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skelly/scenes/ui/DebugMenuBase.gd
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GDScript

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/Match3Gameplay.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)