class_name DebugMenuBase extends Control # Safety constants matching match3_gameplay.gd const MAX_GRID_SIZE := 15 const MAX_TILE_TYPES := 10 const MIN_GRID_SIZE := 3 const MIN_TILE_TYPES := 3 const SCENE_SEARCH_COOLDOWN := 0.5 @export var target_script_path: String = "res://scenes/game/gameplays/match3_gameplay.gd" @export var log_category: String = "DebugMenu" var match3_scene: Node2D var search_timer: Timer var last_scene_search_time: float = 0.0 @onready var regenerate_button: Button = $VBoxContainer/RegenerateButton @onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox @onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel @onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox @onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox @onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel @onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel func _exit_tree() -> void: if search_timer: search_timer.queue_free() func _ready() -> void: DebugManager.log_debug("DebugMenuBase _ready() called", log_category) DebugManager.debug_toggled.connect(_on_debug_toggled) # Initialize with current debug state var current_debug_state: bool = DebugManager.is_debug_enabled() visible = current_debug_state # Connect signals regenerate_button.pressed.connect(_on_regenerate_pressed) gem_types_spinbox.value_changed.connect(_on_gem_types_changed) grid_width_spinbox.value_changed.connect(_on_grid_width_changed) grid_height_spinbox.value_changed.connect(_on_grid_height_changed) # Initialize spinbox values with validation _initialize_spinboxes() # Set up scene finding _setup_scene_finding() # Start searching for target scene _find_target_scene() func _initialize_spinboxes() -> void: # Initialize gem types spinbox with safety limits gem_types_spinbox.min_value = MIN_TILE_TYPES gem_types_spinbox.max_value = MAX_TILE_TYPES gem_types_spinbox.step = 1 gem_types_spinbox.value = 5 # Default value # Initialize grid size spinboxes with safety limits grid_width_spinbox.min_value = MIN_GRID_SIZE grid_width_spinbox.max_value = MAX_GRID_SIZE grid_width_spinbox.step = 1 grid_width_spinbox.value = 8 # Default value grid_height_spinbox.min_value = MIN_GRID_SIZE grid_height_spinbox.max_value = MAX_GRID_SIZE grid_height_spinbox.step = 1 grid_height_spinbox.value = 8 # Default value func _setup_scene_finding() -> void: # Create timer for periodic scene search with longer intervals to reduce CPU usage search_timer = Timer.new() search_timer.wait_time = 0.5 # Reduced frequency from 0.1 to 0.5 seconds search_timer.timeout.connect(_find_target_scene) add_child(search_timer) # Virtual method - override in derived classes for specific finding logic func _find_target_scene() -> void: DebugManager.log_error("_find_target_scene() not implemented in derived class", log_category) func _find_node_by_script(node: Node, script_path: String) -> Node: # Helper function to find node by its script path if not node: return null if node.get_script(): var node_script: Script = node.get_script() if node_script.resource_path == script_path: return node for child in node.get_children(): var result: Node = _find_node_by_script(child, script_path) if result: return result return null func _update_ui_from_scene() -> void: if not match3_scene: return # Connect to grid state loaded signal if not already connected if ( match3_scene.has_signal("grid_state_loaded") and not match3_scene.grid_state_loaded.is_connected(_on_grid_state_loaded) ): match3_scene.grid_state_loaded.connect(_on_grid_state_loaded) DebugManager.log_debug("Connected to grid_state_loaded signal", log_category) # Update gem types display if match3_scene.has_method("get") and "TILE_TYPES" in match3_scene: gem_types_spinbox.value = match3_scene.TILE_TYPES gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES) # Update grid size display if "GRID_SIZE" in match3_scene: var grid_size: Vector2i = match3_scene.GRID_SIZE grid_width_spinbox.value = grid_size.x grid_height_spinbox.value = grid_size.y grid_width_label.text = "Width: " + str(grid_size.x) grid_height_label.text = "Height: " + str(grid_size.y) func _on_grid_state_loaded(grid_size: Vector2i, tile_types: int) -> void: DebugManager.log_debug( "Grid state loaded signal received: size=%s, types=%d" % [grid_size, tile_types], log_category ) # Update the UI with the actual loaded values gem_types_spinbox.value = tile_types gem_types_label.text = "Gem Types: " + str(tile_types) grid_width_spinbox.value = grid_size.x grid_height_spinbox.value = grid_size.y grid_width_label.text = "Width: " + str(grid_size.x) grid_height_label.text = "Height: " + str(grid_size.y) func _stop_search_timer() -> void: if search_timer and search_timer.timeout.is_connected(_find_target_scene): search_timer.stop() func _start_search_timer() -> void: if search_timer and not