Three-agent fan-out (gdscript-refactor x3) ships the chosen Phase 19 approach: contextual hints during first session + a Help reference, plus a sweep of hover tooltips for desktop discoverability. - HintSystem (autoload) + HintOverlay (layer 22 top-center banner): 7-step tour gated on player events — welcome (boot+2s), pawn select, build drawer open, stockpile painted, work matrix open, day_ended, tour_complete. Per-hint dismissals persist as Array[String] in GameState.settings['dismissed_hints']. Max-3 FIFO queue if hints chain. Reduce-motion path snaps in/out instead of tweening. Reset_tour() public API for the Help modal. - HelpModal (layer 20): 5-tab static reference (Controls / Verbs / Priorities / Storyteller / Tips). Opens via EventBus.help_requested, dimmed backdrop, X/Esc/backdrop-tap dismiss. SettingsMenu gains an 'Onboarding' section: Show-hints checkbox, Help button (emits help_requested), Reset hints button (calls HintSystem.reset_tour with has_method guard). Pre-existing 'W' keybind reference fixed to 'P'. - Tooltip pass: tooltip_text via Strings.t on every TopBar button (10 buttons incl. speed shortcuts), BuildDrawer FAB, and every tool button in BuildDrawer (21 tools). _add_tool_btn extended with optional tooltip param. ~34 new tooltip.* string keys. Contracts pre-written (Opus): EventBus.help_requested, hint_dismissed, ui_panel_opened signals; GameState show_hints + dismissed_hints defaults; BuildDrawer.open + WorkPriorityMatrix.open emit ui_panel_opened so HintSystem can subscribe via one signal. Also recorded [MED] known bug in memory.md: drag-paint with active paint tool is eaten by camera drag-pan. MCP runtime verified: welcome banner fires 2s after boot, dismiss queues build_drawer hint on next ui_panel_opened, dismissed_hints persisted as ['welcome'], HelpModal opens via help_requested with tab switching working (Controls → Tips verified visually). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
254 lines
9.2 KiB
GDScript
254 lines
9.2 KiB
GDScript
extends CanvasLayer
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## Top-bar HUD: speed/pause buttons, tick counter, and save/load controls.
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##
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## Buttons call Sim.set_speed(); active button is yellow-tinted.
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## Tick label updates on every EventBus.sim_tick signal.
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## Keyboard shortcuts (pause / speed_normal / speed_fast / speed_ultra) are
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## handled here so the bar is the single owner of speed-input logic.
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##
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## Phase 16: SaveBtn → SaveSystem.save_to_slot(&"manual").
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## LoadBtn → opens the LoadMenu CanvasLayer (mounted by main.gd).
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const ACTIVE_MODULATE := Color(1.2, 1.2, 0.8)
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const IDLE_MODULATE := Color.WHITE
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@onready var pause_btn : Button = $Anchor/ButtonRow/PauseBtn
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@onready var normal_btn : Button = $Anchor/ButtonRow/NormalBtn
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@onready var fast_btn : Button = $Anchor/ButtonRow/FastBtn
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@onready var ultra_btn : Button = $Anchor/ButtonRow/UltraBtn
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@onready var save_btn : Button = $Anchor/ButtonRow/SaveBtn
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@onready var load_btn : Button = $Anchor/ButtonRow/LoadBtn
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@onready var tick_label : Label = $Anchor/TickLabel
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@onready var clock_label : Label = $Anchor/ClockLabel
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@onready var season_label : Label = $Anchor/SeasonLabel
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# Maps Speed enum value → the corresponding Button node.
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var _speed_buttons: Dictionary = {}
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# Early-out cache: only set label text when the string changes.
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var _last_clock_text: String = ""
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var _last_season_text: String = ""
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## Injected by main.gd after mount so we don't walk the tree with get_node.
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var load_menu: CanvasLayer = null
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## Phase 17 — injected by main.gd; used by the runtime-added Settings button.
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var settings_menu: CanvasLayer = null
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## Phase 17 (Agent B) — injected by main.gd; used by the runtime-added Build button.
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var build_drawer: CanvasLayer = null
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## Phase 17 (Agent C) — injected by main.gd; used by the runtime-added Work / Log buttons.
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var work_priority_matrix: CanvasLayer = null
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var alerts_log_panel: CanvasLayer = null
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## Kept to drive the unread badge text.
