Rework the UI on Crusenho's pack; credit it in the game, not just the repo
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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:
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@@ -10,7 +10,14 @@ extends RefCounted
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## tool has no main loop and cannot resolve autoload names, and the settings
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## file is something a headless test may well want to read.
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const PATH := "user://settings.cfg"
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const DEFAULT_PATH := "user://settings.cfg"
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## Where preferences are read from and written to. A variable rather than a
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## constant so tests can point it at a scratch file: rebinding calls save(),
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## and a suite run was otherwise rewriting the player's real settings -- which
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## it did, silently, until a screenshot showed Fire bound to the right mouse
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## button.
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static var path: String = DEFAULT_PATH
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## Actions the settings screen offers, in the order it lists them. Anything not
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## here keeps whatever `tools/setup_input_map.gd` gave it and cannot be changed
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@@ -54,7 +61,7 @@ static var _defaults_captured: bool = false
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static func load_and_apply() -> void:
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_capture_defaults()
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var cfg := ConfigFile.new()
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if cfg.load(PATH) == OK:
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if cfg.load(path) == OK:
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master_volume = clampf(float(cfg.get_value("audio", "master", master_volume)), 0.0, 1.0)
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sfx_volume = clampf(float(cfg.get_value("audio", "sfx", sfx_volume)), 0.0, 1.0)
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bindings.clear()
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@@ -81,9 +88,9 @@ static func save() -> void:
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cfg.set_value("audio", "sfx", sfx_volume)
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for action in bindings:
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cfg.set_value("input", action, bindings[action])
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var err := cfg.save(PATH)
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var err := cfg.save(path)
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if err != OK:
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GameLog.warn("settings", "could not write %s (error %d)" % [PATH, err])
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GameLog.warn("settings", "could not write %s (error %d)" % [path, err])
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# --- Audio -------------------------------------------------------------------
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