add gamepad support to menus
This commit is contained in:
@@ -2,8 +2,13 @@ extends Control
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signal open_settings
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@onready var menu_buttons: Array[Button] = []
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var current_menu_index: int = 0
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var original_button_scales: Array[Vector2] = []
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func _ready():
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DebugManager.log_info("MainMenu ready", "MainMenu")
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_setup_menu_navigation()
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func _on_new_game_button_pressed():
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AudioManager.play_ui_click()
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@@ -19,3 +24,56 @@ func _on_exit_button_pressed():
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AudioManager.play_ui_click()
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DebugManager.log_info("Exit pressed", "MainMenu")
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get_tree().quit()
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func _setup_menu_navigation():
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menu_buttons.clear()
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original_button_scales.clear()
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menu_buttons.append($MenuContainer/NewGameButton)
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menu_buttons.append($MenuContainer/SettingsButton)
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menu_buttons.append($MenuContainer/ExitButton)
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for button in menu_buttons:
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original_button_scales.append(button.scale)
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_update_visual_selection()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("move_up"):
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_navigate_menu(-1)
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elif event.is_action_pressed("move_down"):
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_navigate_menu(1)
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elif event.is_action_pressed("action_south"):
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_activate_current_button()
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elif event.is_action_pressed("options_menu"):
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AudioManager.play_ui_click()
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DebugManager.log_info("Options menu shortcut pressed", "MainMenu")
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open_settings.emit()
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elif event.is_action_pressed("quit_game"):
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AudioManager.play_ui_click()
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DebugManager.log_info("Quit game shortcut pressed", "MainMenu")
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get_tree().quit()
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func _navigate_menu(direction: int):
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AudioManager.play_ui_click()
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current_menu_index = (current_menu_index + direction) % menu_buttons.size()
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if current_menu_index < 0:
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current_menu_index = menu_buttons.size() - 1
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_update_visual_selection()
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DebugManager.log_info("Menu navigation: index " + str(current_menu_index), "MainMenu")
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func _activate_current_button():
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if current_menu_index >= 0 and current_menu_index < menu_buttons.size():
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var button = menu_buttons[current_menu_index]
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DebugManager.log_info("Activating button via keyboard/gamepad: " + button.text, "MainMenu")
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button.pressed.emit()
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func _update_visual_selection():
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for i in range(menu_buttons.size()):
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var button = menu_buttons[i]
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if i == current_menu_index:
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button.scale = original_button_scales[i] * 1.1
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button.modulate = Color(1.2, 1.2, 1.0)
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else:
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button.scale = original_button_scales[i]
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button.modulate = Color.WHITE
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@@ -5,17 +5,22 @@ signal back_to_main_menu
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@onready var master_slider = $SettingsContainer/MasterVolumeContainer/MasterVolumeSlider
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@onready var music_slider = $SettingsContainer/MusicVolumeContainer/MusicVolumeSlider
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@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider
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@onready var language_selector = $SettingsContainer/LanguageContainer/LanguageSelector
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@onready var language_stepper = $SettingsContainer/LanguageContainer/LanguageStepper
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@export var settings_manager: Node = SettingsManager
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@export var localization_manager: Node = LocalizationManager
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var language_codes = []
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# Navigation system variables
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var navigable_controls: Array[Control] = []
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var current_control_index: int = 0
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var original_control_scales: Array[Vector2] = []
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var original_control_modulates: Array[Color] = []
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func _ready():
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add_to_group("localizable")
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DebugManager.log_info("SettingsMenu ready", "Settings")
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setup_language_selector()
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# Language selector is initialized automatically
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var master_callback = _on_volume_slider_changed.bind("master_volume")
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if not master_slider.value_changed.is_connected(master_callback):
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@@ -29,21 +34,18 @@ func _ready():
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if not sfx_slider.value_changed.is_connected(sfx_callback):
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sfx_slider.value_changed.connect(sfx_callback)
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if not language_selector.item_selected.is_connected(Callable(self, "_on_language_selector_item_selected")):
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language_selector.item_selected.connect(_on_language_selector_item_selected)
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# Language stepper connections are handled in the .tscn file
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_update_controls_from_settings()
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update_text()
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_setup_navigation_system()
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func _update_controls_from_settings():
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master_slider.value = settings_manager.get_setting("master_volume")
