rimlike/scenes/ui/top_bar.gd
megaproxy 59ca6ba9c5 Phase 19 — onboarding: hint tour + Help modal + tooltip pass
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>
2026-05-16 17:36:18 +01:00

254 lines
9.2 KiB
GDScript

extends CanvasLayer
## Top-bar HUD: speed/pause buttons, tick counter, and save/load controls.
##
## Buttons call Sim.set_speed(); active button is yellow-tinted.
## Tick label updates on every EventBus.sim_tick signal.
## Keyboard shortcuts (pause / speed_normal / speed_fast / speed_ultra) are
## handled here so the bar is the single owner of speed-input logic.
##
## Phase 16: SaveBtn → SaveSystem.save_to_slot(&"manual").
## LoadBtn → opens the LoadMenu CanvasLayer (mounted by main.gd).
const ACTIVE_MODULATE := Color(1.2, 1.2, 0.8)
const IDLE_MODULATE := Color.WHITE
@onready var pause_btn : Button = $Anchor/ButtonRow/PauseBtn
@onready var normal_btn : Button = $Anchor/ButtonRow/NormalBtn
@onready var fast_btn : Button = $Anchor/ButtonRow/FastBtn
@onready var ultra_btn : Button = $Anchor/ButtonRow/UltraBtn
@onready var save_btn : Button = $Anchor/ButtonRow/SaveBtn
@onready var load_btn : Button = $Anchor/ButtonRow/LoadBtn
@onready var tick_label : Label = $Anchor/TickLabel
@onready var clock_label : Label = $Anchor/ClockLabel
@onready var season_label : Label = $Anchor/SeasonLabel
# Maps Speed enum value → the corresponding Button node.
var _speed_buttons: Dictionary = {}
# Early-out cache: only set label text when the string changes.
var _last_clock_text: String = ""
var _last_season_text: String = ""
## Injected by main.gd after mount so we don't walk the tree with get_node.
var load_menu: CanvasLayer = null
## Phase 17 — injected by main.gd; used by the runtime-added Settings button.
var settings_menu: CanvasLayer = null
## Phase 17 (Agent B) — injected by main.gd; used by the runtime-added Build button.
var build_drawer: CanvasLayer = null
## Phase 17 (Agent C) — injected by main.gd; used by the runtime-added Work / Log buttons.
var work_priority_matrix: CanvasLayer = null
var alerts_log_panel: CanvasLayer = null
## Kept to drive the unread badge text.
var _log_btn: Button = null
func _ready() -> void:
var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
if button_row != null:
button_row.add_theme_constant_override("separation", 4)
pause_btn.text = Strings.t(&"speed.pause")
normal_btn.text = Strings.t(&"speed.normal")
fast_btn.text = Strings.t(&"speed.fast")
ultra_btn.text = Strings.t(&"speed.ultra")
save_btn.text = Strings.t(&"ui.save")
load_btn.text = Strings.t(&"ui.load")
# Phase 19 — desktop hover tooltips (no-op on touch).
pause_btn.tooltip_text = Strings.t(&"tooltip.pause")
normal_btn.tooltip_text = Strings.t(&"tooltip.speed_normal")
fast_btn.tooltip_text = Strings.t(&"tooltip.speed_fast")
ultra_btn.tooltip_text = Strings.t(&"tooltip.speed_ultra")
save_btn.tooltip_text = Strings.t(&"tooltip.save")
load_btn.tooltip_text = Strings.t(&"tooltip.load")
tick_label.text = "(boot)"
clock_label.text = Strings.t(&"clock.format").format({"d": 1, "t": "06:00"})
season_label.text = Strings.t(&"season.format").format({"s": Strings.t(&"season.spring"), "d": 1})
_speed_buttons = {
Sim.Speed.PAUSE: pause_btn,
Sim.Speed.NORMAL: normal_btn,
Sim.Speed.FAST: fast_btn,
Sim.Speed.ULTRA: ultra_btn,
}
pause_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.PAUSE))
normal_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.NORMAL))
fast_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.FAST))
ultra_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.ULTRA))
save_btn.pressed.connect(_on_save_pressed)
load_btn.pressed.connect(_on_load_pressed)
EventBus.speed_changed.connect(_on_speed_changed)
EventBus.sim_tick.connect(_on_sim_tick)
EventBus.sim_tick.connect(_on_clock_refresh)
EventBus.sim_tick.connect(_on_season_refresh)
EventBus.save_started.connect(_on_save_started)
EventBus.save_finished.connect(_on_save_finished)
