class_name SettingsMenu extends CanvasLayer ## Phase 17 — Centered modal settings panel. ## ## Layer 26: above LoadMenu (25) — shows over everything. ## Sections: Speeds (keyboard shortcut display), Auto-pause toggles, ## Audio sliders (stub), Accessibility (stub). ## ## Save → GameState.apply_settings(); Cancel → discard edits. ## Opened by TopBar's Settings button (injected by main.gd). # ── node refs ───────────────────────────────────────────────────────────────── var _dim: ColorRect = null var _panel: PanelContainer = null # Auto-pause checkboxes. var _cb_threat: CheckBox = null var _cb_wanderer: CheckBox = null var _cb_pawn_down: CheckBox = null var _cb_modal: CheckBox = null var _cb_day_summary: CheckBox = null # Audio sliders. var _sl_master: HSlider = null var _sl_music: HSlider = null var _sl_sfx: HSlider = null var _sl_ambient: HSlider = null # Accessibility checkboxes. var _cb_large_text: CheckBox = null var _cb_reduce_motion: CheckBox = null # Onboarding controls. var _cb_show_hints: CheckBox = null func _ready() -> void: layer = 26 _build_ui() _set_visible(false) Audit.log("settings_menu", "SettingsMenu ready (layer %d)" % layer) func _exit_tree() -> void: pass # ── public API ──────────────────────────────────────────────────────────────── func open() -> void: _load_from_game_state() _set_visible(true) Audit.log("settings_menu", "opened") # ── UI construction ─────────────────────────────────────────────────────────── func _build_ui() -> void: # Full-screen dim — stops clicks reaching the world behind. _dim = ColorRect.new() _dim.name = "Dim" _dim.set_anchors_preset(Control.PRESET_FULL_RECT) _dim.color = Color(0.0, 0.0, 0.0, 0.55) _dim.mouse_filter = Control.MOUSE_FILTER_STOP add_child(_dim) # Centre panel. _panel = PanelContainer.new() _panel.name = "Dialog" _panel.set_anchors_preset(Control.PRESET_CENTER) _panel.custom_minimum_size = Vector2(480, 580) _panel.offset_left = -240 _panel.offset_right = 240 _panel.offset_top = -290 _panel.offset_bottom = 290 add_child(_panel) var scroll := ScrollContainer.new() scroll.set_anchors_preset(Control.PRESET_FULL_RECT) scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED _panel.add_child(scroll) var vbox := VBoxContainer.new() vbox.add_theme_constant_override("separation", 10) scroll.add_child(vbox) # Title. var title := Label.new() title.name = "Title" title.text = Strings.t(&"ui.settings.title") title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER vbox.add_child(title) _add_separator(vbox) # ── Speeds section ──────────────────────────────────────────────────────── var speeds_hdr := Label.new() speeds_hdr.text = Strings.t(&"ui.settings.speeds") vbox.add_child(speeds_hdr) var shortcuts_lbl := Label.new() shortcuts_lbl.text = Strings.t(&"ui.settings.shortcuts") shortcuts_lbl.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART vbox.add_child(shortcuts_lbl) _add_separator(vbox) # ── Auto-pause section ──────────────────────────────────────────────────── var ap_hdr := Label.new() ap_hdr.text = Strings.t(&"ui.settings.auto_pause") vbox.add_child(ap_hdr) _cb_threat = _make_checkbox(Strings.t(&"ui.settings.pause_threat"), vbox) _cb_wanderer = _make_checkbox(Strings.t(&"ui.settings.pause_wanderer"), vbox) _cb_pawn_down = _make_checkbox(Strings.t(&"ui.settings.pause_pawn_down"), vbox) _cb_modal = _make_checkbox(Strings.t(&"ui.settings.pause_modal"), vbox) _cb_day_summary = _make_checkbox(Strings.t(&"ui.settings.show_day_summary"), vbox) _add_separator(vbox) # ── Audio section (stub — values saved; bus wiring Phase 18) ───────────── var audio_hdr := Label.new() audio_hdr.text = Strings.t(&"ui.settings.audio") vbox.add_child(audio_hdr) _sl_master = _make_slider(Strings.t(&"ui.settings.master"), vbox) _sl_music = _make_slider(Strings.t(&"ui.settings.music"), vbox) _sl_sfx = _make_slider(Strings.t(&"ui.settings.sfx"), vbox) _sl_ambient = _make_slider(Strings.t(&"ui.settings.ambient"), vbox) _add_separator(vbox) # ── Accessibility section (stub — values saved; UI wiring later) ────────── var access_hdr := Label.new() access_hdr.text = Strings.t(&"ui.settings.accessibility") vbox.add_child(access_hdr) _cb_large_text = _make_checkbox(Strings.t(&"ui.settings.larger_text"), vbox) _cb_reduce_motion = _make_checkbox(Strings.t(&"ui.settings.reduce_motion"), vbox) _add_separator(vbox) # ── Onboarding section ──────────────────────────────────────────────────── var onboard_hdr := Label.new() onboard_hdr.text = Strings.t(&"ui.settings.section.onboarding") vbox.add_child(onboard_hdr) _cb_show_hints = _make_checkbox(Strings.t(&"ui.settings.show_hints"), vbox) var onboard_btns := HBoxContainer.new() onboard_btns.add_theme_constant_override("separation", 12) vbox.add_child(onboard_btns) var help_btn := Button.new() help_btn.name = "HelpBtn" help_btn.text = Strings.t(&"ui.settings.help") help_btn.custom_minimum_size = Vector2(120, 48) help_btn.focus_mode = Control.FOCUS_NONE help_btn.pressed.connect(_on_help_pressed) onboard_btns.add_child(help_btn) var reset_hints_btn := Button.new() reset_hints_btn.name = "ResetHintsBtn" reset_hints_btn.text = Strings.t(&"ui.settings.reset_hints") reset_hints_btn.custom_minimum_size = Vector2(140, 48) reset_hints_btn.focus_mode = Control.FOCUS_NONE reset_hints_btn.pressed.connect(_on_reset_hints_pressed) onboard_btns.add_child(reset_hints_btn) _add_separator(vbox) # ── Save / Cancel row ───────────────────────────────────────────────────── var btn_row := HBoxContainer.new() btn_row.alignment = BoxContainer.ALIGNMENT_CENTER btn_row.add_theme_constant_override("separation", 16) vbox.add_child(btn_row) var save_btn := Button.new() save_btn.name = "SaveBtn" save_btn.text = Strings.t(&"ui.settings.save") save_btn.custom_minimum_size = Vector2(120, 48) save_btn.focus_mode = Control.FOCUS_NONE save_btn.pressed.connect(_on_save_pressed) btn_row.add_child(save_btn) var cancel_btn := Button.new() cancel_btn.name = "CancelBtn" cancel_btn.text = Strings.t(&"ui.settings.cancel") cancel_btn.custom_minimum_size = Vector2(120, 48) cancel_btn.focus_mode = Control.FOCUS_NONE cancel_btn.pressed.connect(_on_cancel_pressed) btn_row.add_child(cancel_btn) func _make_checkbox(label_text: String, parent: VBoxContainer) -> CheckBox: var cb := CheckBox.new() cb.text = label_text cb.custom_minimum_size = Vector2(0, 48) cb.focus_mode = Control.FOCUS_NONE parent.add_child(cb) return cb func _make_slider(label_text: String, parent: VBoxContainer) -> HSlider: var row := HBoxContainer.new() row.add_theme_constant_override("separation", 8) parent.add_child(row) var lbl := Label.new() lbl.text = label_text lbl.custom_minimum_size = Vector2(72, 0) row.add_child(lbl) var sl := HSlider.new() sl.min_value = 0.0 sl.max_value = 1.0 sl.step = 0.05 sl.value = 1.0 sl.size_flags_horizontal = Control.SIZE_EXPAND_FILL sl.custom_minimum_size = Vector2(0, 48) sl.focus_mode = Control.FOCUS_NONE row.add_child(sl) return sl func _add_separator(parent: VBoxContainer) -> void: parent.add_child(HSeparator.new()) # ── state I/O ───────────────────────────────────────────────────────────────── func _load_from_game_state() -> void: var s: Dictionary = GameState.settings _cb_threat.button_pressed = bool(s.get("pause_on_threat", true)) _cb_wanderer.button_pressed = bool(s.get("pause_on_wanderer", true)) _cb_pawn_down.button_pressed = bool(s.get("pause_on_pawn_down", true)) _cb_modal.button_pressed = bool(s.get("pause_on_modal", true)) _cb_day_summary.button_pressed = bool(s.get("show_day_summary", true)) _sl_master.value = float(s.get("audio_master", 1.0)) _sl_music.value = float(s.get("audio_music", 1.0)) _sl_sfx.value = float(s.get("audio_sfx", 1.0)) _sl_ambient.value = float(s.get("audio_ambient", 1.0)) # Push initial slider values into the live audio buses + bind live updates. # Done here rather than _ready because _load_from_game_state fires after # GameState has restored settings from disk. if Audio != null: Audio.set_master_linear(_sl_master.value) Audio.set_music_linear(_sl_music.value) Audio.set_sfx_linear(_sl_sfx.value) if not _sl_master.value_changed.is_connected(Audio.set_master_linear): _sl_master.value_changed.connect(Audio.set_master_linear) _sl_music.value_changed.connect(Audio.set_music_linear) _sl_sfx.value_changed.connect(Audio.set_sfx_linear) # Ambient slider isn't wired to a bus yet (no ambient bus in Phase 18). # Phase 19 onboarding pass may add a third bus for nature SFX. _cb_large_text.button_pressed = bool(s.get("accessibility_large_text", false)) _cb_reduce_motion.button_pressed = bool(s.get("accessibility_reduce_motion", false)) _cb_show_hints.button_pressed = bool(s.get("show_hints", true)) func _collect_to_dict() -> Dictionary: return { "pause_on_threat": _cb_threat.button_pressed, "pause_on_wanderer": _cb_wanderer.button_pressed, "pause_on_pawn_down": _cb_pawn_down.button_pressed, "pause_on_modal": _cb_modal.button_pressed, "show_day_summary": _cb_day_summary.button_pressed, "audio_master": _sl_master.value, "audio_music": _sl_music.value, "audio_sfx": _sl_sfx.value, "audio_ambient": _sl_ambient.value, "accessibility_large_text": _cb_large_text.button_pressed, "accessibility_reduce_motion": _cb_reduce_motion.button_pressed, "show_hints": _cb_show_hints.button_pressed, } # ── interaction ─────────────────────────────────────────────────────────────── func _unhandled_input(event: InputEvent) -> void: # Comma — toggle settings menu. Guard: don't open if already in a modal # (this IS the modal, so just toggle based on current visibility). if event.is_action_pressed("open_settings"): if _dim != null and _dim.visible: _set_visible(false) Audit.log("settings_menu", "hotkey close") else: open() Audit.log("settings_menu", "hotkey open") get_viewport().set_input_as_handled() return # Escape — close if open (discards edits, same as Cancel button). if event.is_action_pressed("cancel") and _dim != null and _dim.visible: Audit.log("settings_menu", "escape: cancelled") _set_visible(false) get_viewport().set_input_as_handled() return func _on_save_pressed() -> void: GameState.apply_settings(_collect_to_dict()) EventBus.settings_changed.emit() Audit.log("settings_menu", "settings saved") _set_visible(false) func _on_cancel_pressed() -> void: Audit.log("settings_menu", "settings cancelled") _set_visible(false) func _on_help_pressed() -> void: # Close settings first, then open help so layer 20 (HelpModal) draws above. _set_visible(false) EventBus.help_requested.emit() Audit.log("settings_menu", "help requested") func _on_reset_hints_pressed() -> void: if HintSystem != null and HintSystem.has_method("reset_tour"): HintSystem.reset_tour() else: # Fallback: direct dict mutation if HintSystem hasn't landed yet. GameState.settings["dismissed_hints"] = [] as Array GameState.settings["show_hints"] = true EventBus.alert_added.emit(&"info", Strings.t(&"ui.settings.hints_reset"), Vector2i(-1, -1)) Audit.log("settings_menu", "hints reset") # ── visibility ──────────────────────────────────────────────────────────────── func _set_visible(v: bool) -> void: # Toggle CanvasLayer.visible so the dim Control (MOUSE_FILTER_STOP) does not # eat _unhandled_input mouse events for the world below when modal is hidden. visible = v if _dim != null: _dim.visible = v if _panel != null: _panel.visible = v