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music_slider.value = settings_manager.get_setting("music_volume")
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sfx_slider.value = settings_manager.get_setting("sfx_volume")
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var current_lang = settings_manager.get_setting("language")
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var lang_index = language_codes.find(current_lang)
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if lang_index >= 0:
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language_selector.selected = lang_index
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# Language display is handled by the ValueStepper component
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func _on_volume_slider_changed(value, setting_key):
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# Input validation for volume settings
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@@ -73,49 +75,35 @@ func _input(event):
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DebugManager.log_debug("Cancel/back action pressed in settings", "Settings")
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_exit_settings()
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get_viewport().set_input_as_handled()
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return
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# Vertical navigation between controls
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if event.is_action_pressed("move_up"):
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_navigate_controls(-1)
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("move_down"):
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_navigate_controls(1)
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get_viewport().set_input_as_handled()
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# Horizontal navigation for current control
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elif event.is_action_pressed("move_left"):
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_adjust_current_control(-1)
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("move_right"):
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_adjust_current_control(1)
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get_viewport().set_input_as_handled()
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# Activate current control
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elif event.is_action_pressed("action_south"):
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_activate_current_control()
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get_viewport().set_input_as_handled()
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func _on_back_button_pressed():
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AudioManager.play_ui_click()
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DebugManager.log_info("Back button pressed", "Settings")
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_exit_settings()
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func setup_language_selector():
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var languages_data = settings_manager.get_languages_data()
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if languages_data.has("languages"):
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language_selector.clear()
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language_codes.clear()
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for lang_code in languages_data.languages.keys():
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language_codes.append(lang_code)
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var display_name = languages_data.languages[lang_code]["display_name"]
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language_selector.add_item(display_name)
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var current_lang = settings_manager.get_setting("language")
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var lang_index = language_codes.find(current_lang)
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if lang_index >= 0:
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language_selector.selected = lang_index
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func _on_language_selector_item_selected(index: int):
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# Input validation for language selection
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if index < 0:
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DebugManager.log_error("Invalid language index (negative): " + str(index), "Settings")
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return
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if index >= language_codes.size():
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DebugManager.log_error("Language index out of bounds: %d (max: %d)" % [index, language_codes.size() - 1], "Settings")
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return
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var selected_lang = language_codes[index]
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if not selected_lang or selected_lang.is_empty():
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DebugManager.log_error("Empty or null language code at index " + str(index), "Settings")
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return
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if not settings_manager.set_setting("language", selected_lang):
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DebugManager.log_error("Failed to set language setting: " + selected_lang, "Settings")
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return
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DebugManager.log_info("Language changed to: " + selected_lang, "Settings")
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localization_manager.change_language(selected_lang)
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func update_text():
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$SettingsContainer/SettingsTitle.text = tr("settings_title")
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@@ -132,3 +120,101 @@ func _on_reset_setting_button_pressed() -> void:
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settings_manager.reset_settings_to_defaults()
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_update_controls_from_settings()
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localization_manager.change_language(settings_manager.get_setting("language"))
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func _setup_navigation_system():
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navigable_controls.clear()
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original_control_scales.clear()
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original_control_modulates.clear()
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# Add controls in navigation order
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navigable_controls.append(master_slider)
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navigable_controls.append(music_slider)
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navigable_controls.append(sfx_slider)
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navigable_controls.append(language_stepper) # Use the ValueStepper component
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navigable_controls.append($BackButtonContainer/BackButton)
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navigable_controls.append($ResetSettingsContainer/ResetSettingButton)
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# Store original visual properties
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for control in navigable_controls:
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original_control_scales.append(control.scale)
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original_control_modulates.append(control.modulate)
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_update_visual_selection()
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func _navigate_controls(direction: int):
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AudioManager.play_ui_click()
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current_control_index = (current_control_index + direction) % navigable_controls.size()
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if current_control_index < 0:
