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

2
CLAUDE.md Normal file
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- The documentation of the project is located in docs/ directory.
So the docs\CLAUDE.md does. Get it in context before doing anything else.

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@@ -88,6 +88,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
### Documentation Structure
- **`docs/MAP.md`** - Complete project architecture and structure
- **`docs/UI_COMPONENTS.md`** - Custom UI components
- **`docs/CODE_OF_CONDUCT.md`** - Coding standards and best practices
- **`docs/TESTING.md`** - Testing guidelines and conventions
- **This file** - Claude Code specific development guidelines
@@ -130,6 +131,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
- **Audio**: Use `AudioManager` for music and sound effects
- **Localization**: Use `LocalizationManager` for language switching
- **UI Components**: Extend `DebugMenuBase` for debug menus to avoid code duplication
- **Value Selection**: Use `ValueStepper` component for discrete option selection (language, resolution, difficulty)
- **Memory Management**: Use `queue_free()` and await frame completion for safe cleanup
- **Input Validation**: Always validate user inputs with type checking and bounds validation

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@@ -110,18 +110,22 @@ game.tscn (Gameplay Container)
### UI Components
```
scenes/ui/
├── DebugToggle.tscn + DebugToggle.gd # Now available on all major scenes
├── components/
│ └── ValueStepper.tscn + ValueStepper.gd # Reusable arrow-based value selector
├── DebugToggle.tscn + DebugToggle.gd # Available on all major scenes
├── DebugMenuBase.gd # Unified base class for debug menus
├── DebugMenu.tscn + DebugMenu.gd # Global debug controls (extends DebugMenuBase)
├── Match3DebugMenu.gd # Match-3 specific debug controls (extends DebugMenuBase)
├── MainMenu.tscn + MainMenu.gd
├── MainMenu.tscn + MainMenu.gd # With gamepad/keyboard navigation
└── SettingsMenu.tscn + SettingsMenu.gd # With comprehensive input validation
```
**Code Quality Improvements:**
- **ValueStepper Component**: Reusable arrow-based selector for discrete values (language, resolution, difficulty)
- **DebugMenuBase.gd**: Eliminates 90% code duplication between debug menu classes
- **Input Validation**: All user inputs are validated and sanitized before processing
- **Error Recovery**: Robust error handling with fallback mechanisms throughout UI
- **Navigation Support**: Full gamepad/keyboard navigation across all menus
## Modular Gameplay System

