
@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider
@onready var language_selector = $SettingsContainer/LanguageContainer/LanguageSelector
@onready var language_stepper = $SettingsContainer/LanguageContainer/LanguageStepper
@export var settings_manager: Node = SettingsManager
@export var localization_manager: Node = LocalizationManager
var language_codes = []
# Navigation system variables
var navigable_controls: Array[Control] = []
var current_control_index: int = 0
var original_control_scales: Array[Vector2] = []
var original_control_modulates: Array[Color] = []
func _ready():
add_to_group("localizable")
DebugManager.log_info("SettingsMenu ready", "Settings")
setup_language_selector()
# Language selector is initialized automatically
var master_callback = _on_volume_slider_changed.bind("master_volume")
if not master_slider.value_changed.is_connected(master_callback):
@@ -29,21 +34,18 @@ func _ready():
if not sfx_slider.value_changed.is_connected(sfx_callback):
sfx_slider.value_changed.connect(sfx_callback)
if not language_selector.item_selected.is_connected(Callable(self, "_on_language_selector_item_selected")):
language_selector.item_selected.connect(_on_language_selector_item_selected)
# Language stepper connections are handled in the .tscn file
_update_controls_from_settings()
update_text()
_setup_navigation_system()
func _update_controls_from_settings():
master_slider.value = settings_manager.get_setting("master_volume")
music_slider.value = settings_manager.get_setting("music_volume")
sfx_slider.value = settings_manager.get_setting("sfx_volume")
var current_lang = settings_manager.get_setting("language")
var lang_index = language_codes.find(current_lang)
if lang_index >= 0:
language_selector.selected = lang_index
# Language display is handled by the ValueStepper component
func _on_volume_slider_changed(value, setting_key):
# Input validation for volume settings
@@ -73,49 +75,35 @@ func _input(event):
DebugManager.log_debug("Cancel/back action pressed in settings", "Settings")
_exit_settings()
get_viewport().set_input_as_handled()
return
# Vertical navigation between controls
if event.is_action_pressed("move_up"):
_navigate_controls(-1)
get_viewport().set_input_as_handled()
elif event.is_action_pressed("move_down"):
_navigate_controls(1)
get_viewport().set_input_as_handled()
# Horizontal navigation for current control
elif event.is_action_pressed("move_left"):
_adjust_current_control(-1)
get_viewport().set_input_as_handled()
elif event.is_action_pressed("move_right"):
_adjust_current_control(1)
get_viewport().set_input_as_handled()
# Activate current control
elif event.is_action_pressed("action_south"):
_activate_current_control()
get_viewport().set_input_as_handled()
func _on_back_button_pressed():
AudioManager.play_ui_click()
DebugManager.log_info("Back button pressed", "Settings")
_exit_settings()
func setup_language_selector():
var languages_data = settings_manager.get_languages_data()
if languages_data.has("languages"):
language_selector.clear()
language_codes.clear()
for lang_code in languages_data.languages.keys():
language_codes.append(lang_code)
var display_name = languages_data.languages[lang_code]["display_name"]
language_selector.add_item(display_name)
var current_lang = settings_manager.get_setting("language")
var lang_index = language_codes.find(current_lang)
if lang_index >= 0:
language_selector.selected = lang_index
func _on_language_selector_item_selected(index: int):
# Input validation for language selection
if index < 0:
DebugManager.log_error("Invalid language index (negative): " + str(index), "Settings")
return
if index >= language_codes.size():
DebugManager.log_error("Language index out of bounds: %d (max: %d)" % [index, language_codes.size() - 1], "Settings")
return
var selected_lang = language_codes[index]
if not selected_lang or selected_lang.is_empty():
DebugManager.log_error("Empty or null language code at index " + str(index), "Settings")
return
if not settings_manager.set_setting("language", selected_lang):
DebugManager.log_error("Failed to set language setting: " + selected_lang, "Settings")
return
DebugManager.log_info("Language changed to: " + selected_lang, "Settings")
localization_manager.change_language(selected_lang)
func update_text():
$SettingsContainer/SettingsTitle.text = tr("settings_title")
@@ -132,3 +120,101 @@ func _on_reset_setting_button_pressed() -> void:
settings_manager.reset_settings_to_defaults()
_update_controls_from_settings()
localization_manager.change_language(settings_manager.get_setting("language"))
func _setup_navigation_system():
navigable_controls.clear()
original_control_scales.clear()
