Adds full PC keyboard+mouse support on top of existing touch controls. Touch paths untouched. All input goes through named actions in project.godot. Bindings: - WASD / arrows: camera pan (speed scales with zoom) - = / -: keyboard zoom in/out - C / Home: center on selected pawn - Tab / Shift+Tab: cycle through pawns (pans camera to selection) - B / L / P / ,: toggle BuildDrawer / AlertsLog / WorkPriorityMatrix / Settings - Escape: cancel active designation tool > close topmost panel > deselect pawn - Right-click: cancel active tool or deselect pawn (RTS convention) - F: speed_cycle (action restored; handler still TODO) - pawn_prev action removed; Shift+Tab read via event.shift_pressed inline Escape priority enforced by Designation._input running before _unhandled_input plus each panel consuming its own cancel action when visible. Also fixes a pre-existing pre-Phase-17 bug: WorkPriorityMatrix, AlertsLog, StorytellerModal, LoadMenu, and SettingsMenu had MOUSE_FILTER_STOP Controls (Backdrop / Dim) that remained input-active when the panel was "closed" — their open/close paths only toggled _root.visible / _panel.visible, never CanvasLayer.visible. World mouse events (right-click deselect, left-click pawn-select) were silently eaten. Now each _set_visible / open / close toggles self.visible (the CanvasLayer) so input dispatch shuts off properly. Verified end-to-end via MCP runtime: WASD pan, zoom keys, Tab+Shift+Tab cycle, B-open + Escape-close, right-click deselect, left-click pawn-select all working in sequence with no input bleed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
269 lines
8.8 KiB
GDScript
269 lines
8.8 KiB
GDScript
class_name LoadMenu extends CanvasLayer
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## Phase 16 — Slot-picker shown when the player taps Load.
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##
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## Layer 25 — above StorytellerModal (20) and any banner (15).
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## Shows Manual save + Autosave slots with timestamps. If a slot's version
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## differs from SAVE_VERSION, the player sees a warning dialog before the load
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## proceeds.
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##
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## Open via LoadMenu.open(); close via the Cancel button or _close().
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## Emitted when the player confirms a load (after any version-mismatch dialog).
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signal load_confirmed(slot: StringName)
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const TILE_SIZE_PX: int = 16
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# ── node refs ─────────────────────────────────────────────────────────────────
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var _dim: ColorRect = null
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var _panel: PanelContainer = null
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var _slot_list: VBoxContainer = null
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var _no_saves_label: Label = null
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var _cancel_btn: Button = null
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# Version-mismatch confirmation dialog refs.
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var _warn_dim: ColorRect = null
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var _warn_panel: PanelContainer = null
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var _warn_label: Label = null
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var _warn_continue_btn: Button = null
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var _warn_cancel_btn: Button = null
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## The slot waiting for confirmation (set while the warning dialog is open).
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var _pending_slot: StringName = &""
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func _ready() -> void:
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layer = 25
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_build_ui()
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_set_visible(false)
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Audit.log("load_menu", "LoadMenu ready")
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func _exit_tree() -> void:
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pass
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func _unhandled_input(event: InputEvent) -> void:
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# _set_visible drives _panel.visible, not CanvasLayer.visible — use _panel as the gate.
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if _panel == null or not _panel.visible:
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return
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if event.is_action_pressed("cancel"):
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# If the version-mismatch sub-dialog is open, dismiss it first.
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if _warn_panel != null and _warn_panel.visible:
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_on_warn_cancel()
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else:
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_close()
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get_viewport().set_input_as_handled()
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# ── public API ────────────────────────────────────────────────────────────────
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func open() -> void:
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_refresh_slots()
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_set_visible(true)
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Audit.log("load_menu", "opened")
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# ── UI construction ───────────────────────────────────────────────────────────
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func _build_ui() -> void:
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# Full-screen dim.
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_dim = ColorRect.new()
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_dim.name = "Dim"
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_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
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_dim.color = Color(0.0, 0.0, 0.0, 0.55)
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_dim.mouse_filter = Control.MOUSE_FILTER_STOP
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add_child(_dim)
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# Centre panel.
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_panel = PanelContainer.new()
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_panel.name = "Dialog"
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_panel.set_anchors_preset(Control.PRESET_CENTER)
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_panel.custom_minimum_size = Vector2(360, 220)
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_panel.offset_left = -180
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_panel.offset_right = 180
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_panel.offset_top = -110
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_panel.offset_bottom = 110
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add_child(_panel)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 12)
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_panel.add_child(vbox)
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# Title.
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var title := Label.new()
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title.name = "Title"
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title.text = Strings.t(&"ui.load")
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(title)
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# Slot list (populated by _refresh_slots).
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_slot_list = VBoxContainer.new()
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_slot_list.name = "SlotList"
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_slot_list.add_theme_constant_override("separation", 8)
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vbox.add_child(_slot_list)
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# "No saves yet" label — hidden when slots exist.
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_no_saves_label = Label.new()
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_no_saves_label.name = "NoSaves"
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_no_saves_label.text = Strings.t(&"ui.no_saves")
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_no_saves_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_no_saves_label.visible = false
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vbox.add_child(_no_saves_label)
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# Cancel row.
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var cancel_row := HBoxContainer.new()
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cancel_row.alignment = BoxContainer.ALIGNMENT_CENTER
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vbox.add_child(cancel_row)
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_cancel_btn = Button.new()
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_cancel_btn.name = "CancelBtn"
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_cancel_btn.text = Strings.t(&"ui.cancel")
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_cancel_btn.custom_minimum_size = Vector2(120, 48)
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_cancel_btn.focus_mode = Control.FOCUS_NONE
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_cancel_btn.pressed.connect(_close)
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cancel_row.add_child(_cancel_btn)
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# Version-mismatch warning dialog (built once, shown when needed).