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var _log_btn: Button = null
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func _ready() -> void:
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var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
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if button_row != null:
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button_row.add_theme_constant_override("separation", 4)
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pause_btn.text = Strings.t(&"speed.pause")
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normal_btn.text = Strings.t(&"speed.normal")
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fast_btn.text = Strings.t(&"speed.fast")
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ultra_btn.text = Strings.t(&"speed.ultra")
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save_btn.text = Strings.t(&"ui.save")
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load_btn.text = Strings.t(&"ui.load")
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# Phase 19 — desktop hover tooltips (no-op on touch).
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pause_btn.tooltip_text = Strings.t(&"tooltip.pause")
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normal_btn.tooltip_text = Strings.t(&"tooltip.speed_normal")
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fast_btn.tooltip_text = Strings.t(&"tooltip.speed_fast")
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ultra_btn.tooltip_text = Strings.t(&"tooltip.speed_ultra")
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save_btn.tooltip_text = Strings.t(&"tooltip.save")
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load_btn.tooltip_text = Strings.t(&"tooltip.load")
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tick_label.text = "(boot)"
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clock_label.text = Strings.t(&"clock.format").format({"d": 1, "t": "06:00"})
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season_label.text = Strings.t(&"season.format").format({"s": Strings.t(&"season.spring"), "d": 1})
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_speed_buttons = {
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Sim.Speed.PAUSE: pause_btn,
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Sim.Speed.NORMAL: normal_btn,
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Sim.Speed.FAST: fast_btn,
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Sim.Speed.ULTRA: ultra_btn,
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}
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pause_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.PAUSE))
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normal_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.NORMAL))
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fast_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.FAST))
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ultra_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.ULTRA))
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save_btn.pressed.connect(_on_save_pressed)
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load_btn.pressed.connect(_on_load_pressed)
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EventBus.speed_changed.connect(_on_speed_changed)
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EventBus.sim_tick.connect(_on_sim_tick)
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EventBus.sim_tick.connect(_on_clock_refresh)
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EventBus.sim_tick.connect(_on_season_refresh)
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EventBus.save_started.connect(_on_save_started)
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EventBus.save_finished.connect(_on_save_finished)
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# Reflect the initial speed state without emitting a signal.
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_apply_highlight(Sim.current_speed)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("pause"):
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Sim.set_speed(Sim.Speed.PAUSE)
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elif event.is_action_pressed("speed_normal"):
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Sim.set_speed(Sim.Speed.NORMAL)
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elif event.is_action_pressed("speed_fast"):
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Sim.set_speed(Sim.Speed.FAST)
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elif event.is_action_pressed("speed_ultra"):
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Sim.set_speed(Sim.Speed.ULTRA)
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func _on_speed_changed(new_speed: int) -> void:
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_apply_highlight(new_speed as Sim.Speed)
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func _on_sim_tick(tick_number: int) -> void:
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tick_label.text = Strings.t(&"hud.tick").format({"n": tick_number})
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func _on_clock_refresh(_n: int) -> void:
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var t: String = Strings.t(&"clock.format").format({"d": Clock.current_day(), "t": Clock.time_string()})
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if t != _last_clock_text:
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_last_clock_text = t
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clock_label.text = t
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func _on_season_refresh(_n: int) -> void:
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var season_key: StringName = &"season." + String(Clock.current_season())
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var t: String = Strings.t(&"season.format").format({
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"s": Strings.t(season_key),
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"d": Clock.day_of_season() + 1, # display as 1-indexed
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})
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if t != _last_season_text:
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_last_season_text = t
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season_label.text = t
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func _apply_highlight(speed: Sim.Speed) -> void:
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for s: int in _speed_buttons:
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_speed_buttons[s].modulate = ACTIVE_MODULATE if s == speed else IDLE_MODULATE
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func _on_save_pressed() -> void:
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SaveSystem.save_to_slot(&"manual")
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Audit.log("top_bar", "manual save triggered")
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func _on_load_pressed() -> void:
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if load_menu != null and load_menu.has_method("open"):
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load_menu.open()
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else:
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Audit.log("top_bar", "LoadMenu not mounted — skipping open()")
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func _on_save_started(_slot: StringName) -> void:
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save_btn.disabled = true
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save_btn.text = Strings.t(&"ui.saving")
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func _on_save_finished(_slot: StringName, _ok: bool) -> void:
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save_btn.disabled = false
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save_btn.text = Strings.t(&"ui.save")
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## Phase 17 (Agent B) — called by main.gd after build_drawer is injected.
