Rework the UI on Crusenho's pack; credit it in the game, not just the repo
ci / verify (push) Successful in 48s

Crusenho's Complete UI Essential Pack is CC BY 4.0 -- redistributable and
commercial-friendly, confirmed from the License.txt the pack itself ships --
so unlike the two bdragon packs a subset is committed: twelve PNGs, 48 KB,
under assets/sprites/ui/. Only what is used, because each committed PNG costs
a Godot .import sidecar and a directory nothing references is one nobody
prunes.

UiTheme builds a Theme in code from it -- button states, panels, line edits --
and every screen roots itself through UiTheme.themed_root(). The HUD's bars are
the pack's frame with a tinted fill, drawn as three horizontal slices because
Godot's nine-patch lives on nodes and the HUD is drawn rather than built from
controls. Inventory slots use the pack's slot art at exactly twice the source
size; a non-integer scale on a 1px border reads as a wobble along every edge.

The credits screen is the other half of the request and it is a licence
obligation, not a nicety: two packs are now CC BY, which asks for attribution
"in any reasonable manner", and a markdown file in a source repo is not
reasonable for someone who downloaded a build. Settings -> Credits shows every
source with its terms and a link to the licence text. test_credits.gd asserts
CREDITS.md and docs/ASSETS.md name every entry, so the three cannot drift.

Two things found by actually looking at the screen, which is the point:

  - The FIRST version of this styled nothing. A Control inherits its theme from
    Control ANCESTORS only, and the chain breaks at the first plain Node or
    CanvasLayer -- which is every screen here. get_window().theme set the
    property, changed nothing, and read as correct. check.sh, 458 tests and a
    clean smoke run all passed with the entire interface unstyled. The theme
    test now instantiates every screen and asks what its buttons resolve.
  - The settings screen showed Fire bound to the right mouse button, because
    the test suite was writing the player's real user://settings.cfg --
    rebinding calls save() and nothing had redirected the path. Settings.path
    is now redirectable, the fixture points it at a scratch file, and a test
    asserts the default is still the player's own.

tools/screenshot.tscn is what found both. It boots the client windowed and
saves the menus, the HUD, settings and credits. Manual, needs a display, and
the only thing in the project that can tell you the interface rendered.

check.sh clean, 460 tests, SMOKE PASS, all four diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-09-07 11:12:13 +02:00
parent 872922e9e2
commit 132646f6c3
54 changed files with 1319 additions and 50 deletions
+76
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@@ -0,0 +1,76 @@
class_name Credits
extends RefCounted
## Every third-party asset the game ships, and the terms it ships under.
##
## This is not decoration. Two of these packs are CC BY 4.0, which requires
## attribution "in any reasonable manner" -- a file in the repository is not
## reasonable for a player who downloaded a build, so the game has to say so
## itself. See [CreditsScreen].
##
## `tests/unit/test_credits.gd` asserts every entry here also appears in
## CREDITS.md, so the two cannot drift apart.
## Each entry: what it is, who made it, the licence, a link, and what it is
## used for. `required` marks the ones the licence obliges us to show.
const SOURCES: Array[Dictionary] = [
{
"name": "16x16 DungeonTileset II",
"author": "0x72 (Robert Norenberg)",
"licence": "CC0 1.0 (public domain)",
"url": "https://0x72.itch.io/dungeontileset-ii",
"used_for": "Terrain, characters, bosses, item icons",
"required": false,
},
{
"name": "Complete UI Essential Pack",
"author": "Crusenho Agus Hennihuno",
"licence": "CC BY 4.0",
"url": "https://crusenho.itch.io/complete-ui-essential-pack",
"used_for": "Buttons, panels, bars, inventory slots",
"required": true,
},
{
"name": "Pixel Combat SFX",
"author": "Helton Yan",
"licence": "CC BY 4.0",
"url": "https://heltonyan.itch.io/pixelcombat",
"used_for": "All sound effects",
"required": true,
},
{
"name": "Fire Pixel Bullet 16x16",
"author": "bdragon1727",
"licence": "Custom - not redistributable",
"url": "https://bdragon1727.itch.io/fire-pixel-bullet-16x16",
"used_for": "Bullet sprites (local builds only)",
"required": false,
},
{
"name": "750+ Effect and FX Pixel All",
"author": "bdragon1727",
"licence": "Custom - not redistributable",
"url": "https://bdragon1727.itch.io/750-effect-and-fx-pixel-all",
"used_for": "Impact effects (local builds only)",
"required": false,
},
]
