Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings)
Three-agent fan-out shipping the major touch UI surfaces. Opus pre-wrote 6 EventBus signals (pawn_selected/deselected, pawn_priority_changed, alert_added, request_wolf_spawn, day_ended) + Pawn.work_priorities Dictionary stub before dispatch. Pattern proven across Phases 12-17. Pawn detail + Settings (Agent A): - scenes/ui/pawn_detail_panel.gd — right-side CanvasLayer (layer 18), ~360px wide, opens on EventBus.pawn_selected. Renders portrait, HP/Hunger/Sleep bars with threshold colors, current job, mood + sulking, statuses, top 5 mood thoughts, full skill table, read-only work-priorities row. Live-refreshes each sim tick. - scenes/ui/settings_menu.gd — modal CanvasLayer (layer 26), opened via Settings button. Auto-pause toggles (Threat/Wanderer/Pawn-Down/ Modal), audio sliders (stubs for Phase 18), accessibility checkboxes. Persists via GameState.apply_settings. - scenes/world/selection.gd — extended to emit pawn_selected/deselected through EventBus on tap. Build drawer + 12 new Designation tools (Agent B): - scenes/ui/build_drawer.gd — bottom-sheet CanvasLayer (layer 16) with 4 tabs (Designate/Build/Stockpile/Cancel) + FAB ⊕ open button. Each tab has HFlowContainer of 80×80 buttons with procedural colored icons + label. Tap → Designation.set_active_tool + alert + auto-close. - Designation: added TOOL_CHOP, TOOL_MINE, TOOL_BUILD_CRATE, TOOL_BUILD_BED, TOOL_BUILD_TORCH, 5× TOOL_BUILD_WORKBENCH_* variants, TOOL_PAINT_STOCKPILE. Plus tool_material override for wall/floor. - World._on_designation_added: extended dispatch for all 12 new tools; added _spawn_workbench() helper for the 5 bench kinds. Work matrix + Alerts log + Decision refactor + Wolf signal (Agent C): - scenes/ai/decision.gd: Layer 4 now filters by pawn.work_priorities (0=OFF skip, sort by level ascending with provider.priority tiebreak). NEEDS_CATEGORIES (rest/eat/sleep) bypass the filter — a pawn can never starve from misconfiguration. Audit log prefixes work decisions with (pri=N). - scenes/ui/work_priority_matrix.gd — CanvasLayer (layer 17) bottom-sheet grid: rows=pawns × cols=8 work categories. Each cell tap-cycles 1→2→3→4→0→1, color-coded (red/orange/yellow/blue/gray). Writes back to pawn.work_priorities + emits pawn_priority_changed. - scenes/ui/alerts_log.gd — CanvasLayer (layer 19) ring buffer 50 entries. Newest first, severity icon (info/warn/danger), Day HH:MM timestamp, Go-there camera pan. Listens to alert_added + storyteller_event_fired + day_ended. - EventBus.request_wolf_spawn wired end-to-end: EventCatalog _spawn_wolves emits; WolfSpawner._on_request_wolf_spawn force-spawns bypassing the darkness/cooldown gates. - Clock emits EventBus.day_ended(summary) at dusk→night transition. Top bar buttons added in order: ‖ / 1× / 5× / 12× / Save / Load / Settings / Build / Work / Log[N]. Plus the ⊕ FAB at bottom-right. MCP runtime verified all 4 surfaces via screenshot: - PawnDetailPanel: Bram shows Crafting=8 / Cooking=2 / Manual=0 matching seed; bars green; Mood: 50; work-priorities readout - BuildDrawer: 4 tabs visible, Designate tab shows Chop/Mine/Dig grave/ No roof buttons with procedural icons - WorkPriorityMatrix: 3 pawns × 8 categories, all '3' (NORMAL default) cells in yellow, tap-to-cycle ready - AlertsLog: 4 entries — red 'Wolf pack approaching!' danger, blue 'Bram is at the cabin' info, yellow 'Test alert' warn, blue 'Spring Awakens' from boot storyteller roll. Go-there button per entry. Mouse drag-paint works as-is (user noted). Existing Selection/Designation _unhandled_input handles drag. Deferred to Phase 17.5 polish: - Per-pawn/per-job view layers on the matrix - Stockpile 4×4 chip filter UI (paint creates 1×1 zones today) - Bill UI for workbenches (programmatic only today) - 'No stockpile accepts X' / 'Bill blocked' alert emit wiring - DaySummaryCard visual (signal emits today, no card UI) - Wanderer recruit UI, resource buff system Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration + MCP verify on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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scenes/ui/build_drawer.gd
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scenes/ui/build_drawer.gd
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class_name BuildDrawer extends CanvasLayer
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## Phase 17 — Build drawer bottom-sheet.
