Three-agent fan-out (gdscript-refactor x3) closing deferred polish: - Stockpile chip filter UI: new StockpilePanel (layer 18, right-anchored, mirrors WorkbenchPanel). 5-priority segmented control + 21-chip 4-col filter grid using Item.ALL_TYPES; wildcard (empty accepted_types) shows all chips checked with 'All' hint, first explicit pick switches to explicit-list mode. Selection chain extended to pawn → workbench → stockpile with mutual exclusion. 12 ui.stockpile.* + 13 item.* keys. - DaySummaryCard: layer-19 modal auto-opens at dusk→night via day_ended, auto-pauses sim, shows day+season header, weather row, stats grid with green/yellow/red tension bar, Continue dismiss + backdrop tap. Settings 'Show end-of-day summary' toggle persists via GameState. - Atmospheric audio: rain ambient loop (Cozy Melodies Pack 6) on weather_changed rain/storm with 0.5s fade-out on clear; thunder sting (Magic and Spells 6) on rain→storm transition; raid warning sting (Sword Pack 1, 'blades drawn') on EventBus.wolf_spawned. All on SFX bus — inherits existing slider + suspend mute. Contracts pre-written before fan-out: EventBus.stockpile_selected / stockpile_deselected / wolf_spawned signals; WolfSpawner._trigger_raid + _on_request_wolf_spawn now emit wolf_spawned with the spawned array. MCP runtime verified: StockpilePanel opens with 21 chips, DaySummaryCard renders weather row + tension bar + auto-pause, rain_player.playing=true on weather_changed(rain), all three new SFX keys in Audio.SFX_FILES. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
288 lines
11 KiB
GDScript
288 lines
11 KiB
GDScript
class_name SettingsMenu extends CanvasLayer
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## Phase 17 — Centered modal settings panel.
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##
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## Layer 26: above LoadMenu (25) — shows over everything.
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## Sections: Speeds (keyboard shortcut display), Auto-pause toggles,
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## Audio sliders (stub), Accessibility (stub).
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##
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## Save → GameState.apply_settings(); Cancel → discard edits.
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## Opened by TopBar's Settings button (injected by main.gd).
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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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# Auto-pause checkboxes.
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var _cb_threat: CheckBox = null
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var _cb_wanderer: CheckBox = null
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var _cb_pawn_down: CheckBox = null
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var _cb_modal: CheckBox = null
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var _cb_day_summary: CheckBox = null
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# Audio sliders.
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var _sl_master: HSlider = null
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var _sl_music: HSlider = null
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var _sl_sfx: HSlider = null
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var _sl_ambient: HSlider = null
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# Accessibility checkboxes.
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var _cb_large_text: CheckBox = null
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var _cb_reduce_motion: CheckBox = null
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func _ready() -> void:
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layer = 26
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_build_ui()
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_set_visible(false)
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Audit.log("settings_menu", "SettingsMenu ready (layer %d)" % layer)
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func _exit_tree() -> void:
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pass
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# ── public API ────────────────────────────────────────────────────────────────
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func open() -> void:
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_load_from_game_state()
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_set_visible(true)
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Audit.log("settings_menu", "opened")
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# ── UI construction ───────────────────────────────────────────────────────────
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func _build_ui() -> void:
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# Full-screen dim — stops clicks reaching the world behind.