search_timer.timeout.is_connected(_find_target_scene): search_timer.timeout.connect(_find_target_scene) search_timer.start() func _on_debug_toggled(enabled: bool) -> void: DebugManager.log_debug("Debug toggled to " + str(enabled), log_category) visible = enabled if enabled: # Always refresh scene reference when debug menu opens if not match3_scene: _find_target_scene() _update_ui_from_scene() # Force refresh the values in case they changed while debug was hidden _refresh_current_values() func _refresh_current_values() -> void: # Refresh UI with current values from the scene if match3_scene: DebugManager.log_debug( "Refreshing debug menu values from current scene state", log_category ) _update_ui_from_scene() func _on_regenerate_pressed() -> void: if not match3_scene: _find_target_scene() if not match3_scene: DebugManager.log_error("Could not find target scene for regeneration", log_category) return if match3_scene.has_method("regenerate_grid"): DebugManager.log_debug("Calling regenerate_grid()", log_category) await match3_scene.regenerate_grid() else: DebugManager.log_error("Target scene does not have regenerate_grid method", log_category) func _on_gem_types_changed(value: float) -> void: # Rate limiting for scene searches var current_time: float = Time.get_ticks_msec() / 1000.0 if current_time - last_scene_search_time < SCENE_SEARCH_COOLDOWN: return if not match3_scene: _find_target_scene() last_scene_search_time = current_time if not match3_scene: DebugManager.log_error("Could not find target scene for gem types change", log_category) return var new_value: int = int(value) # Enhanced input validation with safety constants if new_value < MIN_TILE_TYPES or new_value > MAX_TILE_TYPES: DebugManager.log_error( ( "Invalid gem types value: %d (range: %d-%d)" % [new_value, MIN_TILE_TYPES, MAX_TILE_TYPES] ), log_category ) # Reset to valid value gem_types_spinbox.value = clamp(new_value, MIN_TILE_TYPES, MAX_TILE_TYPES) return if match3_scene.has_method("set_tile_types"): DebugManager.log_debug("Setting tile types to " + str(new_value), log_category) await match3_scene.set_tile_types(new_value) gem_types_label.text = "Gem Types: " + str(new_value) else: DebugManager.log_error("Target scene does not have set_tile_types method", log_category) # Fallback: try to set TILE_TYPES directly if "TILE_TYPES" in match3_scene: match3_scene.TILE_TYPES = new_value gem_types_label.text = "Gem Types: " + str(new_value) func _on_grid_width_changed(value: float) -> void: # Rate limiting for scene searches var current_time: float = Time.get_ticks_msec() / 1000.0 if current_time - last_scene_search_time < SCENE_SEARCH_COOLDOWN: return if not match3_scene: _find_target_scene() last_scene_search_time = current_time if not match3_scene: DebugManager.log_error("Could not find target scene for grid width change", log_category) return var new_width: int = int(value) # Enhanced input validation with safety constants if new_width < MIN_GRID_SIZE or new_width > MAX_GRID_SIZE: DebugManager.log_error( ( "Invalid grid width value: %d (range: %d-%d)" % [new_width, MIN_GRID_SIZE, MAX_GRID_SIZE] ), log_category ) # Reset to valid value grid_width_spinbox.value = clamp(new_width, MIN_GRID_SIZE, MAX_GRID_SIZE) return grid_width_label.text = "Width: " + str(new_width) # Get current height var current_height: int = int(grid_height_spinbox.value) if match3_scene.has_method("set_grid_size"): DebugManager.log_debug( "Setting grid size to " + str(new_width) + "x" + str(current_height), log_category ) await match3_scene.set_grid_size(Vector2i(new_width, current_height)) else: DebugManager.log_error("Target scene does not have set_grid_size method", log_category) func _on_grid_height_changed(value: float) -> void: # Rate limiting for scene searches var current_time: float = Time.get_ticks_msec() / 1000.0 if current_time - last_scene_search_time < SCENE_SEARCH_COOLDOWN: return if not match3_scene: _find_target_scene() last_scene_search_time = current_time if not match3_scene: DebugManager.log_error("Could not find target scene for grid height change", log_category) return var new_height: int = int(value) # Enhanced input validation with safety constants if new_height < MIN_GRID_SIZE or new_height > MAX_GRID_SIZE: DebugManager.log_error( ( "Invalid grid height value: %d (range: %d-%d)" % [new_height, MIN_GRID_SIZE, MAX_GRID_SIZE] ), log_category ) # Reset to valid value grid_height_spinbox.value = clamp(new_height, MIN_GRID_SIZE, MAX_GRID_SIZE) return grid_height_label.text = "Height: " + str(new_height) # Get current width var current_width: int = int(grid_width_spinbox.value) if match3_scene.has_method("set_grid_size"): DebugManager.log_debug( "Setting grid size to " + str(current_width) + "x" + str(new_height), log_category ) await match3_scene.set_grid_size(Vector2i(current_width, new_height)) else: DebugManager.log_error("Target scene does not have set_grid_size method", log_category)