original_control_modulates.clear()
# Add controls in navigation order
navigable_controls.append(master_slider)
navigable_controls.append(music_slider)
navigable_controls.append(sfx_slider)
navigable_controls.append(language_stepper) # Use the ValueStepper component
navigable_controls.append($BackButtonContainer/BackButton)
navigable_controls.append($ResetSettingsContainer/ResetSettingButton)
# Store original visual properties
for control in navigable_controls:
original_control_scales.append(control.scale)
original_control_modulates.append(control.modulate)
_update_visual_selection()
func _navigate_controls(direction: int):
AudioManager.play_ui_click()
current_control_index = (current_control_index + direction) % navigable_controls.size()
if current_control_index < 0:
current_control_index = navigable_controls.size() - 1
_update_visual_selection()
DebugManager.log_info("Settings navigation: index " + str(current_control_index), "Settings")
func _adjust_current_control(direction: int):
if current_control_index < 0 or current_control_index >= navigable_controls.size():
return
var control = navigable_controls[current_control_index]
# Handle sliders
if control is HSlider:
var slider = control as HSlider
var step = slider.step if slider.step > 0 else 0.1
var new_value = slider.value + (direction * step)
new_value = clamp(new_value, slider.min_value, slider.max_value)
slider.value = new_value
AudioManager.play_ui_click()
DebugManager.log_info("Slider adjusted: %s = %f" % [_get_control_name(control), new_value], "Settings")
# Handle language stepper with left/right
elif control == language_stepper:
if language_stepper.handle_input_action("move_left" if direction == -1 else "move_right"):
AudioManager.play_ui_click()
func _activate_current_control():
if current_control_index < 0 or current_control_index >= navigable_controls.size():
return
var control = navigable_controls[current_control_index]
# Handle buttons
if control is Button:
AudioManager.play_ui_click()
DebugManager.log_info("Activating button via keyboard/gamepad: " + control.text, "Settings")
control.pressed.emit()
# Handle language stepper (no action needed on activation, left/right handles it)
elif control == language_stepper:
DebugManager.log_info("Language stepper selected - use left/right to change", "Settings")
func _update_visual_selection():
for i in range(navigable_controls.size()):
var control = navigable_controls[i]
if i == current_control_index:
# Use the ValueStepper's built-in highlighting
if control == language_stepper:
language_stepper.set_highlighted(true)
else:
control.scale = original_control_scales[i] * 1.05
control.modulate = Color(1.1, 1.1, 0.9)
else:
# Reset highlighting
if control == language_stepper:
language_stepper.set_highlighted(false)
else:
control.scale = original_control_scales[i]
control.modulate = original_control_modulates[i]
func _get_control_name(control: Control) -> String:
if control == master_slider:
return "master_volume"
elif control == music_slider:
return "music_volume"
elif control == sfx_slider:
return "sfx_volume"
elif control == language_stepper:
return language_stepper.get_control_name()
else:
return "button"
func _on_language_stepper_value_changed(new_value: String, new_index: int):
DebugManager.log_info("Language changed via ValueStepper: " + new_value + " (index: " + str(new_index) + ")", "Settings")

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@@ -1,7 +1,8 @@
[gd_scene load_steps=3 format=3 uid="uid://57obmcwyos2g"]
[gd_scene load_steps=4 format=3 uid="uid://57obmcwyos2g"]
[ext_resource type="Script" uid="uid://bv56qwni68qo" path="res://scenes/ui/SettingsMenu.gd" id="1_oqkcn"]
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="2_debug"]
[ext_resource type="PackedScene" path="res://scenes/ui/components/ValueStepper.tscn" id="3_value_stepper"]
[node name="SettingsMenu" type="Control" groups=["localizable"]]
layout_mode = 3
@@ -85,21 +86,9 @@ custom_minimum_size = Vector2(150, 0)
layout_mode = 2
text = "Language"
[node name="LanguageSelector" type="OptionButton" parent="SettingsContainer/LanguageContainer"]
[node name="LanguageStepper" parent="SettingsContainer/LanguageContainer" instance=ExtResource("3_value_stepper")]
layout_mode = 2
size_flags_horizontal = 4
selected = 0
item_count = 5
popup/item_0/text = "English"
popup/item_0/id = 0
popup/item_1/text = "Español"
popup/item_1/id = 1
popup/item_2/text = "Français"
popup/item_2/id = 2
popup/item_3/text = "Deutsch"
popup/item_3/id = 3
popup/item_4/text = "Русский"
popup/item_4/id = 2
data_source = "language"
[node name="BackButtonContainer" type="Control" parent="."]