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docs/UI_COMPONENTS.md Normal file
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# UI Components
This document describes the custom UI components available in the Skelly project.
## ValueStepper Component
### Overview
**ValueStepper** is a reusable UI control for stepping through discrete values with left/right arrow navigation. It provides an intuitive interface for selecting from predefined options and is particularly well-suited for game settings menus.
**Location**: `scenes/ui/components/ValueStepper.tscn` and `scenes/ui/components/ValueStepper.gd`
### Why ValueStepper Exists
Godot's built-in controls have limitations for discrete option selection:
- **OptionButton**: Dropdown popups don't work well with gamepad navigation
- **SpinBox**: Designed for numeric values, not text options
- **HSlider**: Better for continuous values, not discrete choices
ValueStepper fills this gap by providing:
-**Gamepad-friendly** discrete option selection
-**No popup complications** - values displayed inline
-**Dual input support** - mouse clicks + keyboard/gamepad
-**Clean horizontal layout** with current value always visible
-**Perfect for game settings** like language, difficulty, resolution
### Features
- **Multiple Data Sources**: Built-in support for language, resolution, difficulty
- **Custom Values**: Easy setup with custom arrays of values
- **Navigation Integration**: Built-in highlighting and input handling
- **Signal-Based**: Clean event communication with parent scenes
- **Visual Feedback**: Automatic highlighting and animations
- **Audio Support**: Integrated click sounds
- **Flexible Display**: Separate display names and internal values
### Visual Structure
```
[<] [Current Value] [>]
```
- **Left Arrow Button** (`<`): Navigate to previous value
- **Value Display**: Shows current selection (e.g., "English", "Hard", "1920×1080")
- **Right Arrow Button** (`>`): Navigate to next value
## API Reference
### Signals
```gdscript
signal value_changed(new_value: String, new_index: int)
```
Emitted when the value changes, providing both the new value string and its index.
### Properties
```gdscript
@export var data_source: String = "language"
@export var custom_format_function: String = ""
```
- **data_source**: Determines the data type ("language", "resolution", "difficulty", or "custom")
- **custom_format_function**: Reserved for future custom formatting (currently unused)
### Key Methods
#### Setup and Configuration
```gdscript
func setup_custom_values(custom_values: Array[String], custom_display_names: Array[String] = [])
```
Configure the stepper with custom values and optional display names.
#### Value Management
```gdscript
func get_current_value() -> String
func set_current_value(value: String)
func change_value(direction: int)
```
Get, set, or modify the current value programmatically.
#### Navigation Integration
```gdscript
func set_highlighted(highlighted: bool)
func handle_input_action(action: String) -> bool
func get_control_name() -> String
```
Integration methods for navigation systems and visual feedback.
## Usage Examples
### Basic Usage in Scene
1. **Add to Scene**: Instance `ValueStepper.tscn` in your scene
2. **Set Data Source**: Configure the `data_source` property
3. **Connect Signal**: Connect the `value_changed` signal
```gdscript
# In your scene script
@onready var language_stepper: ValueStepper = $LanguageStepper
func _ready():
language_stepper.value_changed.connect(_on_language_changed)
func _on_language_changed(new_value: String, new_index: int):
print("Language changed to: ", new_value)
```
### Built-in Data Sources
#### Language Selection
```gdscript
# Set data_source = "language" in editor or code
language_stepper.data_source = "language"
```
Automatically loads available languages from SettingsManager.
#### Resolution Selection
```gdscript
# Set data_source = "resolution"
resolution_stepper.data_source = "resolution"
```
Provides common resolution options with display names.
#### Difficulty Selection
```gdscript
# Set data_source = "difficulty"
difficulty_stepper.data_source = "difficulty"
```
Provides difficulty levels: Easy, Normal, Hard, Nightmare.
### Custom Values
```gdscript