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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(480, 580)
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_panel.offset_left = -240
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_panel.offset_right = 240
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_panel.offset_top = -290
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_panel.offset_bottom = 290
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add_child(_panel)
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var scroll := ScrollContainer.new()
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scroll.set_anchors_preset(Control.PRESET_FULL_RECT)
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scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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_panel.add_child(scroll)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 10)
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scroll.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.settings.title")
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(title)
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_add_separator(vbox)
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# ── Speeds section ────────────────────────────────────────────────────────
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var speeds_hdr := Label.new()
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speeds_hdr.text = Strings.t(&"ui.settings.speeds")
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vbox.add_child(speeds_hdr)
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var shortcuts_lbl := Label.new()
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shortcuts_lbl.text = Strings.t(&"ui.settings.shortcuts")
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shortcuts_lbl.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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vbox.add_child(shortcuts_lbl)
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_add_separator(vbox)
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# ── Auto-pause section ────────────────────────────────────────────────────
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var ap_hdr := Label.new()
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ap_hdr.text = Strings.t(&"ui.settings.auto_pause")
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vbox.add_child(ap_hdr)
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_cb_threat = _make_checkbox(Strings.t(&"ui.settings.pause_threat"), vbox)
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_cb_wanderer = _make_checkbox(Strings.t(&"ui.settings.pause_wanderer"), vbox)
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_cb_pawn_down = _make_checkbox(Strings.t(&"ui.settings.pause_pawn_down"), vbox)
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_cb_modal = _make_checkbox(Strings.t(&"ui.settings.pause_modal"), vbox)
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_cb_day_summary = _make_checkbox(Strings.t(&"ui.settings.show_day_summary"), vbox)
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_add_separator(vbox)
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# ── Audio section (stub — values saved; bus wiring Phase 18) ─────────────
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var audio_hdr := Label.new()
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audio_hdr.text = Strings.t(&"ui.settings.audio")
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vbox.add_child(audio_hdr)
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_sl_master = _make_slider(Strings.t(&"ui.settings.master"), vbox)
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_sl_music = _make_slider(Strings.t(&"ui.settings.music"), vbox)
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_sl_sfx = _make_slider(Strings.t(&"ui.settings.sfx"), vbox)
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_sl_ambient = _make_slider(Strings.t(&"ui.settings.ambient"), vbox)
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_add_separator(vbox)
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# ── Accessibility section (stub — values saved; UI wiring later) ──────────
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var access_hdr := Label.new()
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access_hdr.text = Strings.t(&"ui.settings.accessibility")
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vbox.add_child(access_hdr)
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_cb_large_text = _make_checkbox(Strings.t(&"ui.settings.larger_text"), vbox)
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_cb_reduce_motion = _make_checkbox(Strings.t(&"ui.settings.reduce_motion"), vbox)
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_add_separator(vbox)
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# ── Save / Cancel row ─────────────────────────────────────────────────────
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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", 16)
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vbox.add_child(btn_row)
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var save_btn := Button.new()
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save_btn.name = "SaveBtn"
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save_btn.text = Strings.t(&"ui.settings.save")
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save_btn.custom_minimum_size = Vector2(120, 48)
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save_btn.focus_mode = Control.FOCUS_NONE
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save_btn.pressed.connect(_on_save_pressed)
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btn_row.add_child(save_btn)
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var cancel_btn := Button.new()
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cancel_btn.name = "CancelBtn"
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cancel_btn.text = Strings.t(&"ui.settings.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(_on_cancel_pressed)
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btn_row.add_child(cancel_btn)
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func _make_checkbox(label_text: String, parent: VBoxContainer) -> CheckBox:
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var cb := CheckBox.new()
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cb.text = label_text
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cb.custom_minimum_size = Vector2(0, 48)
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cb.focus_mode = Control.FOCUS_NONE
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parent.add_child(cb)
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return cb
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func _make_slider(label_text: String, parent: VBoxContainer) -> HSlider:
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var row := HBoxContainer.new()
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row.add_theme_constant_override("separation", 8)
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parent.add_child(row)
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var lbl := Label.new()
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lbl.text = label_text
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lbl.custom_minimum_size = Vector2(72, 0)
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row.add_child(lbl)
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var sl := HSlider.new()
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sl.min_value = 0.0
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sl.max_value = 1.0
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sl.step = 0.05
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sl.value = 1.0
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sl.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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sl.custom_minimum_size = Vector2(0, 48)
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sl.focus_mode = Control.FOCUS_NONE
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row.add_child(sl)
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return sl
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func _add_separator(parent: VBoxContainer) -> void:
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parent.add_child(HSeparator.new())
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# ── state I/O ─────────────────────────────────────────────────────────────────
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func _load_from_game_state() -> void:
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var s: Dictionary = GameState.settings
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_cb_threat.button_pressed = bool(s.get("pause_on_threat", true))
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_cb_wanderer.button_pressed = bool(s.get("pause_on_wanderer", true))
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_cb_pawn_down.button_pressed = bool(s.get("pause_on_pawn_down", true))
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_cb_modal.button_pressed = bool(s.get("pause_on_modal", true))
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_cb_day_summary.button_pressed = bool(s.get("show_day_summary", true))
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_sl_master.value = float(s.get("audio_master", 1.0))
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_sl_music.value = float(s.get("audio_music", 1.0))
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_sl_sfx.value = float(s.get("audio_sfx", 1.0))
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_sl_ambient.value = float(s.get("audio_ambient", 1.0))
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# Push initial slider values into the live audio buses + bind live updates.