layout_mode = 1
@@ -148,6 +137,6 @@ layout_mode = 1
[connection signal="value_changed" from="SettingsContainer/MasterVolumeContainer/MasterVolumeSlider" to="." method="_on_master_volume_changed"]
[connection signal="value_changed" from="SettingsContainer/MusicVolumeContainer/MusicVolumeSlider" to="." method="_on_music_volume_changed"]
[connection signal="value_changed" from="SettingsContainer/SFXVolumeContainer/SFXVolumeSlider" to="." method="_on_sfx_volume_changed"]
[connection signal="item_selected" from="SettingsContainer/LanguageContainer/LanguageSelector" to="." method="_on_language_selector_item_selected"]
[connection signal="value_changed" from="SettingsContainer/LanguageContainer/LanguageStepper" to="." method="_on_language_stepper_value_changed"]
[connection signal="pressed" from="BackButtonContainer/BackButton" to="." method="_on_back_button_pressed"]
[connection signal="pressed" from="ResetSettingsContainer/ResetSettingButton" to="." method="_on_reset_setting_button_pressed"]

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@@ -0,0 +1,118 @@
@tool
extends Control
class_name LanguageSelector
signal language_changed(new_language: String)
@onready var left_button: Button = $LanguageLeftButton
@onready var right_button: Button = $LanguageRightButton
@onready var language_display: Label = $LanguageDisplay
@export var settings_manager: Node = SettingsManager
@export var localization_manager: Node = LocalizationManager
var language_codes: Array[String] = []
var original_scale: Vector2
var original_modulate: Color
var is_highlighted: bool = false
func _ready():
DebugManager.log_info("LanguageSelector ready", "LanguageSelector")
# Store original visual properties
original_scale = scale
original_modulate = modulate
# Connect button signals
if left_button and not left_button.pressed.is_connected(_on_left_button_pressed):
left_button.pressed.connect(_on_left_button_pressed)
if right_button and not right_button.pressed.is_connected(_on_right_button_pressed):
right_button.pressed.connect(_on_right_button_pressed)
# Initialize language data
_load_language_data()
_update_language_display()
func _load_language_data():
if not settings_manager:
settings_manager = SettingsManager
var languages_data = settings_manager.get_languages_data()
if languages_data.has("languages"):
language_codes.clear()
for lang_code in languages_data.languages.keys():
language_codes.append(lang_code)
DebugManager.log_info("Loaded %d languages" % language_codes.size(), "LanguageSelector")
func _update_language_display():
if not settings_manager:
return
var current_lang = settings_manager.get_setting("language")
var languages_data = settings_manager.get_languages_data()
if languages_data.has("languages") and languages_data.languages.has(current_lang):
language_display.text = languages_data.languages[current_lang]["display_name"]
else:
language_display.text = current_lang if current_lang else "Unknown"
func change_language(direction: int):
if language_codes.size() == 0:
DebugManager.log_warn("No languages available", "LanguageSelector")
return
var current_lang = settings_manager.get_setting("language")
var current_index = language_codes.find(current_lang)
if current_index < 0:
current_index = 0
var new_index = (current_index + direction) % language_codes.size()
if new_index < 0:
new_index = language_codes.size() - 1
var new_lang = language_codes[new_index]
settings_manager.set_setting("language", new_lang)
if localization_manager:
localization_manager.change_language(new_lang)
else:
LocalizationManager.change_language(new_lang)
_update_language_display()
language_changed.emit(new_lang)
DebugManager.log_info("Language changed to: " + new_lang, "LanguageSelector")
func set_highlighted(highlighted: bool):
is_highlighted = highlighted
if highlighted:
scale = original_scale * 1.05
modulate = Color(1.1, 1.1, 0.9)
else:
scale = original_scale
modulate = original_modulate
func handle_input_action(action: String) -> bool:
match action:
"move_left":
change_language(-1)
return true
"move_right":
change_language(1)
return true
_:
return false
func _on_left_button_pressed():
AudioManager.play_ui_click()
DebugManager.log_info("Language left button clicked", "LanguageSelector")
change_language(-1)
func _on_right_button_pressed():
AudioManager.play_ui_click()
DebugManager.log_info("Language right button clicked", "LanguageSelector")
change_language(1)
# For navigation system integration
func get_control_name() -> String:
return "language_selector"

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@@ -0,0 +1,26 @@
[gd_scene load_steps=2 format=3 uid="uid://bc1h4c5t2m6vx"]
[ext_resource type="Script" path="res://scenes/ui/components/LanguageSelector.gd" id="1_language_selector"]
[node name="LanguageSelector" type="HBoxContainer"]
layout_mode = 2
size_flags_vertical = 4
script = ExtResource("1_language_selector")
[node name="LanguageLeftButton" type="Button" parent="."]