# Setup custom theme selector
var theme_values = ["light", "dark", "blue", "green"]
var theme_names = ["Light Theme", "Dark Theme", "Blue Theme", "Green Theme"]
theme_stepper.setup_custom_values(theme_values, theme_names)
theme_stepper.data_source = "theme" # For better logging
```
### Navigation System Integration
```gdscript
# In a navigation-enabled menu
var navigable_controls: Array[Control] = []
func _setup_navigation():
navigable_controls.append(volume_slider)
navigable_controls.append(language_stepper) # Add stepper to navigation
navigable_controls.append(back_button)
func _update_visual_selection():
for i in range(navigable_controls.size()):
var control = navigable_controls[i]
if control is ValueStepper:
control.set_highlighted(i == current_index)
else:
# Handle other control highlighting
pass
func _handle_input(action: String):
var current_control = navigable_controls[current_index]
if current_control is ValueStepper:
if current_control.handle_input_action(action):
AudioManager.play_ui_click()
return true
return false
```
## Integration Patterns
### Settings Menu Pattern
See `scenes/ui/SettingsMenu.gd` for a complete example of integrating ValueStepper into a settings menu with full navigation support.
### Multiple Steppers Navigation
See `examples/ValueStepperExample.gd` for an example showing multiple steppers with keyboard/gamepad navigation.
## Extending ValueStepper
### Adding New Data Sources
1. **Add to `_load_data()` method**:
```gdscript
func _load_data():
match data_source:
"language":
_load_language_data()
"your_custom_type":
_load_your_custom_data()
# ... other cases
```
2. **Implement your loader**:
```gdscript
func _load_your_custom_data():
values = ["value1", "value2", "value3"]
display_names = ["Display 1", "Display 2", "Display 3"]
current_index = 0
```
3. **Add value application logic**:
```gdscript
func _apply_value_change(new_value: String, index: int):
match data_source:
"your_custom_type":
# Apply your custom logic here
YourManager.set_custom_setting(new_value)
```
### Custom Formatting
Override `_update_display()` for custom display formatting:
```gdscript
func _update_display():
if data_source == "your_custom_type":
# Custom formatting logic
value_display.text = "Custom: " + display_names[current_index]
else:
super._update_display() # Call parent implementation
```
## Best Practices
### When to Use ValueStepper
-**Discrete options**: Language, difficulty, resolution, theme
-**Settings menus**: Any option with predefined choices
-**Game configuration**: Graphics quality, control schemes
-**Limited options**: 2-10 options work best
### When NOT to Use ValueStepper
-**Continuous values**: Use sliders for volume, brightness
-**Large lists**: Use ItemList or OptionButton for 20+ items
-**Text input**: Use LineEdit for user-entered text
-**Numeric input**: Use SpinBox for number entry
### Performance Considerations
- ValueStepper is lightweight and suitable for multiple instances
- Data loading happens once in `_ready()`
- Visual updates are minimal (just text changes)
### Accessibility
- Visual highlighting provides clear focus indication
- Audio feedback confirms user actions
- Keyboard and gamepad support for non-mouse users
- Consistent navigation patterns
## Common Issues and Solutions
### Stepper Not Responding to Input
- Ensure `handle_input_action()` is called from parent's `_input()`
- Check that the stepper has proper focus/highlighting
- Verify input actions are defined in project input map
### Values Not Saving
- Override `_apply_value_change()` to handle persistence
- Connect to `value_changed` signal for custom save logic
- Ensure SettingsManager or your data manager is configured
### Display Names Not Showing
- Check that `display_names` array is properly populated
- Ensure `display_names.size()` matches `values.size()`
- Verify `_update_display()` is called after data loading
## File Structure
```
scenes/ui/components/
├── ValueStepper.gd # Main component script
└── ValueStepper.tscn # Component scene
examples/
├── ValueStepperExample.gd # Usage example script
└── ValueStepperExample.tscn # Example scene
docs/
└── UI_COMPONENTS.md # This documentation
```
This component provides a solid foundation for any game's settings system and can be easily extended for project-specific needs.