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current_control_index = navigable_controls.size() - 1
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_update_visual_selection()
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DebugManager.log_info("Settings navigation: index " + str(current_control_index), "Settings")
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func _adjust_current_control(direction: int):
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if current_control_index < 0 or current_control_index >= navigable_controls.size():
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return
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var control = navigable_controls[current_control_index]
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# Handle sliders
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if control is HSlider:
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var slider = control as HSlider
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var step = slider.step if slider.step > 0 else 0.1
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var new_value = slider.value + (direction * step)
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new_value = clamp(new_value, slider.min_value, slider.max_value)
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slider.value = new_value
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AudioManager.play_ui_click()
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DebugManager.log_info("Slider adjusted: %s = %f" % [_get_control_name(control), new_value], "Settings")
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# Handle language stepper with left/right
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elif control == language_stepper:
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if language_stepper.handle_input_action("move_left" if direction == -1 else "move_right"):
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AudioManager.play_ui_click()
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func _activate_current_control():
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if current_control_index < 0 or current_control_index >= navigable_controls.size():
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return
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var control = navigable_controls[current_control_index]
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# Handle buttons
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if control is Button:
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AudioManager.play_ui_click()
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DebugManager.log_info("Activating button via keyboard/gamepad: " + control.text, "Settings")
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control.pressed.emit()
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# Handle language stepper (no action needed on activation, left/right handles it)
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elif control == language_stepper:
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DebugManager.log_info("Language stepper selected - use left/right to change", "Settings")
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func _update_visual_selection():
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for i in range(navigable_controls.size()):
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var control = navigable_controls[i]
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if i == current_control_index:
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# Use the ValueStepper's built-in highlighting
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if control == language_stepper:
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language_stepper.set_highlighted(true)
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else:
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control.scale = original_control_scales[i] * 1.05
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control.modulate = Color(1.1, 1.1, 0.9)
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else:
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# Reset highlighting
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if control == language_stepper:
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language_stepper.set_highlighted(false)
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else:
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control.scale = original_control_scales[i]
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control.modulate = original_control_modulates[i]
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func _get_control_name(control: Control) -> String:
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if control == master_slider:
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return "master_volume"
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elif control == music_slider:
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return "music_volume"
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elif control == sfx_slider:
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return "sfx_volume"
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elif control == language_stepper:
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return language_stepper.get_control_name()
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else:
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return "button"
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func _on_language_stepper_value_changed(new_value: String, new_index: int):
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DebugManager.log_info("Language changed via ValueStepper: " + new_value + " (index: " + str(new_index) + ")", "Settings")
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@@ -1,7 +1,8 @@
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[gd_scene load_steps=3 format=3 uid="uid://57obmcwyos2g"]
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[gd_scene load_steps=4 format=3 uid="uid://57obmcwyos2g"]
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[ext_resource type="Script" uid="uid://bv56qwni68qo" path="res://scenes/ui/SettingsMenu.gd" id="1_oqkcn"]
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[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="2_debug"]
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[ext_resource type="PackedScene" path="res://scenes/ui/components/ValueStepper.tscn" id="3_value_stepper"]
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[node name="SettingsMenu" type="Control" groups=["localizable"]]
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layout_mode = 3
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@@ -85,21 +86,9 @@ custom_minimum_size = Vector2(150, 0)
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layout_mode = 2
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text = "Language"
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[node name="LanguageSelector" type="OptionButton" parent="SettingsContainer/LanguageContainer"]
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[node name="LanguageStepper" parent="SettingsContainer/LanguageContainer" instance=ExtResource("3_value_stepper")]
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layout_mode = 2
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size_flags_horizontal = 4
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selected = 0
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item_count = 5
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popup/item_0/text = "English"
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popup/item_0/id = 0
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popup/item_1/text = "Español"
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popup/item_1/id = 1
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popup/item_2/text = "Français"
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popup/item_2/id = 2
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popup/item_3/text = "Deutsch"
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popup/item_3/id = 3
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popup/item_4/text = "Русский"
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popup/item_4/id = 2
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data_source = "language"
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[node name="BackButtonContainer" type="Control" parent="."]
