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