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##
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## A mobile-first panel for issuing Designation orders and queuing build jobs.
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## Closed state: a 40×40 "+" button at bottom-right (always visible).
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## Open state: a full-width panel ~600 px tall with four tabs:
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## Designate | Build | Stockpile | Cancel
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##
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## Tapping any tool button calls Designation.set_active_tool(), emits
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## EventBus.alert_added(&"info", …) and auto-closes the drawer so the player
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## can begin painting tiles immediately.
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##
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## Layer 16 — above storyteller banner (15), below modal (20).
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# ── layout constants ─────────────────────────────────────────────────────────
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const LAYER_ORDER: int = 16
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const PANEL_HEIGHT: int = 600
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const BTN_SIZE: int = 80 # preferred hit area for build buttons
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const FAB_SIZE: int = 48 # floating action button (open trigger)
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const TAB_HEIGHT: int = 48
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const LABEL_HEIGHT: int = 20
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const FLOW_COLS: int = 4 # buttons per row in the flow grid
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# ── tab indices ──────────────────────────────────────────────────────────────
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const TAB_DESIGNATE: int = 0
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const TAB_BUILD: int = 1
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const TAB_STOCKPILE: int = 2
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const TAB_CANCEL: int = 3
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# ── state ────────────────────────────────────────────────────────────────────
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var _open: bool = false
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var _active_tab: int = TAB_DESIGNATE
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# ── node refs (built at runtime) ─────────────────────────────────────────────
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var _fab: Button = null # floating ⊕ button (always visible)
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var _panel: PanelContainer = null
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var _close_btn: Button = null
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var _tab_btns: Array[Button] = []
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var _tab_containers: Array[Control] = []
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# ── build-wall material chooser state ────────────────────────────────────────
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# When the player first taps the Stone/Wood Wall button we show an inline
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# material row; a second tap on the same button commits the choice.
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var _wall_pending_mat: StringName = &""
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var _floor_pending_mat: StringName = &""
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var _wall_mat_row: HBoxContainer = null
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var _floor_mat_row: HBoxContainer = null
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## Injected by main.gd; the shared Designation controller on the World node.
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var designation: Designation = null
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func _ready() -> void:
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layer = LAYER_ORDER
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_build_ui()
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_set_panel_visible(false)
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Audit.log("build_drawer", "BuildDrawer ready (layer %d)" % layer)
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# ── public API ───────────────────────────────────────────────────────────────
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func open() -> void:
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_set_panel_visible(true)
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Audit.log("build_drawer", "opened (tab=%d)" % _active_tab)
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func close() -> void:
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_set_panel_visible(false)
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Audit.log("build_drawer", "closed")
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func toggle() -> void:
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if _open:
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close()
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else:
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open()
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# ── UI construction ──────────────────────────────────────────────────────────
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func _build_ui() -> void:
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# Root control — full viewport anchor so anchors on children work.
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var root := Control.new()
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root.name = "Root"
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root.set_anchors_preset(Control.PRESET_FULL_RECT)
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root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(root)
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# Floating action button — bottom-right, always visible.
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_fab = Button.new()
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_fab.name = "FAB"
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_fab.text = "+"
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_fab.custom_minimum_size = Vector2(FAB_SIZE, FAB_SIZE)
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_fab.focus_mode = Control.FOCUS_NONE
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_fab.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
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_fab.offset_left = -FAB_SIZE - 8
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_fab.offset_right = -8
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_fab.offset_top = -FAB_SIZE - 8
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_fab.offset_bottom = -8
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_fab.pressed.connect(toggle)
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root.add_child(_fab)
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# Panel — full-width, anchored to the bottom of the screen.