layout_mode = 2
text = "<"
[node name="LanguageDisplay" type="Label" parent="."]
custom_minimum_size = Vector2(100, 0)
layout_mode = 2
size_flags_horizontal = 4
text = "English"
horizontal_alignment = 1
[node name="LanguageRightButton" type="Button" parent="."]
layout_mode = 2
text = ">"
[connection signal="pressed" from="LanguageLeftButton" to="." method="_on_left_button_pressed"]
[connection signal="pressed" from="LanguageRightButton" to="." method="_on_right_button_pressed"]

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@@ -0,0 +1,190 @@
@tool
extends Control
class_name ValueStepper
## A reusable UI control for stepping through discrete values with arrow buttons
##
## ValueStepper provides left/right arrow navigation for cycling through predefined options.
## Perfect for settings like language, resolution, difficulty, graphics quality, etc.
## Supports both mouse clicks and keyboard/gamepad navigation.
##
## @tutorial(ValueStepper Usage): See docs/UI_COMPONENTS.md
signal value_changed(new_value: String, new_index: int)
@onready var left_button: Button = $LeftButton
@onready var right_button: Button = $RightButton
@onready var value_display: Label = $ValueDisplay
## The data source for values. Override this for custom implementations.
@export var data_source: String = "language"
## Custom display format function. Leave empty to use default.
@export var custom_format_function: String = ""
var values: Array[String] = []
var display_names: Array[String] = []
var current_index: int = 0
var original_scale: Vector2
var original_modulate: Color
var is_highlighted: bool = false
func _ready():
DebugManager.log_info("ValueStepper ready for: " + data_source, "ValueStepper")
# Store original visual properties
original_scale = scale
original_modulate = modulate
# Connect button signals
if left_button and not left_button.pressed.is_connected(_on_left_button_pressed):
left_button.pressed.connect(_on_left_button_pressed)
if right_button and not right_button.pressed.is_connected(_on_right_button_pressed):
right_button.pressed.connect(_on_right_button_pressed)
# Initialize data
_load_data()
_update_display()
## Loads data based on the data_source type
func _load_data():
match data_source:
"language":
_load_language_data()
"resolution":
_load_resolution_data()
"difficulty":
_load_difficulty_data()
_:
DebugManager.log_warn("Unknown data_source: " + data_source, "ValueStepper")
func _load_language_data():
var languages_data = SettingsManager.get_languages_data()
if languages_data.has("languages"):
values.clear()
display_names.clear()
for lang_code in languages_data.languages.keys():
values.append(lang_code)
display_names.append(languages_data.languages[lang_code]["display_name"])
# Set current index based on current language
var current_lang = SettingsManager.get_setting("language")
var index = values.find(current_lang)
current_index = max(0, index)
DebugManager.log_info("Loaded %d languages" % values.size(), "ValueStepper")
func _load_resolution_data():
# Example resolution data - customize as needed
values = ["1920x1080", "1366x768", "1280x720", "1024x768"]
display_names = ["1920×1080 (Full HD)", "1366×768", "1280×720 (HD)", "1024×768"]
current_index = 0
DebugManager.log_info("Loaded %d resolutions" % values.size(), "ValueStepper")
func _load_difficulty_data():
# Example difficulty data - customize as needed
values = ["easy", "normal", "hard", "nightmare"]
display_names = ["Easy", "Normal", "Hard", "Nightmare"]
current_index = 1 # Default to "normal"
DebugManager.log_info("Loaded %d difficulty levels" % values.size(), "ValueStepper")
## Updates the display text based on current selection
func _update_display():
if values.size() == 0 or current_index < 0 or current_index >= values.size():
value_display.text = "N/A"
