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