## CC BY asks for a link to the licence itself, not only to the work.
const LICENCE_LINKS := {
"CC BY 4.0": "https://creativecommons.org/licenses/by/4.0/",
"CC0 1.0 (public domain)": "https://creativecommons.org/publicdomain/zero/1.0/",
}
## The packs whose licence actually obliges us to credit them. Everything else
## in [constant SOURCES] is there because the work deserves it.
static func required() -> Array[Dictionary]:
var out: Array[Dictionary] = []
for entry in SOURCES:
if bool(entry["required"]):
out.append(entry)
return out
static func licence_url(licence: String) -> String:
return String(LICENCE_LINKS.get(licence, ""))
+1
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@@ -0,0 +1 @@
uid://drpadmmsrvoax
+11 -4
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@@ -10,7 +10,14 @@ extends RefCounted
## tool has no main loop and cannot resolve autoload names, and the settings
## file is something a headless test may well want to read.
const PATH := "user://settings.cfg"
const DEFAULT_PATH := "user://settings.cfg"
## Where preferences are read from and written to. A variable rather than a
## constant so tests can point it at a scratch file: rebinding calls save(),
## and a suite run was otherwise rewriting the player's real settings -- which
## it did, silently, until a screenshot showed Fire bound to the right mouse
## button.
static var path: String = DEFAULT_PATH
## Actions the settings screen offers, in the order it lists them. Anything not
## here keeps whatever `tools/setup_input_map.gd` gave it and cannot be changed
@@ -54,7 +61,7 @@ static var _defaults_captured: bool = false
static func load_and_apply() -> void:
_capture_defaults()
var cfg := ConfigFile.new()
if cfg.load(PATH) == OK:
if cfg.load(path) == OK:
master_volume = clampf(float(cfg.get_value("audio", "master", master_volume)), 0.0, 1.0)
sfx_volume = clampf(float(cfg.get_value("audio", "sfx", sfx_volume)), 0.0, 1.0)
bindings.clear()
@@ -81,9 +88,9 @@ static func save() -> void:
cfg.set_value("audio", "sfx", sfx_volume)
for action in bindings:
cfg.set_value("input", action, bindings[action])
var err := cfg.save(PATH)
var err := cfg.save(path)
if err != OK:
GameLog.warn("settings", "could not write %s (error %d)" % [PATH, err])
GameLog.warn("settings", "could not write %s (error %d)" % [path, err])
# --- Audio -------------------------------------------------------------------
+5 -1
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@@ -1,4 +1,4 @@
[gd_scene load_steps=10 format=3]
[gd_scene load_steps=11 format=3]
[ext_resource type="Script" path="res://src/view/game_scene.gd" id="1"]
[ext_resource type="Script" path="res://src/view/world_view.gd" id="2"]
@@ -9,6 +9,7 @@
[ext_resource type="Script" path="res://src/ui/character_select.gd" id="7"]
[ext_resource type="Script" path="res://src/ui/upgrade_screen.gd" id="8"]
[ext_resource type="Script" path="res://src/ui/settings_screen.gd" id="9"]
[ext_resource type="Script" path="res://src/ui/credits_screen.gd" id="10"]
[node name="Game" type="Node2D"]
script = ExtResource("1")
@@ -37,3 +38,6 @@ script = ExtResource("8")
[node name="SettingsScreen" type="CanvasLayer" parent="."]
script = ExtResource("9")
[node name="CreditsScreen" type="CanvasLayer" parent="."]