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# Done here rather than _ready because _load_from_game_state fires after
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# GameState has restored settings from disk.
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if Audio != null:
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Audio.set_master_linear(_sl_master.value)
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Audio.set_music_linear(_sl_music.value)
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Audio.set_sfx_linear(_sl_sfx.value)
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if not _sl_master.value_changed.is_connected(Audio.set_master_linear):
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_sl_master.value_changed.connect(Audio.set_master_linear)
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_sl_music.value_changed.connect(Audio.set_music_linear)
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_sl_sfx.value_changed.connect(Audio.set_sfx_linear)
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# Ambient slider isn't wired to a bus yet (no ambient bus in Phase 18).
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# Phase 19 onboarding pass may add a third bus for nature SFX.
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_cb_large_text.button_pressed = bool(s.get("accessibility_large_text", false))
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_cb_reduce_motion.button_pressed = bool(s.get("accessibility_reduce_motion", false))
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func _collect_to_dict() -> Dictionary:
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return {
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"pause_on_threat": _cb_threat.button_pressed,
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"pause_on_wanderer": _cb_wanderer.button_pressed,
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"pause_on_pawn_down": _cb_pawn_down.button_pressed,
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"pause_on_modal": _cb_modal.button_pressed,
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"show_day_summary": _cb_day_summary.button_pressed,
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"audio_master": _sl_master.value,
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"audio_music": _sl_music.value,
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"audio_sfx": _sl_sfx.value,
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"audio_ambient": _sl_ambient.value,
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"accessibility_large_text": _cb_large_text.button_pressed,
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"accessibility_reduce_motion": _cb_reduce_motion.button_pressed,
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}
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# ── interaction ───────────────────────────────────────────────────────────────
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func _unhandled_input(event: InputEvent) -> void:
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# Comma — toggle settings menu. Guard: don't open if already in a modal
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# (this IS the modal, so just toggle based on current visibility).
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if event.is_action_pressed("open_settings"):
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if _dim != null and _dim.visible:
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_set_visible(false)
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Audit.log("settings_menu", "hotkey close")
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else:
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open()
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Audit.log("settings_menu", "hotkey open")
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get_viewport().set_input_as_handled()
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return
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# Escape — close if open (discards edits, same as Cancel button).
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if event.is_action_pressed("cancel") and _dim != null and _dim.visible:
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Audit.log("settings_menu", "escape: cancelled")
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_set_visible(false)
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get_viewport().set_input_as_handled()
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return
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func _on_save_pressed() -> void:
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GameState.apply_settings(_collect_to_dict())
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Audit.log("settings_menu", "settings saved")
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_set_visible(false)
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func _on_cancel_pressed() -> void:
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Audit.log("settings_menu", "settings cancelled")
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_set_visible(false)
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# ── visibility ────────────────────────────────────────────────────────────────
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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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visible = v
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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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