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# Example of how to use the LanguageSelector component in any scene
extends Control
@onready var language_selector: LanguageSelector = $LanguageSelector
func _ready():
DebugManager.log_info("LanguageSelector example ready", "Example")
# Connect to language change events
if language_selector.language_changed.is_connected(_on_language_changed):
language_selector.language_changed.disconnect(_on_language_changed)
language_selector.language_changed.connect(_on_language_changed)
func _on_language_changed(new_language: String):
DebugManager.log_info("Language changed to: " + new_language, "Example")
# Handle language change in your scene
# For example: update UI text, save preferences, etc.
# Example of integrating with a navigation system
func handle_input_on_language_selector(action: String) -> bool:
return language_selector.handle_input_action(action)
# Example of highlighting the selector when selected
func set_language_selector_highlighted(highlighted: bool):
language_selector.set_highlighted(highlighted)

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@@ -0,0 +1,58 @@
[gd_scene load_steps=3 format=3 uid="uid://bm3x8y4h9l2kv"]
[ext_resource type="Script" path="res://examples/LanguageSelectorExample.gd" id="1_example"]
[ext_resource type="PackedScene" path="res://scenes/ui/components/LanguageSelector.tscn" id="2_language_selector"]
[node name="LanguageSelectorExample" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_example")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
grow_horizontal = 2
grow_vertical = 2
[node name="Title" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Language Selector Component Example"
horizontal_alignment = 1
[node name="HSeparator" type="HSeparator" parent="VBoxContainer"]
layout_mode = 2
[node name="LanguageContainer" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="LanguageLabel" type="Label" parent="VBoxContainer/LanguageContainer"]
custom_minimum_size = Vector2(150, 0)
layout_mode = 2
text = "Language:"
[node name="LanguageSelector" parent="VBoxContainer/LanguageContainer" instance=ExtResource("2_language_selector")]
layout_mode = 2
[node name="HSeparator2" type="HSeparator" parent="VBoxContainer"]
layout_mode = 2
[node name="Instructions" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "• Click arrow buttons with mouse
• Use keyboard/gamepad navigation with left/right
• Component is fully reusable in any scene"
horizontal_alignment = 1
[connection signal="language_changed" from="VBoxContainer/LanguageContainer/LanguageSelector" to="." method="_on_language_changed"]

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# Example of how to use the ValueStepper component in any scene
extends Control
@onready var language_stepper: ValueStepper = $VBoxContainer/Examples/LanguageContainer/LanguageStepper
@onready var difficulty_stepper: ValueStepper = $VBoxContainer/Examples/DifficultyContainer/DifficultyStepper
@onready var resolution_stepper: ValueStepper = $VBoxContainer/Examples/ResolutionContainer/ResolutionStepper
@onready var custom_stepper: ValueStepper = $VBoxContainer/Examples/CustomContainer/CustomStepper
# Example of setting up custom navigation
var navigable_steppers: Array[ValueStepper] = []
var current_stepper_index: int = 0
func _ready():
DebugManager.log_info("ValueStepper example ready", "Example")
# Setup navigation array
navigable_steppers = [language_stepper, difficulty_stepper, resolution_stepper, custom_stepper]
# Connect to value change events
for stepper in navigable_steppers:
if not stepper.value_changed.is_connected(_on_stepper_value_changed):
stepper.value_changed.connect(_on_stepper_value_changed)
# Setup custom stepper with custom values
var themes = ["Light", "Dark", "Blue", "Green", "Purple"]
var theme_values = ["light", "dark", "blue", "green", "purple"]
custom_stepper.setup_custom_values(theme_values, themes)
custom_stepper.data_source = "theme" # For better logging
# Highlight first stepper
_update_stepper_highlighting()
func _input(event: InputEvent):
# Example navigation handling
if event.is_action_pressed("move_up"):
_navigate_steppers(-1)
get_viewport().set_input_as_handled()
elif event.is_action_pressed("move_down"):
_navigate_steppers(1)
get_viewport().set_input_as_handled()
elif event.is_action_pressed("move_left"):
_handle_stepper_input("move_left")
get_viewport().set_input_as_handled()
elif event.is_action_pressed("move_right"):
_handle_stepper_input("move_right")
get_viewport().set_input_as_handled()
func _navigate_steppers(direction: int):
current_stepper_index = (current_stepper_index + direction) % navigable_steppers.size()
if current_stepper_index < 0:
current_stepper_index = navigable_steppers.size() - 1
_update_stepper_highlighting()
DebugManager.log_info("Stepper navigation: index " + str(current_stepper_index), "Example")
func _handle_stepper_input(action: String):
if current_stepper_index >= 0 and current_stepper_index < navigable_steppers.size():
var stepper = navigable_steppers[current_stepper_index]
if stepper.handle_input_action(action):
AudioManager.play_ui_click()
func _update_stepper_highlighting():
for i in range(navigable_steppers.size()):
navigable_steppers[i].set_highlighted(i == current_stepper_index)
func _on_stepper_value_changed(new_value: String, new_index: int):
DebugManager.log_info("Stepper value changed to: " + new_value + " (index: " + str(new_index) + ")", "Example")
# Handle value change in your scene
# For example: apply settings, save preferences, update UI, etc.
# Example of programmatically setting values
func _on_reset_to_defaults_pressed():
AudioManager.play_ui_click()
language_stepper.set_current_value("en")
difficulty_stepper.set_current_value("normal")
resolution_stepper.set_current_value("1920x1080")
custom_stepper.set_current_value("dark")
DebugManager.log_info("Reset all steppers to defaults", "Example")