script = ExtResource("10")
+10
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@@ -11,6 +11,7 @@ const CONNECT_TIMEOUT_SEC := 8.0
var _menu: Control = null
var _settings: CanvasLayer = null
var _credits: CanvasLayer = null
var _game: Node = null
var _ticks: int = 0
var _connecting: bool = false
@@ -151,10 +152,19 @@ func _open_settings() -> void:
if _settings == null:
_settings = preload("res://src/ui/settings_screen.gd").new()
_settings.closed.connect(func() -> void: _settings.visible = false)
_settings.credits_requested.connect(_open_credits)
add_child(_settings)
_settings.open()
func _open_credits() -> void:
if _credits == null:
_credits = preload("res://src/ui/credits_screen.gd").new()
_credits.closed.connect(func() -> void: _credits.visible = false)
add_child(_credits)
_credits.open()
func _clear_game() -> void:
if _game != null:
_game.queue_free()
+1 -2
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@@ -24,8 +24,7 @@ var _selected: String = ""
func _ready() -> void:
layer = 30
_rng.randomize()
var root := Control.new()
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
var root := UiTheme.themed_root()
add_child(root)
var scrim := ColorRect.new()
+94
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@@ -0,0 +1,94 @@
extends CanvasLayer
## Attribution, in the game rather than only in the repository.
##
## CC BY 4.0 requires credit "in any reasonable manner", and a markdown file
## nobody who downloads a build will ever see does not clear that bar. Two of
## the packs the game ships are CC BY, so this screen is a licence obligation
## and not a nicety -- which is why its contents come from [Credits] and a test
## asserts nothing in there is missing from it.
signal closed
var _list: VBoxContainer
func _ready() -> void:
layer = 34
visible = false
var root := UiTheme.themed_root()
add_child(root)
var scrim := ColorRect.new()
scrim.color = Color(0.03, 0.03, 0.06, 0.95)
scrim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
scrim.mouse_filter = Control.MOUSE_FILTER_STOP
root.add_child(scrim)
var centre := CenterContainer.new()
centre.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
root.add_child(centre)
var panel := VBoxContainer.new()
panel.custom_minimum_size = Vector2(620.0, 0.0)
panel.add_theme_constant_override("separation", 8)
centre.add_child(panel)
var title := Label.new()
title.text = "CREDITS"
title.add_theme_font_size_override("font_size", 26)
panel.add_child(title)
var intro := Label.new()
intro.text = "Third-party work this game is built from. " \
+ "Credited whether or not the licence asks."
intro.add_theme_font_size_override("font_size", 12)
intro.add_theme_color_override("font_color", Color(0.6, 0.65, 0.78))
intro.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
intro.custom_minimum_size = Vector2(620.0, 0.0)
panel.add_child(intro)
var scroll := ScrollContainer.new()
scroll.custom_minimum_size = Vector2(620.0, 340.0)
panel.add_child(scroll)
_list = VBoxContainer.new()
_list.custom_minimum_size = Vector2(600.0, 0.0)
_list.add_theme_constant_override("separation", 12)
scroll.add_child(_list)
for entry in Credits.SOURCES:
_add_entry(entry)
var close := Button.new()
close.text = "Close"
close.custom_minimum_size = Vector2(160.0, 34.0)
close.pressed.connect(func() -> void: closed.emit())
panel.add_child(close)
func _add_entry(entry: Dictionary) -> void:
var block := VBoxContainer.new()
block.add_theme_constant_override("separation", 1)
_list.add_child(block)
var heading := Label.new()
heading.text = "%s%s" % [entry["name"], entry["author"]]
heading.add_theme_font_size_override("font_size", 16)
block.add_child(heading)
var detail := Label.new()
var licence := String(entry["licence"])
var link := Credits.licence_url(licence)
# The licence LINK, not just its name: CC BY asks for one, and a player
# reading this screen has no other way to reach the terms.
detail.text = "%s · %s%s\n%s" % [
entry["used_for"], licence,
" · " + link if not link.is_empty() else "",
entry["url"]]
detail.add_theme_font_size_override("font_size", 12)
detail.add_theme_color_override("font_color", Color(0.62, 0.67, 0.8))
detail.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
detail.custom_minimum_size = Vector2(600.0, 0.0)
block.add_child(detail)
func open() -> void:
visible = true
+1
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@@ -0,0 +1 @@
uid://bo3xikvfahke5
+1 -2
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@@ -23,8 +23,7 @@ var _open: bool = false
func _ready() -> void:
layer = 20
var root := Control.new()
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
var root := UiTheme.themed_root()
add_child(root)