return
if display_names.size() > current_index:
value_display.text = display_names[current_index]
else:
value_display.text = values[current_index]
## Changes the current value by the specified direction (-1 for previous, +1 for next)
func change_value(direction: int):
if values.size() == 0:
DebugManager.log_warn("No values available for: " + data_source, "ValueStepper")
return
var new_index = (current_index + direction) % values.size()
if new_index < 0:
new_index = values.size() - 1
current_index = new_index
var new_value = values[current_index]
_update_display()
_apply_value_change(new_value, current_index)
value_changed.emit(new_value, current_index)
DebugManager.log_info("Value changed to: " + new_value + " (index: " + str(current_index) + ")", "ValueStepper")
## Override this method for custom value application logic
func _apply_value_change(new_value: String, index: int):
match data_source:
"language":
SettingsManager.set_setting("language", new_value)
if LocalizationManager:
LocalizationManager.change_language(new_value)
"resolution":
# Apply resolution change logic here
DebugManager.log_info("Resolution would change to: " + new_value, "ValueStepper")
"difficulty":
# Apply difficulty change logic here
DebugManager.log_info("Difficulty would change to: " + new_value, "ValueStepper")
## Sets up custom values for the stepper
func setup_custom_values(custom_values: Array[String], custom_display_names: Array[String] = []):
values = custom_values.duplicate()
display_names = custom_display_names.duplicate() if custom_display_names.size() > 0 else values.duplicate()
current_index = 0
_update_display()
DebugManager.log_info("Setup custom values: " + str(values.size()) + " items", "ValueStepper")
## Gets the current value
func get_current_value() -> String:
if values.size() > 0 and current_index >= 0 and current_index < values.size():
return values[current_index]
return ""
## Sets the current value by string
func set_current_value(value: String):
var index = values.find(value)
if index >= 0:
current_index = index
_update_display()
## Visual highlighting for navigation systems
func set_highlighted(highlighted: bool):
is_highlighted = highlighted
if highlighted:
scale = original_scale * 1.05
modulate = Color(1.1, 1.1, 0.9)
else:
scale = original_scale
modulate = original_modulate
## Handle input actions for navigation integration
func handle_input_action(action: String) -> bool:
match action:
"move_left":
change_value(-1)
return true
"move_right":
change_value(1)
return true
_:
return false
func _on_left_button_pressed():
AudioManager.play_ui_click()
DebugManager.log_info("Left button clicked", "ValueStepper")
change_value(-1)
func _on_right_button_pressed():
AudioManager.play_ui_click()
DebugManager.log_info("Right button clicked", "ValueStepper")
change_value(1)
## For navigation system integration
func get_control_name() -> String:
return data_source + "_stepper"

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@@ -0,0 +1,26 @@
[gd_scene load_steps=2 format=3 uid="uid://cb6k05r8t7l4l"]
[ext_resource type="Script" path="res://scenes/ui/components/ValueStepper.gd" id="1_value_stepper"]
[node name="ValueStepper" type="HBoxContainer"]
layout_mode = 2
size_flags_vertical = 4
script = ExtResource("1_value_stepper")
[node name="LeftButton" type="Button" parent="."]
layout_mode = 2
text = "<"
[node name="ValueDisplay" type="Label" parent="."]
custom_minimum_size = Vector2(100, 0)
layout_mode = 2
size_flags_horizontal = 4
text = "Value"
horizontal_alignment = 1
[node name="RightButton" type="Button" parent="."]
layout_mode = 2
text = ">"
[connection signal="pressed" from="LeftButton" to="." method="_on_left_button_pressed"]
[connection signal="pressed" from="RightButton" to="." method="_on_right_button_pressed"]