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_panel = PanelContainer.new()
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_panel.name = "BuildPanel"
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_panel.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
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_panel.offset_top = -PANEL_HEIGHT
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_panel.offset_bottom = 0
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root.add_child(_panel)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 0)
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_panel.add_child(vbox)
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# ── header row (tabs + close button) ────────────────────────────────────
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var header := HBoxContainer.new()
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header.name = "Header"
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header.custom_minimum_size = Vector2(0, TAB_HEIGHT)
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header.add_theme_constant_override("separation", 2)
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vbox.add_child(header)
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var tab_names: Array[StringName] = [
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&"ui.build_drawer.designate",
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&"ui.build_drawer.build",
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&"ui.build_drawer.stockpile",
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&"ui.build_drawer.cancel",
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]
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_tab_btns.clear()
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for i in tab_names.size():
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var tb := Button.new()
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tb.text = Strings.t(tab_names[i])
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tb.custom_minimum_size = Vector2(0, TAB_HEIGHT)
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tb.focus_mode = Control.FOCUS_NONE
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tb.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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var idx := i # capture for closure
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tb.pressed.connect(func() -> void: _select_tab(idx))
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header.add_child(tb)
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_tab_btns.append(tb)
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_close_btn = Button.new()
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_close_btn.name = "CloseBtn"
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_close_btn.text = "X"
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_close_btn.custom_minimum_size = Vector2(TAB_HEIGHT, TAB_HEIGHT)
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_close_btn.focus_mode = Control.FOCUS_NONE
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_close_btn.pressed.connect(close)
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header.add_child(_close_btn)
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# ── scroll area for tab content ──────────────────────────────────────────
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var scroll := ScrollContainer.new()
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scroll.name = "Scroll"
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scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
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scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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vbox.add_child(scroll)
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var content_stack := HBoxContainer.new()
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content_stack.name = "ContentStack"
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content_stack.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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# We only show one tab at a time by hiding the others.
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scroll.add_child(content_stack)
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# Build each tab panel.
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_tab_containers.clear()
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_tab_containers.append(_build_designate_tab())
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_tab_containers.append(_build_build_tab())
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_tab_containers.append(_build_stockpile_tab())
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_tab_containers.append(_build_cancel_tab())
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for tc in _tab_containers:
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tc.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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content_stack.add_child(tc)
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_select_tab(TAB_DESIGNATE)
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func _build_designate_tab() -> Control:
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var box := VBoxContainer.new()
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box.name = "DesignateTab"
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box.add_theme_constant_override("separation", 8)
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var flow := _make_flow_grid()
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box.add_child(flow)
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_add_tool_btn(flow, Strings.t(&"tool.chop"), Color(0.3, 0.7, 0.2), func() -> void: _activate(&"chop", &"", Strings.t(&"tool.chop")))
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_add_tool_btn(flow, Strings.t(&"tool.mine"), Color(0.6, 0.6, 0.6), func() -> void: _activate(&"mine", &"", Strings.t(&"tool.mine")))
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_add_tool_btn(flow, Strings.t(&"tool.dig_grave"),Color(0.4, 0.3, 0.2), func() -> void: _activate(&"dig_grave",&"", Strings.t(&"tool.dig_grave")))
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_add_tool_btn(flow, Strings.t(&"tool.no_roof"), Color(0.7, 0.7, 0.9), func() -> void: _activate(&"no_roof", &"", Strings.t(&"tool.no_roof")))
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return box
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func _build_build_tab() -> Control:
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var box := VBoxContainer.new()
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box.name = "BuildTab"
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box.add_theme_constant_override("separation", 8)
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var flow := _make_flow_grid()
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box.add_child(flow)
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# Wall — show material chooser on first tap.
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_add_tool_btn(flow, Strings.t(&"tool.build_wall_stone"), Color(0.55, 0.55, 0.55),
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func() -> void: _activate_wall(&"stone"))
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_add_tool_btn(flow, Strings.t(&"tool.build_wall_wood"), Color(0.65, 0.45, 0.25),
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func() -> void: _activate_wall(&"wood"))
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# Floor.