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layout_mode = 1
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@@ -148,6 +137,6 @@ layout_mode = 1
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[connection signal="value_changed" from="SettingsContainer/MasterVolumeContainer/MasterVolumeSlider" to="." method="_on_master_volume_changed"]
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[connection signal="value_changed" from="SettingsContainer/MusicVolumeContainer/MusicVolumeSlider" to="." method="_on_music_volume_changed"]
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[connection signal="value_changed" from="SettingsContainer/SFXVolumeContainer/SFXVolumeSlider" to="." method="_on_sfx_volume_changed"]
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[connection signal="item_selected" from="SettingsContainer/LanguageContainer/LanguageSelector" to="." method="_on_language_selector_item_selected"]
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[connection signal="value_changed" from="SettingsContainer/LanguageContainer/LanguageStepper" to="." method="_on_language_stepper_value_changed"]
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[connection signal="pressed" from="BackButtonContainer/BackButton" to="." method="_on_back_button_pressed"]
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[connection signal="pressed" from="ResetSettingsContainer/ResetSettingButton" to="." method="_on_reset_setting_button_pressed"]
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118
scenes/ui/components/LanguageSelector.gd
Normal file
118
scenes/ui/components/LanguageSelector.gd
Normal file
@@ -0,0 +1,118 @@
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@tool
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extends Control
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class_name LanguageSelector
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signal language_changed(new_language: String)
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@onready var left_button: Button = $LanguageLeftButton
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@onready var right_button: Button = $LanguageRightButton
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@onready var language_display: Label = $LanguageDisplay
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@export var settings_manager: Node = SettingsManager
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@export var localization_manager: Node = LocalizationManager
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var language_codes: Array[String] = []
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var original_scale: Vector2
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var original_modulate: Color
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var is_highlighted: bool = false
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func _ready():
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DebugManager.log_info("LanguageSelector ready", "LanguageSelector")
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# Store original visual properties
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original_scale = scale
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original_modulate = modulate
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# Connect button signals
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if left_button and not left_button.pressed.is_connected(_on_left_button_pressed):
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left_button.pressed.connect(_on_left_button_pressed)
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if right_button and not right_button.pressed.is_connected(_on_right_button_pressed):
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right_button.pressed.connect(_on_right_button_pressed)
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# Initialize language data
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_load_language_data()
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_update_language_display()
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func _load_language_data():
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if not settings_manager:
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settings_manager = SettingsManager
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var languages_data = settings_manager.get_languages_data()
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if languages_data.has("languages"):
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language_codes.clear()
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for lang_code in languages_data.languages.keys():
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language_codes.append(lang_code)
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DebugManager.log_info("Loaded %d languages" % language_codes.size(), "LanguageSelector")
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func _update_language_display():
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if not settings_manager:
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return
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var current_lang = settings_manager.get_setting("language")
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var languages_data = settings_manager.get_languages_data()
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if languages_data.has("languages") and languages_data.languages.has(current_lang):
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language_display.text = languages_data.languages[current_lang]["display_name"]
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else:
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language_display.text = current_lang if current_lang else "Unknown"
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func change_language(direction: int):
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if language_codes.size() == 0:
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DebugManager.log_warn("No languages available", "LanguageSelector")
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return
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var current_lang = settings_manager.get_setting("language")
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var current_index = language_codes.find(current_lang)
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if current_index < 0:
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current_index = 0
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var new_index = (current_index + direction) % language_codes.size()
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if new_index < 0:
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new_index = language_codes.size() - 1
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var new_lang = language_codes[new_index]
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settings_manager.set_setting("language", new_lang)
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if localization_manager:
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localization_manager.change_language(new_lang)
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else:
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LocalizationManager.change_language(new_lang)
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_update_language_display()
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language_changed.emit(new_lang)
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DebugManager.log_info("Language changed to: " + new_lang, "LanguageSelector")
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func set_highlighted(highlighted: bool):
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is_highlighted = highlighted
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if highlighted:
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scale = original_scale * 1.05
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modulate = Color(1.1, 1.1, 0.9)
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else:
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scale = original_scale
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modulate = original_modulate
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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"
|
||||
26
scenes/ui/components/LanguageSelector.tscn
Normal file
26
scenes/ui/components/LanguageSelector.tscn
Normal file
@@ -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"]
|
||||
190
scenes/ui/components/ValueStepper.gd
Normal file
190
scenes/ui/components/ValueStepper.gd
Normal file
@@ -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"
|
||||
26
scenes/ui/components/ValueStepper.tscn
Normal file
26
scenes/ui/components/ValueStepper.tscn
Normal file
@@ -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"]
|
||||
Reference in New Issue
Block a user