Files
transcience/src/ui/settings_screen.gd
T
claudeandClaude Opus 5 61680d00d7
ci / verify (push) Successful in 48s
Style the rest of the interface: panels, sliders, scrollbars, cards
Buttons were the easy half. This is everything else.

Dialogs sit on panels now rather than being text over a dimmed world -- the
pause menu, character select, upgrades, settings and credits all root through
UiTheme.dialog_panel(). The panel stylebox is the pack's frame MODULATED DARK.
The set is cream throughout, which is right for buttons and wrong for a dialog
over a dark dungeon; tinting keeps the pixel border and the corner shape and
lets every label the game already draws in light colours stay readable, instead
of recolouring every label in five screens to suit the art.

Sliders and scrollbars are the pack's too, section headings sit on its banner
ribbon, and an upgrade card's rarity is now its frame rather than a word on it
-- three choices are compared at a glance and a colour reads faster than a
label.

Two bugs of the same shape, and neither was findable without looking at the
screen. A Slider and a ScrollBar take their THICKNESS from the stylebox's
minimum size, which for a StyleBoxTexture is its content margins. Mine were
zero, so both resolved the correct stylebox, reported the correct texture, and
drew a groove zero pixels tall. A probe confirmed the theme was resolving
perfectly while the track was invisible. Tests now assert every slider and
scrollbar stylebox has a non-zero minimum, and it is gotcha 7 in CLAUDE.md.

The first attempt at the slider groove also used the pack's HOLLOW bar sprite,
whose middle is transparent -- tinting it dark left an outline and nothing
else. It uses the solid one.

tools/screenshot.tscn gained the upgrade screen, which it has to stage: the
game scene owns that screen's visibility and re-asserts it every frame, so
setting `visible` lasted exactly one frame, and standing the player at the NPC
client-side lasted until reconciliation pulled them back. It now moves the
player on both sides and holds it until the shot. That tool has caught four
bugs the automated gates all passed.

check.sh clean, 468 tests, SMOKE PASS, all four diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 11:45:46 +02:00

