rimlike/scenes/ui/settings_menu.gd
megaproxy bba1ce4334 Phase 17/18 closure: stockpile filter UI + day summary + atmospheric audio
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>
2026-05-16 17:20:40 +01:00

288 lines
11 KiB
GDScript

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
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)
# ── 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))
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,
}
# ── 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())
Audit.log("settings_menu", "settings saved")
_set_visible(false)
func _on_cancel_pressed() -> void:
Audit.log("settings_menu", "settings cancelled")
_set_visible(false)
# ── 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