# Reflect the initial speed state without emitting a signal.
_apply_highlight(Sim.current_speed)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("pause"):
Sim.set_speed(Sim.Speed.PAUSE)
elif event.is_action_pressed("speed_normal"):
Sim.set_speed(Sim.Speed.NORMAL)
elif event.is_action_pressed("speed_fast"):
Sim.set_speed(Sim.Speed.FAST)
elif event.is_action_pressed("speed_ultra"):
Sim.set_speed(Sim.Speed.ULTRA)
func _on_speed_changed(new_speed: int) -> void:
_apply_highlight(new_speed as Sim.Speed)
func _on_sim_tick(tick_number: int) -> void:
tick_label.text = Strings.t(&"hud.tick").format({"n": tick_number})
func _on_clock_refresh(_n: int) -> void:
var t: String = Strings.t(&"clock.format").format({"d": Clock.current_day(), "t": Clock.time_string()})
if t != _last_clock_text:
_last_clock_text = t
clock_label.text = t
func _on_season_refresh(_n: int) -> void:
var season_key: StringName = &"season." + String(Clock.current_season())
var t: String = Strings.t(&"season.format").format({
"s": Strings.t(season_key),
"d": Clock.day_of_season() + 1, # display as 1-indexed
})
if t != _last_season_text:
_last_season_text = t
season_label.text = t
func _apply_highlight(speed: Sim.Speed) -> void:
for s: int in _speed_buttons:
_speed_buttons[s].modulate = ACTIVE_MODULATE if s == speed else IDLE_MODULATE
func _on_save_pressed() -> void:
SaveSystem.save_to_slot(&"manual")
Audit.log("top_bar", "manual save triggered")
func _on_load_pressed() -> void:
if load_menu != null and load_menu.has_method("open"):
load_menu.open()
else:
Audit.log("top_bar", "LoadMenu not mounted — skipping open()")
func _on_save_started(_slot: StringName) -> void:
save_btn.disabled = true
save_btn.text = Strings.t(&"ui.saving")
func _on_save_finished(_slot: StringName, _ok: bool) -> void:
save_btn.disabled = false
save_btn.text = Strings.t(&"ui.save")
## Phase 17 (Agent B) — called by main.gd after build_drawer is injected.
## Appends a Build button to the ButtonRow at runtime so no .tscn edit is needed.
func _add_build_btn() -> void:
var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
if button_row == null:
Audit.log("top_bar", "_add_build_btn: ButtonRow not found — skipping")
return
var build_btn := Button.new()
build_btn.name = "BuildBtn"
build_btn.text = "🔨"
build_btn.custom_minimum_size = Vector2(40, 40)
build_btn.focus_mode = Control.FOCUS_NONE
build_btn.tooltip_text = Strings.t(&"tooltip.build")
build_btn.pressed.connect(_on_build_pressed)
button_row.add_child(build_btn)
Audit.log("top_bar", "Build button added to ButtonRow")
func _on_build_pressed() -> void:
if build_drawer != null and build_drawer.has_method("toggle"):
build_drawer.toggle()
else:
Audit.log("top_bar", "BuildDrawer not mounted — skipping toggle()")
## Phase 17 — called by main.gd after settings_menu is injected.
## Appends a Settings button to the ButtonRow at runtime so no .tscn edit is needed.
func _add_settings_btn() -> void:
var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
if button_row == null:
Audit.log("top_bar", "_add_settings_btn: ButtonRow not found — skipping")
return
var settings_btn := Button.new()
settings_btn.name = "SettingsBtn"
settings_btn.text = ""
settings_btn.custom_minimum_size = Vector2(40, 40)
settings_btn.focus_mode = Control.FOCUS_NONE
settings_btn.tooltip_text = Strings.t(&"tooltip.settings")
settings_btn.pressed.connect(_on_settings_pressed)
button_row.add_child(settings_btn)
Audit.log("top_bar", "Settings button added to ButtonRow")
func _on_settings_pressed() -> void:
if settings_menu != null and settings_menu.has_method("open"):
settings_menu.open()
else:
Audit.log("top_bar", "SettingsMenu not mounted — skipping open()")
## Phase 17 (Agent C) — called by main.gd after work_priority_matrix and
## alerts_log_panel are injected. Appends "Work" and "Log" buttons to ButtonRow.
func _add_work_log_btns() -> void:
var button_row: HBoxContainer = get_node_or_null("Anchor/ButtonRow")
if button_row == null:
Audit.log("top_bar", "_add_work_log_btns: ButtonRow not found — skipping")
return
var work_btn := Button.new()
work_btn.name = "WorkBtn"
work_btn.text = "👷"
work_btn.custom_minimum_size = Vector2(40, 40)
work_btn.focus_mode = Control.FOCUS_NONE
work_btn.tooltip_text = Strings.t(&"tooltip.work")
work_btn.pressed.connect(_on_work_pressed)
button_row.add_child(work_btn)
_log_btn = Button.new()
_log_btn.name = "LogBtn"
_log_btn.text = "🔔"
_log_btn.custom_minimum_size = Vector2(40, 40)
_log_btn.focus_mode = Control.FOCUS_NONE
_log_btn.tooltip_text = Strings.t(&"tooltip.log")
_log_btn.pressed.connect(_on_log_pressed)
button_row.add_child(_log_btn)
# Give the AlertsLog a reference to the Log button so it can update the badge.
if alerts_log_panel != null and alerts_log_panel.get("log_button") != null:
alerts_log_panel.log_button = _log_btn
elif alerts_log_panel != null:
alerts_log_panel.set("log_button", _log_btn)
Audit.log("top_bar", "Work + Log buttons added to ButtonRow")
func _on_work_pressed() -> void:
if work_priority_matrix != null and work_priority_matrix.has_method("open"):
work_priority_matrix.open()
else:
Audit.log("top_bar", "WorkPriorityMatrix not mounted — skipping open()")
func _on_log_pressed() -> void:
if alerts_log_panel != null and alerts_log_panel.has_method("open"):
alerts_log_panel.open()
else:
Audit.log("top_bar", "AlertsLog not mounted — skipping open()")