# Dim the game behind the menu so it is obvious the world is still running.
+73 -20
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@@ -6,8 +6,17 @@ const MARGIN := 24.0
const BAR_W := 260.0
const BAR_H := 16.0
## Inventory slot box, and the gap between boxes.
const SLOT := 46.0
##
## Exactly twice the 32px source sprite. A non-integer scale on pixel art with
## nearest filtering gives uneven pixel widths, which on a 1px border reads as
## a wobble along the edge of every slot.
const SLOT := 64.0
const SLOT_GAP := 8.0
## Source-pixel width of the caps on the bar sprite. The bar is stretched only
## horizontally, so the ends are drawn at their own size and the middle takes
## whatever is left -- a plain stretched draw would smear a 1px border out to
## eight.
const BAR_CAP := 6.0
## How far above the bottom of the screen the inventory row sits.
const SLOT_BOTTOM := 26.0
@@ -31,6 +40,7 @@ func _ready() -> void:
# and the death-message centering down with it, since all three read
# _canvas.size. set_anchors_and_offsets_preset() sets both correctly.
_canvas.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
UiTheme.apply_to(_canvas)
_canvas.mouse_filter = Control.MOUSE_FILTER_IGNORE
_canvas.draw.connect(_draw_hud)
add_child(_canvas)
@@ -44,7 +54,10 @@ func _ready() -> void:
# here means "56px above the bottom anchor", which is what "-56" was meant
# to say in the first place.
_hint.offset_left = MARGIN
_hint.offset_top = -56.0
# Above the inventory row, not through it. Derived from the row's own
# geometry rather than written down, because the slots grew from 46px to 64
# and a hardcoded -56 put the control hints straight across them.
_hint.offset_top = -(SLOT_BOTTOM + SLOT + 34.0)
# A real Button rather than something drawn in _draw_hud: this is the one
# HUD element the player has to actually click, and it starts disabled so
@@ -126,13 +139,13 @@ func _draw_hud() -> void:
var origin := Vector2(MARGIN, MARGIN + 28.0)
_bar(origin, float(client.my_hp) / float(maxi(client.my_max_hp, 1)),
Color(0.35, 0.9, 0.6), Color(0.1, 0.15, 0.18))
_draw_xp_bar(origin + Vector2(0.0, BAR_H + 3.0))
_draw_xp_bar(origin + Vector2(0.0, BAR_H + 4.0))
if client.my_escaping:
_bar(origin + Vector2(0.0, BAR_H + 8.0), client.my_escape,
_bar(origin + Vector2(0.0, (BAR_H + 4.0) * 2.0), client.my_escape,
Color(0.5, 0.85, 1.0), Color(0.1, 0.15, 0.2))
_canvas.draw_string(ThemeDB.fallback_font,
origin + Vector2(BAR_W + 12.0, BAR_H + 8.0 + BAR_H),
origin + Vector2(BAR_W + 12.0, (BAR_H + 4.0) * 2.0 + BAR_H - 3.0),
"ESCAPING", HORIZONTAL_ALIGNMENT_LEFT, -1, 14, Color(0.5, 0.85, 1.0))
_draw_boss_bar()
@@ -195,15 +208,15 @@ func _draw_inventory() -> void:
var at := origin + Vector2(float(i) * (SLOT + SLOT_GAP), 0.0)
var item := Items.by_index(int(client.my_inventory[i]))
var def := Items.get_def(item)
var frame_col := Color(0.55, 0.6, 0.72, 0.75) if i == held \
else Color(0.3, 0.33, 0.42, 0.6)
_canvas.draw_rect(Rect2(at, Vector2(SLOT, SLOT)), Color(0.07, 0.08, 0.12, 0.72))
_canvas.draw_rect(Rect2(at, Vector2(SLOT, SLOT)), frame_col, false, 1.5)
# The held slot uses the pack's pressed-in slot art rather than a
# recoloured border, so "this is the one the key is on" reads the same
# way every other pressed thing in the interface does.
var slot_art := UiTheme.texture("slot_active" if i == held else "slot")
_canvas.draw_texture_rect(slot_art, Rect2(at, Vector2(SLOT, SLOT)), false)
