add gamepad support to menus
This commit is contained in:
2
CLAUDE.md
Normal file
2
CLAUDE.md
Normal file
@@ -0,0 +1,2 @@
|
||||
- The documentation of the project is located in docs/ directory.
|
||||
So the docs\CLAUDE.md does. Get it in context before doing anything else.
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
281
docs/UI_COMPONENTS.md
Normal file
281
docs/UI_COMPONENTS.md
Normal file
@@ -0,0 +1,281 @@
|
||||
# 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.
|
||||
25
examples/LanguageSelectorExample.gd
Normal file
25
examples/LanguageSelectorExample.gd
Normal file
@@ -0,0 +1,25 @@
|
||||
# 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)
|
||||
58
examples/LanguageSelectorExample.tscn
Normal file
58
examples/LanguageSelectorExample.tscn
Normal file
@@ -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"]
|
||||
77
examples/ValueStepperExample.gd
Normal file
77
examples/ValueStepperExample.gd
Normal file
@@ -0,0 +1,77 @@
|
||||
# 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")
|
||||
113
examples/ValueStepperExample.tscn
Normal file
113
examples/ValueStepperExample.tscn
Normal file
@@ -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"]
|
||||
@@ -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")
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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")
|
||||
|
||||
@@ -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"]
|
||||
|
||||
118
scenes/ui/components/LanguageSelector.gd
Normal file
118
scenes/ui/components/LanguageSelector.gd
Normal 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"
|
||||
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