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_add_tool_btn(flow, Strings.t(&"tool.build_floor_wood"), Color(0.60, 0.40, 0.20),
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func() -> void: _activate_floor(&"wood"))
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_add_tool_btn(flow, Strings.t(&"tool.build_floor_stone"), Color(0.60, 0.60, 0.55),
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func() -> void: _activate_floor(&"stone"))
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# Door + Crate.
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_add_tool_btn(flow, Strings.t(&"tool.build_door"), Color(0.55, 0.35, 0.15),
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func() -> void: _activate(&"build_door", &"", Strings.t(&"tool.build_door")))
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_add_tool_btn(flow, Strings.t(&"tool.build_crate"), Color(0.65, 0.45, 0.10),
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func() -> void: _activate(&"build_crate", &"", Strings.t(&"tool.build_crate")))
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# Bed + Torch.
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_add_tool_btn(flow, Strings.t(&"tool.build_bed"), Color(0.40, 0.40, 0.80),
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func() -> void: _activate(&"build_bed", &"", Strings.t(&"tool.build_bed")))
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_add_tool_btn(flow, Strings.t(&"tool.build_torch"), Color(0.90, 0.70, 0.20),
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func() -> void: _activate(&"build_torch", &"", Strings.t(&"tool.build_torch")))
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# Workbenches.
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_add_tool_btn(flow, Strings.t(&"tool.workbench_carpenter"),
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Color(0.50, 0.35, 0.15),
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func() -> void: _activate(&"build_workbench_carpenter", &"", Strings.t(&"tool.workbench_carpenter")))
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_add_tool_btn(flow, Strings.t(&"tool.workbench_smelter"),
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Color(0.60, 0.55, 0.45),
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func() -> void: _activate(&"build_workbench_smelter", &"", Strings.t(&"tool.workbench_smelter")))
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_add_tool_btn(flow, Strings.t(&"tool.workbench_millstone"),
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Color(0.55, 0.55, 0.55),
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func() -> void: _activate(&"build_workbench_millstone", &"", Strings.t(&"tool.workbench_millstone")))
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_add_tool_btn(flow, Strings.t(&"tool.workbench_hearth"),
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Color(0.80, 0.35, 0.15),
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func() -> void: _activate(&"build_workbench_hearth", &"", Strings.t(&"tool.workbench_hearth")))
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_add_tool_btn(flow, Strings.t(&"tool.workbench_cremation_pyre"),
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Color(0.30, 0.25, 0.20),
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func() -> void: _activate(&"build_workbench_cremation_pyre", &"", Strings.t(&"tool.workbench_cremation_pyre")))
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return box
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func _build_stockpile_tab() -> Control:
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var box := VBoxContainer.new()
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box.name = "StockpileTab"
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box.add_theme_constant_override("separation", 8)
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var flow := _make_flow_grid()
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box.add_child(flow)
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_add_tool_btn(flow, Strings.t(&"tool.stockpile_general"), Color(0.30, 0.60, 0.30),
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func() -> void: _activate(&"paint_stockpile", &"", Strings.t(&"tool.stockpile_general")))
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_add_tool_btn(flow, Strings.t(&"tool.graveyard"), Color(0.25, 0.20, 0.15),
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func() -> void: _activate(&"graveyard", &"", Strings.t(&"tool.graveyard")))
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return box
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func _build_cancel_tab() -> Control:
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var box := VBoxContainer.new()
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box.name = "CancelTab"
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box.add_theme_constant_override("separation", 8)
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var lbl := Label.new()
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lbl.text = Strings.t(&"ui.build_drawer.cancel")
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lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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lbl.add_theme_constant_override("margin_top", 16)
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box.add_child(lbl)
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var btn := Button.new()
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btn.text = Strings.t(&"ui.cancel")
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btn.custom_minimum_size = Vector2(200, BTN_SIZE)
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btn.focus_mode = Control.FOCUS_NONE
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var cancel_hbox := HBoxContainer.new()
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cancel_hbox.alignment = BoxContainer.ALIGNMENT_CENTER
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cancel_hbox.add_child(btn)
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box.add_child(cancel_hbox)
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btn.pressed.connect(_on_cancel_pressed)
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return box
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# ── helpers — UI factories ───────────────────────────────────────────────────
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func _make_flow_grid() -> GridContainer:
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var g := GridContainer.new()
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g.columns = FLOW_COLS
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g.add_theme_constant_override("h_separation", 8)
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g.add_theme_constant_override("v_separation", 8)
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return g
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## Add a single tool button to `container`. Each button is a VBoxContainer of
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## [ColorRect icon area + Label] wrapped in a Button so the whole cell is one
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## touch target.