247 lines
7.8 KiB
GDScript

extends CanvasLayer
## Volumes and key bindings.
##
## Reachable from the main menu and from the in-game menu, and the same screen
## both times: settings are local to this client, so there is nothing about the
## game's state that should change what it can do.
signal closed
signal credits_requested
var _rows: Dictionary[String, Button] = {}
var _status: Label
var _master: HSlider
var _sfx: HSlider
var _master_value: Label
var _sfx_value: Label
## The action currently waiting for a key press, or empty.
var _listening: String = ""
func _ready() -> void:
layer = 32
visible = false
var root := UiTheme.themed_root()
add_child(root)
var scrim := ColorRect.new()
scrim.color = Color(0.03, 0.03, 0.06, 0.94)
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)
# A panel, so a dialog reads as a thing laid over the world rather
# than as text floating on a dimmed one.
var frame := UiTheme.dialog_panel()
centre.add_child(frame)
var panel := VBoxContainer.new()
panel.custom_minimum_size = Vector2(520.0, 0.0)
panel.add_theme_constant_override("separation", 8)
frame.add_child(panel)
var title := Label.new()
title.text = "SETTINGS"
title.add_theme_font_size_override("font_size", 26)
panel.add_child(title)
panel.add_child(_heading("SOUND"))
var master_row := _slider_row(panel, "Master")
_master = master_row[0]
_master_value = master_row[1]
var sfx_row := _slider_row(panel, "Effects")
_sfx = sfx_row[0]
_sfx_value = sfx_row[1]
panel.add_child(_heading("CONTROLS"))
_status = Label.new()
_status.add_theme_font_size_override("font_size", 12)
_status.add_theme_color_override("font_color", Color(1.0, 0.7, 0.5))
panel.add_child(_status)
# Scrolled: thirteen rows is more than fits on a short window, and a list
# that runs off the bottom of the screen is a list with unreachable entries.
var scroll := ScrollContainer.new()
scroll.custom_minimum_size = Vector2(520.0, 300.0)
panel.add_child(scroll)
var list := VBoxContainer.new()
list.custom_minimum_size = Vector2(500.0, 0.0)
list.add_theme_constant_override("separation", 3)
scroll.add_child(list)
for entry in Settings.REBINDABLE:
_rows[String(entry[0])] = _binding_row(list, String(entry[0]), String(entry[1]))
var buttons := HBoxContainer.new()
buttons.add_theme_constant_override("separation", 8)
panel.add_child(buttons)
var reset := Button.new()
reset.text = "Reset controls"
reset.custom_minimum_size = Vector2(160.0, 34.0)
reset.pressed.connect(func() -> void:
Settings.reset_bindings()
_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)
close.pressed.connect(func() -> void: closed.emit())
buttons.add_child(close)
## A section heading on the pack's banner ribbon, so the two halves of this
## screen are visibly two sections rather than one long list.
## A section heading on the pack's banner ribbon.
##
## Deliberately narrow and centred rather than stretched across the dialog: at
## full width the ribbon stops reading as a label and becomes a bright divider
## competing with everything under it.
func _heading(text: String) -> Control:
var row := CenterContainer.new()
var holder := MarginContainer.new()
holder.custom_minimum_size = Vector2(210.0, 34.0)
row.add_child(holder)
var banner := NinePatchRect.new()
banner.texture = UiTheme.texture("banner")
# The ribbon's tails hang off both ends; stretching through them would
# smear the shape, so they are the patch margins and only the body grows.
banner.patch_margin_left = 14
banner.patch_margin_right = 14
banner.patch_margin_top = 8
banner.patch_margin_bottom = 8
holder.add_child(banner)
var l := Label.new()
l.text = text
l.add_theme_font_size_override("font_size", 13)
l.add_theme_color_override("font_color", UiTheme.INK)
l.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
l.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
holder.add_child(l)
return row
func _slider_row(parent: Control, label: String) -> Array:
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 10)
parent.add_child(row)
var name_label := Label.new()
name_label.text = label
name_label.custom_minimum_size = Vector2(90.0, 0.0)
row.add_child(name_label)
var slider := HSlider.new()
slider.min_value = 0.0
slider.max_value = 1.0
slider.step = 0.05
slider.custom_minimum_size = Vector2(340.0, 20.0)
row.add_child(slider)
var value := Label.new()
value.custom_minimum_size = Vector2(50.0, 0.0)
row.add_child(value)
return [slider, value]
func _binding_row(parent: Control, action: String, label: String) -> Button:
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 10)
parent.add_child(row)
var name_label := Label.new()
name_label.text = label
name_label.custom_minimum_size = Vector2(260.0, 0.0)
row.add_child(name_label)
var button := Button.new()
button.custom_minimum_size = Vector2(200.0, 30.0)
button.pressed.connect(func() -> void: _listen_for(action))
row.add_child(button)
return button
func open() -> void:
visible = true
_listening = ""
_status.text = ""
refresh()
func refresh() -> void:
_master.value = Settings.master_volume
_sfx.value = Settings.sfx_volume
_master_value.text = "%d%%" % roundi(Settings.master_volume * 100.0)
_sfx_value.text = "%d%%" % roundi(Settings.sfx_volume * 100.0)
# Connected here rather than in _ready so setting the values above cannot
# fire the handler and write the file back on every open.
if not _master.value_changed.is_connected(_on_master):
_master.value_changed.connect(_on_master)
_sfx.value_changed.connect(_on_sfx)
for action in _rows:
_rows[action].text = "listening..." if action == _listening \
else Settings.binding_label(action)
func _on_master(value: float) -> void:
Settings.master_volume = value
Settings.apply_audio()
Settings.save()
_master_value.text = "%d%%" % roundi(value * 100.0)
func _on_sfx(value: float) -> void:
Settings.sfx_volume = value
Settings.apply_audio()
Settings.save()
_sfx_value.text = "%d%%" % roundi(value * 100.0)
func _listen_for(action: String) -> void:
_listening = action
_status.text = "press a key or mouse button (Escape cancels)"
refresh()
## Captures the next key or mouse button while a row is listening.
##
## _input rather than _unhandled_input on purpose: the buttons in this screen
## consume clicks, and a rebind that could never see a mouse button would be a
## rebind that cannot bind Fire.
func _input(event: InputEvent) -> void:
if not visible or _listening.is_empty():
return
if event is InputEventKey and not (event as InputEventKey).pressed:
return
if event is InputEventMouseButton and not (event as InputEventMouseButton).pressed:
return
if not Settings.is_bindable(event):
return
get_viewport().set_input_as_handled()
var action := _listening
_listening = ""
# Escape is the way out of a listening row, so it cannot also be captured
# by one -- binding the cancel key would leave no way to cancel.
if event is InputEventKey \
and (event as InputEventKey).physical_keycode == KEY_ESCAPE:
_status.text = "cancelled"
refresh()
return
var clash := Settings.rebind(action, event)
if clash.is_empty():
_status.text = ""
else:
_status.text = "%s is already %s" % [
Settings.binding_label(clash), _label_of(clash)]
refresh()
func _label_of(action: String) -> String:
for entry in Settings.REBINDABLE:
if String(entry[0]) == action:
return String(entry[1])
return action