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_build_warn_dialog()
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func _build_warn_dialog() -> void:
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_warn_dim = ColorRect.new()
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_warn_dim.name = "WarnDim"
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_warn_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
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_warn_dim.color = Color(0.0, 0.0, 0.0, 0.45)
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_warn_dim.mouse_filter = Control.MOUSE_FILTER_STOP
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_warn_dim.visible = false
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add_child(_warn_dim)
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_warn_panel = PanelContainer.new()
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_warn_panel.name = "WarnDialog"
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_warn_panel.set_anchors_preset(Control.PRESET_CENTER)
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_warn_panel.custom_minimum_size = Vector2(340, 160)
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_warn_panel.offset_left = -170
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_warn_panel.offset_right = 170
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_warn_panel.offset_top = -80
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_warn_panel.offset_bottom = 80
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_warn_panel.visible = false
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add_child(_warn_panel)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 12)
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_warn_panel.add_child(vbox)
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_warn_label = Label.new()
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_warn_label.name = "WarnLabel"
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_warn_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_warn_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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vbox.add_child(_warn_label)
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var btn_row := HBoxContainer.new()
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btn_row.alignment = BoxContainer.ALIGNMENT_CENTER
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btn_row.add_theme_constant_override("separation", 12)
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vbox.add_child(btn_row)
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_warn_continue_btn = Button.new()
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_warn_continue_btn.text = Strings.t(&"ui.continue")
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_warn_continue_btn.custom_minimum_size = Vector2(120, 48)
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_warn_continue_btn.focus_mode = Control.FOCUS_NONE
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_warn_continue_btn.pressed.connect(_on_warn_continue)
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btn_row.add_child(_warn_continue_btn)
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_warn_cancel_btn = Button.new()
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_warn_cancel_btn.text = Strings.t(&"ui.cancel")
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_warn_cancel_btn.custom_minimum_size = Vector2(120, 48)
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_warn_cancel_btn.focus_mode = Control.FOCUS_NONE
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_warn_cancel_btn.pressed.connect(_on_warn_cancel)
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btn_row.add_child(_warn_cancel_btn)
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# ── slot population ───────────────────────────────────────────────────────────
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func _refresh_slots() -> void:
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# Clear previous slot buttons.
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for child in _slot_list.get_children():
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child.queue_free()
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var slots: Array[StringName] = [&"manual", &"autosave"]
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var any_exist: bool = false
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for slot in slots:
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var meta: Dictionary = SaveSystem.peek_save_metadata(slot)
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if not meta.get("exists", false):
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continue
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any_exist = true
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var label_key: StringName = &"ui.manual_save" if slot == &"manual" else &"ui.autosave"
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var saved_at: int = int(meta.get("saved_at_unix", 0))
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var date_str: String = _unix_to_date(saved_at)
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var btn_text: String = "%s (%s)" % [Strings.t(label_key), date_str]
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var btn := Button.new()
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btn.text = btn_text
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btn.custom_minimum_size = Vector2(320, 48)
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btn.focus_mode = Control.FOCUS_NONE
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# Capture slot by value in the lambda.
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btn.pressed.connect(_on_slot_pressed.bind(slot, int(meta.get("version", 1))))
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_slot_list.add_child(btn)
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_no_saves_label.visible = not any_exist
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func _unix_to_date(unix: int) -> String:
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if unix <= 0:
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return "—"
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var dt: Dictionary = Time.get_datetime_dict_from_unix_time(unix)
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return "%04d-%02d-%02d %02d:%02d" % [dt.year, dt.month, dt.day, dt.hour, dt.minute]
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# ── interaction ───────────────────────────────────────────────────────────────
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func _on_slot_pressed(slot: StringName, file_version: int) -> void:
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if file_version != SaveSystem.SAVE_VERSION:
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# Show version-mismatch warning dialog before proceeding.
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_pending_slot = slot
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_warn_label.text = Strings.t(&"ui.version_mismatch").format({"v": file_version})
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_warn_dim.visible = true
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_warn_panel.visible = true
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Audit.log("load_menu", "version mismatch warning shown for slot '%s' (v%d)" % [slot, file_version])
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else:
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_do_load(slot)
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func _on_warn_continue() -> void:
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_warn_dim.visible = false
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_warn_panel.visible = false
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if _pending_slot != &"":
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_do_load(_pending_slot)
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_pending_slot = &""
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func _on_warn_cancel() -> void:
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_warn_dim.visible = false
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_warn_panel.visible = false
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_pending_slot = &""
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Audit.log("load_menu", "version mismatch — player cancelled load")
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func _do_load(slot: StringName) -> void:
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Audit.log("load_menu", "loading slot '%s'" % slot)
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load_confirmed.emit(slot)
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_close()
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SaveSystem.load_from_slot(slot)
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func _close() -> void:
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_set_visible(false)
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Audit.log("load_menu", "closed")
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func _set_visible(v: bool) -> void:
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# Toggle CanvasLayer.visible so the dim Control (MOUSE_FILTER_STOP) does not
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# eat _unhandled_input mouse events for the world below when modal is hidden.
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# (The warning sub-dialog visibility is managed separately and lives inside.)
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visible = v or (_warn_panel != null and _warn_panel.visible)
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if _dim != null:
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_dim.visible = v
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if _panel != null:
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_panel.visible = v
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