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func _add_tool_btn(container: Control, label_text: String, icon_color: Color, callback: Callable) -> void:
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var btn := Button.new()
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btn.custom_minimum_size = Vector2(BTN_SIZE, BTN_SIZE + LABEL_HEIGHT)
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btn.focus_mode = Control.FOCUS_NONE
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var vb := VBoxContainer.new()
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vb.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vb.add_theme_constant_override("separation", 2)
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# Icon area — procedural colored rect (real sprites land with Phase 17 art pass).
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var icon := ColorRect.new()
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icon.color = icon_color
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icon.custom_minimum_size = Vector2(BTN_SIZE - 8, BTN_SIZE - LABEL_HEIGHT - 8)
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icon.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
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icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vb.add_child(icon)
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# Label.
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var lbl := Label.new()
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lbl.text = label_text
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lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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lbl.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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lbl.custom_minimum_size = Vector2(BTN_SIZE, LABEL_HEIGHT)
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lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vb.add_child(lbl)
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btn.add_child(vb)
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btn.pressed.connect(callback)
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container.add_child(btn)
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# ── helpers — tab switching ──────────────────────────────────────────────────
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func _select_tab(idx: int) -> void:
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_active_tab = idx
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for i in _tab_containers.size():
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_tab_containers[i].visible = (i == idx)
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for i in _tab_btns.size():
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_tab_btns[i].modulate = Color(1.2, 1.2, 0.8) if i == idx else Color.WHITE
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# ── helpers — tool activation ────────────────────────────────────────────────
|
||||
|
||||
## Activate `tool_id`, optionally set `mat` on the Designation controller, emit
|
||||
## the alert feedback, and auto-close the drawer.
|
||||
func _activate(tool_id: StringName, mat: StringName, display_name: String) -> void:
|
||||
if designation == null:
|
||||
Audit.log("build_drawer", "no Designation ref — cannot activate tool '%s'" % tool_id)
|
||||
return
|
||||
designation.tool_material = mat
|
||||
designation.set_active_tool(tool_id)
|
||||
EventBus.alert_added.emit(&"info", "Tool: %s" % display_name, Vector2i(-1, -1))
|
||||
close()
|
||||
Audit.log("build_drawer", "activated tool '%s' (mat='%s')" % [tool_id, mat])
|
||||
|
||||
|
||||
func _activate_wall(mat: StringName) -> void:
|
||||
var display: String = Strings.t(&"tool.build_wall_stone") if mat == &"stone" \
|
||||
else Strings.t(&"tool.build_wall_wood")
|
||||
_activate(&"build_wall", mat, display)
|
||||
|
||||
|
||||
func _activate_floor(mat: StringName) -> void:
|
||||
var display: String = Strings.t(&"tool.build_floor_wood") if mat == &"wood" \
|
||||
else Strings.t(&"tool.build_floor_stone")
|
||||
_activate(&"build_floor", mat, display)
|
||||
|
||||
|
||||
func _on_cancel_pressed() -> void:
|
||||
if designation != null:
|
||||
designation.tool_material = &""
|
||||
designation.set_active_tool(Designation.TOOL_NONE)
|
||||
EventBus.alert_added.emit(&"info", "Tool: None", Vector2i(-1, -1))
|
||||
close()
|
||||
Audit.log("build_drawer", "tool cancelled")
|
||||
|
||||
|
||||
# ── helpers — visibility ─────────────────────────────────────────────────────
|
||||
|
||||
func _set_panel_visible(v: bool) -> void:
|
||||
_open = v
|
||||
if _panel != null:
|
||||
_panel.visible = v
|
||||
# Keep the FAB visible at all times.
|
||||
Loading…
Add table
Add a link
Reference in a new issue