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

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@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"