# The slot number, because the key that uses it is the only thing the
# player actually needs to know about a slot.
_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(4.0, 13.0),
str(i + 1), HORIZONTAL_ALIGNMENT_LEFT, -1, 11,
Color(0.5, 0.55, 0.68))
_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(6.0, 17.0),
str(i + 1), HORIZONTAL_ALIGNMENT_LEFT, -1, 12, UiTheme.INK_DIM)
if def == null:
continue
var icon := Art.item_icon(item)
@@ -248,13 +261,12 @@ func _draw_xp_bar(at: Vector2) -> void:
var capped := level >= Progression.MAX_LEVEL
var progress := Progression.level_progress(client.my_total_xp)
var tint := Color(1.0, 0.85, 0.4) if capped else Color(0.6, 0.55, 1.0)
_canvas.draw_rect(Rect2(at, Vector2(BAR_W, 5.0)), Color(0.1, 0.12, 0.18))
_canvas.draw_rect(Rect2(at, Vector2(BAR_W * progress, 5.0)), tint)
_bar(at, progress, tint, Color.BLACK)
# The number as well as the bar: "how far to the next level" is a question
# a bar answers vaguely and a percentage answers exactly.
var text := "MAX" if capped else "%d%% to level %d" % [
int(floor(progress * 100.0)), level + 1]
_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(BAR_W + 10.0, 6.0),
_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(BAR_W + 10.0, 13.0),
text, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, tint)
@@ -299,8 +311,13 @@ func _draw_boss_bar() -> void:
var w := 560.0
var pos := Vector2((_canvas.size.x - w) * 0.5, MARGIN)
var frac := clampf(float(b["hp"]) / float(client.boss_def.max_hp), 0.0, 1.0)
_canvas.draw_rect(Rect2(pos, Vector2(w, BAR_H)), Color(0.12, 0.08, 0.1))
_canvas.draw_rect(Rect2(pos, Vector2(w * frac, BAR_H)), Color(0.95, 0.35, 0.45))
var rect := Rect2(pos, Vector2(w, BAR_H))
_hslice(UiTheme.texture("bar"), rect, Color.WHITE)
var inner := Rect2(rect.position + Vector2(3.0, 3.0),
Vector2((w - 6.0) * frac, BAR_H - 6.0))
if inner.size.x > 0.5:
_canvas.draw_texture_rect(UiTheme.texture("bar_fill"), inner, false,
Color(0.95, 0.35, 0.45))
var phase_index := int(b["phase"])
var phase_name := ""
if phase_index < client.boss_def.phases.size():
@@ -310,9 +327,45 @@ func _draw_boss_bar() -> void:
HORIZONTAL_ALIGNMENT_LEFT, -1, 14, Color(1.0, 0.75, 0.8))
func _bar(pos: Vector2, frac: float, fill: Color, back: Color) -> void:
_canvas.draw_rect(Rect2(pos, Vector2(BAR_W, BAR_H)), back)
_canvas.draw_rect(Rect2(pos, Vector2(BAR_W * clampf(frac, 0.0, 1.0), BAR_H)), fill)
## A bar in the pack's art: the frame stretched horizontally, the fill tinted.
##
## [param back] is no longer a colour -- the frame sprite is the background --
## but the signature keeps it so callers read the same and a future flat-bar
## fallback has somewhere to go.
func _bar(pos: Vector2, frac: float, fill: Color, _back: Color) -> void:
var rect := Rect2(pos, Vector2(BAR_W, BAR_H))
_hslice(UiTheme.texture("bar"), rect, Color.WHITE)
var inset := 3.0
var inner := Rect2(rect.position + Vector2(inset, inset),
Vector2((rect.size.x - inset * 2.0) * clampf(frac, 0.0, 1.0),
rect.size.y - inset * 2.0))
if inner.size.x > 0.5:
# The fill sprite is a flat strip, so tinting it is the whole palette --
# one texture covers health, experience, the escape channel and the
# boss.
_canvas.draw_texture_rect(UiTheme.texture("bar_fill"), inner, false, fill)
## Draw a horizontally stretchable sprite as three slices: left cap, stretched
## middle, right cap. Godot's nine-patch lives on nodes rather than on the
## immediate-mode API, and the HUD is drawn rather than built out of controls.
func _hslice(tex: Texture2D, rect: Rect2, tint: Color) -> void:
if tex == null:
return
var src := Vector2(tex.get_size())
var cap := minf(BAR_CAP, src.x * 0.5)
var draw_cap := cap * (rect.size.y / src.y)
_canvas.draw_texture_rect_region(tex,
Rect2(rect.position, Vector2(draw_cap, rect.size.y)),
Rect2(0.0, 0.0, cap, src.y), tint)
_canvas.draw_texture_rect_region(tex,
Rect2(rect.position + Vector2(draw_cap, 0.0),
Vector2(maxf(rect.size.x - draw_cap * 2.0, 0.0), rect.size.y)),
Rect2(cap, 0.0, src.x - cap * 2.0, src.y), tint)
_canvas.draw_texture_rect_region(tex,
Rect2(rect.position + Vector2(rect.size.x - draw_cap, 0.0),
Vector2(draw_cap, rect.size.y)),
Rect2(src.x - cap, 0.0, cap, src.y), tint)
func flash_hit() -> void:
+1
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@@ -24,6 +24,7 @@ func _ready() -> void:
# what actually caused the "menu stuck in the top-left corner" bug --
# set_anchors_and_offsets_preset() sets both halves correctly in one call.
set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
UiTheme.apply_to(self)
# A CenterContainer recomputes its child's centered position itself, every
# time the child's minimum size or the window size changes -- no manual
+7 -2
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@@ -6,6 +6,7 @@ extends CanvasLayer
## game's state that should change what it can do.
signal closed
signal credits_requested
var _rows: Dictionary[String, Button] = {}
var _status: Label
@@ -20,8 +21,7 @@ var _listening: String = ""
func _ready() -> void:
layer = 32
visible = false
var root := Control.new()
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
var root := UiTheme.themed_root()
add_child(root)
var scrim := ColorRect.new()
@@ -81,6 +81,11 @@ func _ready() -> void:
_status.text = "controls reset"
refresh())
buttons.add_child(reset)
var credits := Button.new()
credits.text = "Credits"
credits.custom_minimum_size = Vector2(160.0, 34.0)
credits.pressed.connect(func() -> void: credits_requested.emit())
buttons.add_child(credits)
var close := Button.new()
close.text = "Close"
close.custom_minimum_size = Vector2(160.0, 34.0)
+1 -2
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@@ -31,8 +31,7 @@ var _status: Label
func _ready() -> void:
layer = 28
visible = false
var root := Control.new()
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
var root := UiTheme.themed_root()
add_child(root)
var scrim := ColorRect.new()
+3
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@@ -10,6 +10,7 @@ extends Node2D
@onready var characters: CanvasLayer = $CharacterSelect
@onready var upgrades: CanvasLayer = $UpgradeScreen
@onready var settings: CanvasLayer = $SettingsScreen
@onready var credits: CanvasLayer = $CreditsScreen
var _bound: ClientRuntime = null
## Opened deliberately from the menu, as opposed to forced open by having no
@@ -37,6 +38,8 @@ func _ready() -> void:
upgrades.closed.connect(func() -> void: _upgrades_open = false)
menu.settings_requested.connect(func() -> void: settings.open())
settings.closed.connect(func() -> void: settings.visible = false)
settings.credits_requested.connect(func() -> void: credits.open())
credits.closed.connect(func() -> void: credits.visible = false)
upgrades.choose_requested.connect(func(i: int) -> void: Net.choose_upgrade(i))