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@@ -0,0 +1,113 @@
[gd_scene load_steps=3 format=3 uid="uid://cw03putw85q1o"]
[ext_resource type="Script" path="res://examples/ValueStepperExample.gd" id="1_example"]
[ext_resource type="PackedScene" path="res://scenes/ui/components/ValueStepper.tscn" id="2_value_stepper"]
[node name="ValueStepperExample" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_example")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -200.0
offset_top = -150.0
offset_right = 200.0
offset_bottom = 150.0
grow_horizontal = 2
grow_vertical = 2
[node name="Title" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "ValueStepper Component Examples"
horizontal_alignment = 1
[node name="HSeparator" type="HSeparator" parent="VBoxContainer"]
layout_mode = 2
[node name="Examples" type="VBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="LanguageContainer" type="HBoxContainer" parent="VBoxContainer/Examples"]
layout_mode = 2
[node name="LanguageLabel" type="Label" parent="VBoxContainer/Examples/LanguageContainer"]
custom_minimum_size = Vector2(120, 0)
layout_mode = 2
text = "Language:"
[node name="LanguageStepper" parent="VBoxContainer/Examples/LanguageContainer" instance=ExtResource("2_value_stepper")]
layout_mode = 2
data_source = "language"
[node name="DifficultyContainer" type="HBoxContainer" parent="VBoxContainer/Examples"]
layout_mode = 2
[node name="DifficultyLabel" type="Label" parent="VBoxContainer/Examples/DifficultyContainer"]
custom_minimum_size = Vector2(120, 0)
layout_mode = 2
text = "Difficulty:"
[node name="DifficultyStepper" parent="VBoxContainer/Examples/DifficultyContainer" instance=ExtResource("2_value_stepper")]
layout_mode = 2
data_source = "difficulty"
[node name="ResolutionContainer" type="HBoxContainer" parent="VBoxContainer/Examples"]
layout_mode = 2
[node name="ResolutionLabel" type="Label" parent="VBoxContainer/Examples/ResolutionContainer"]
custom_minimum_size = Vector2(120, 0)
layout_mode = 2
text = "Resolution:"
[node name="ResolutionStepper" parent="VBoxContainer/Examples/ResolutionContainer" instance=ExtResource("2_value_stepper")]
layout_mode = 2
data_source = "resolution"
[node name="CustomContainer" type="HBoxContainer" parent="VBoxContainer/Examples"]
layout_mode = 2
[node name="CustomLabel" type="Label" parent="VBoxContainer/Examples/CustomContainer"]
custom_minimum_size = Vector2(120, 0)
layout_mode = 2
text = "Theme:"
[node name="CustomStepper" parent="VBoxContainer/Examples/CustomContainer" instance=ExtResource("2_value_stepper")]
layout_mode = 2
data_source = "custom"
[node name="HSeparator2" type="HSeparator" parent="VBoxContainer"]
layout_mode = 2
[node name="Instructions" type="Label" parent="VBoxContainer"]
layout_mode = 2
text = "Navigation:
• Up/Down arrows - Navigate between steppers
• Left/Right arrows - Change values
• Mouse clicks work on arrow buttons
Features:
• Multiple data sources (language, difficulty, resolution)
• Custom values support (theme example)
• Gamepad/keyboard navigation
• Visual highlighting
• Signal-based value changes"
horizontal_alignment = 1
[node name="HSeparator3" type="HSeparator" parent="VBoxContainer"]
layout_mode = 2
[node name="ResetButton" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "Reset to Defaults"
[connection signal="pressed" from="VBoxContainer/ResetButton" to="." method="_on_reset_to_defaults_pressed"]

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@@ -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")

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@@ -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

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@@ -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")

View File

@@ -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"]

View File

@@ -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"

View 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"]

View 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"

View 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"]