sprint A cleanup: accessibility, signals, race, debris
G: large_text scales global theme font (14→20 at 1.4×) via new GameState.get_font_scale + EventBus.settings_changed. reduce_motion gates ResumeToast fade (HintOverlay already gated). I: InspectTooltip long-press wired (500ms hold, 12px drift cancel, tap-to-clear pin). Stale Phase 19 TODO replaced with accurate doc. H: Pawn.arrived_at_destination now also emitted on EventBus.pawn_arrived_at_destination; DirtinessSystem subscribes and bumps indoor traffic dirt (BUMP_INDOOR_TRAFFIC = 0.2). Outdoor-tracked bump needs Pawn.prev_tile — flagged for Phase 20. P: CraftingProvider caches ingredient item ref on Job.ingredient_item; JobRunner._tick_pickup validates is_instance_valid + not being_carried before the tile scan, cancels cleanly if another pawn grabbed it. J: rest_provider.gd deleted. Removed @onready + register call from world.gd, ext_resource + node from world.tscn. Provider count comment updated to 9. M: DIRTY_THRESHOLD extracted — cleaning_provider and job_runner now reference DirtinessSystem.DIRT_DIRTY_THRESHOLD. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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15 changed files with 157 additions and 62 deletions
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@ -214,6 +214,9 @@ func _ready() -> void:
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# _ready (PawnDetailPanel, WorkbenchPanel, BuildDrawer) finish first.
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call_deferred("_apply_theme_to_canvas_layers")
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# Accessibility — live-update the global theme font size when settings change.
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EventBus.settings_changed.connect(_on_settings_changed)
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## Walks the scene tree and assigns _app_theme to every Control directly under
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## a CanvasLayer (the topmost Control in each layer's branch). From there the
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@ -237,3 +240,16 @@ func _seed_layer_theme(layer: CanvasLayer) -> void:
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func _on_layer_child_added(node: Node) -> void:
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if node is Control and node.theme == null:
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node.theme = _app_theme
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## Accessibility: re-scale the global theme default_font_size when the player
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## toggles the "Larger Text" checkbox. Mutating the shared Theme Resource
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## triggers Godot's Theme.changed signal, which re-lays-out every Control that
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## inherits this theme — no per-panel wiring needed for regular Labels.
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## Panels with hardcoded add_theme_font_size_override calls are unaffected here;
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## they handle their own overrides by listening to EventBus.settings_changed.
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func _on_settings_changed() -> void:
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if _app_theme == null:
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return
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var base_size: int = 14
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_app_theme.default_font_size = int(round(float(base_size) * GameState.get_font_scale()))
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