+116
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@@ -0,0 +1,116 @@
class_name UiTheme
extends RefCounted
## The game's control theme, built in code from Crusenho's UI pack.
##
## Built rather than authored as a .tres for the same reason [Content] is code:
## it is a readable diff, there are no resource UIDs churning in version
## control, and a test can build it without the editor.
##
## Applied to each screen's root Control ([method apply_to]). It cannot be
## applied once to the Window instead: Godot's theme lookup walks a Control's
## ancestors, and the chain BREAKS at the first plain Node -- which for every
## screen here is `main.gd` or a CanvasLayer. Setting `window.theme` looked like
## it worked and changed nothing.
const DIR := "res://assets/sprites/ui/"
## Every texture the theme needs. Named so a test can assert they all load: a
## missing file gives a null texture and a silently unstyled control, which
## looks like the theme never being applied at all.
const TEXTURES := {
"button": DIR + "Button01a_1.png",
"button_hover": DIR + "Button01a_2.png",
"button_pressed": DIR + "Button01a_3.png",
"button_disabled": DIR + "Button01a_4.png",
"panel": DIR + "Frame01a.png",
"panel_accent": DIR + "Frame02a.png",
"slot": DIR + "FrameSlot01a.png",
"slot_active": DIR + "FrameSlot01b.png",
"bar": DIR + "Bar01a.png",
"bar_fill": DIR + "BarFill01f.png",
"field": DIR + "InputField01a.png",
"banner": DIR + "Banner01a.png",
}
## The art is cream with a black outline, so text on it has to be dark. Every
## label the game draws over the dark world stays light; only controls that sit
## on this pack's own surfaces flip.
const INK := Color(0.12, 0.11, 0.13)
const INK_DIM := Color(0.42, 0.40, 0.44)
static var _theme: Theme = null
static func texture(key: String) -> Texture2D:
return load(TEXTURES[key]) as Texture2D
## One shared instance. Themes are pure data and every control only reads them,
## so building a second would be waste rather than isolation.
static func get_theme() -> Theme:
if _theme != null:
return _theme
var t := Theme.new()
t.default_font_size = 14
t.set_stylebox("normal", "Button", _box("button", 8, 12, 7))
t.set_stylebox("hover", "Button", _box("button_hover", 8, 12, 7))
t.set_stylebox("pressed", "Button", _box("button_pressed", 8, 12, 7))
t.set_stylebox("disabled", "Button", _box("button_disabled", 8, 12, 7))
# Focus deliberately reuses the hover art rather than adding an outline:
# the pack has no focus state, and an invented one would be the only thing
# on screen that is not from the set.
t.set_stylebox("focus", "Button", _box("button_hover", 8, 12, 7))
t.set_color("font_color", "Button", INK)
t.set_color("font_hover_color", "Button", INK)
t.set_color("font_pressed_color", "Button", INK)
t.set_color("font_disabled_color", "Button", INK_DIM)
t.set_color("font_focus_color", "Button", INK)
t.set_stylebox("panel", "Panel", _box("panel", 8, 10, 10))
t.set_stylebox("panel", "PanelContainer", _box("panel", 8, 10, 10))
t.set_stylebox("normal", "LineEdit", _box("field", 8, 10, 6))
t.set_stylebox("focus", "LineEdit", _box("field", 8, 10, 6))
t.set_color("font_color", "LineEdit", INK)
t.set_color("font_placeholder_color", "LineEdit", INK_DIM)
t.set_color("caret_color", "LineEdit", INK)
_theme = t
return _theme
## Give [param root] the theme. Everything under it inherits, so one call per
## screen covers that screen.
##
## Per-screen rather than once on the Window, because theme inheritance only
## travels Control-to-Control: a Control whose parent is a plain Node or a
## CanvasLayer resolves against the default theme however the Window is set.
## Every screen in this game hangs off one or the other.
static func apply_to(root: Control) -> void:
if root != null:
root.theme = get_theme()
## A full-rect Control with the theme already on it -- the root every screen
## built in code starts from. Using this rather than a bare Control is what
## stops a new screen quietly rendering unstyled.
static func themed_root() -> Control:
var root := Control.new()
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
apply_to(root)
return root
## A nine-patch stylebox. [param margin] is the corner size in source pixels;
## the middle is what stretches.
static func _box(key: String, margin: int, pad_x: int, pad_y: int) -> StyleBoxTexture:
var sb := StyleBoxTexture.new()
sb.texture = texture(key)
for side in [SIDE_LEFT, SIDE_TOP, SIDE_RIGHT, SIDE_BOTTOM]:
sb.set_texture_margin(side, float(margin))
sb.set_content_margin(SIDE_LEFT, float(pad_x))
sb.set_content_margin(SIDE_RIGHT, float(pad_x))
sb.set_content_margin(SIDE_TOP, float(pad_y))
sb.set_content_margin(SIDE_BOTTOM, float(pad_y))
return sb
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