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## Appends a Build button to the ButtonRow at runtime so no .tscn edit is needed.
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func _add_build_btn() -> void:
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var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
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if button_row == null:
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Audit.log("top_bar", "_add_build_btn: ButtonRow not found — skipping")
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return
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var build_btn := Button.new()
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build_btn.name = "BuildBtn"
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build_btn.text = "🔨"
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build_btn.custom_minimum_size = Vector2(40, 40)
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build_btn.focus_mode = Control.FOCUS_NONE
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build_btn.tooltip_text = Strings.t(&"tooltip.build")
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build_btn.pressed.connect(_on_build_pressed)
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button_row.add_child(build_btn)
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Audit.log("top_bar", "Build button added to ButtonRow")
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func _on_build_pressed() -> void:
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if build_drawer != null and build_drawer.has_method("toggle"):
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build_drawer.toggle()
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else:
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Audit.log("top_bar", "BuildDrawer not mounted — skipping toggle()")
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## Phase 17 — called by main.gd after settings_menu is injected.
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## Appends a Settings button to the ButtonRow at runtime so no .tscn edit is needed.
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func _add_settings_btn() -> void:
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var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
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if button_row == null:
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Audit.log("top_bar", "_add_settings_btn: ButtonRow not found — skipping")
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return
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var settings_btn := Button.new()
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settings_btn.name = "SettingsBtn"
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settings_btn.text = "⚙"
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settings_btn.custom_minimum_size = Vector2(40, 40)
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settings_btn.focus_mode = Control.FOCUS_NONE
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settings_btn.tooltip_text = Strings.t(&"tooltip.settings")
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settings_btn.pressed.connect(_on_settings_pressed)
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button_row.add_child(settings_btn)
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Audit.log("top_bar", "Settings button added to ButtonRow")
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func _on_settings_pressed() -> void:
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if settings_menu != null and settings_menu.has_method("open"):
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settings_menu.open()
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else:
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Audit.log("top_bar", "SettingsMenu not mounted — skipping open()")
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## Phase 17 (Agent C) — called by main.gd after work_priority_matrix and
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## alerts_log_panel are injected. Appends "Work" and "Log" buttons to ButtonRow.
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func _add_work_log_btns() -> void:
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var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
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if button_row == null:
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Audit.log("top_bar", "_add_work_log_btns: ButtonRow not found — skipping")
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return
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var work_btn := Button.new()
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work_btn.name = "WorkBtn"
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work_btn.text = "👷"
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work_btn.custom_minimum_size = Vector2(40, 40)
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work_btn.focus_mode = Control.FOCUS_NONE
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work_btn.tooltip_text = Strings.t(&"tooltip.work")
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work_btn.pressed.connect(_on_work_pressed)
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button_row.add_child(work_btn)
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_log_btn = Button.new()
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_log_btn.name = "LogBtn"
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_log_btn.text = "🔔"
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_log_btn.custom_minimum_size = Vector2(40, 40)
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_log_btn.focus_mode = Control.FOCUS_NONE
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_log_btn.tooltip_text = Strings.t(&"tooltip.log")
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_log_btn.pressed.connect(_on_log_pressed)
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button_row.add_child(_log_btn)
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# Give the AlertsLog a reference to the Log button so it can update the badge.
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if alerts_log_panel != null and alerts_log_panel.get("log_button") != null:
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alerts_log_panel.log_button = _log_btn
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elif alerts_log_panel != null:
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alerts_log_panel.set("log_button", _log_btn)
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Audit.log("top_bar", "Work + Log buttons added to ButtonRow")
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func _on_work_pressed() -> void:
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if work_priority_matrix != null and work_priority_matrix.has_method("open"):
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work_priority_matrix.open()
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else:
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Audit.log("top_bar", "WorkPriorityMatrix not mounted — skipping open()")
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func _on_log_pressed() -> void:
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if alerts_log_panel != null and alerts_log_panel.has_method("open"):
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alerts_log_panel.open()
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else:
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Audit.log("top_bar", "AlertsLog not mounted — skipping open()")
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