UI improvements

This commit is contained in:
2026-06-14 10:19:31 -05:00
parent 8ffde98fdd
commit 0cf1f92eaa
16 changed files with 263 additions and 114 deletions
-5
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@@ -14,8 +14,3 @@ func _enter_tree() -> void:
func _exit_tree() -> void:
if UI.rootUi == self:
UI.rootUi = null
func _ready() -> void:
modalBackdrop.register(pauseMenu)
modalBackdrop.register(quitConfirmDialog)
modalBackdrop.register(mainMenuConfirmDialog)
+31
View File
@@ -0,0 +1,31 @@
class_name UIFocusStack extends RefCounted
signal activeLayerChanged(layer:ClosableMenu)
const Z_STEP:int = 10
var _stack:Array[ClosableMenu] = []
func push(layer:ClosableMenu) -> void:
if not _stack.is_empty():
_stack.back()._onFocusLost()
_stack.push_back(layer)
layer.z_index = _stack.size() * Z_STEP
layer._onFocusGained()
activeLayerChanged.emit(layer)
func pop() -> void:
if _stack.is_empty(): return
var removed:ClosableMenu = _stack.pop_back()
removed.z_index = 0
removed._onFocusLost()
var next:ClosableMenu = top()
if next != null:
next._onFocusGained()
activeLayerChanged.emit(next)
func top() -> ClosableMenu:
return _stack.back() if not _stack.is_empty() else null
func isTop(layer:ClosableMenu) -> bool:
return top() == layer
+1
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@@ -0,0 +1 @@
uid://bnttsy278nvaw
+4
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@@ -1,7 +1,10 @@
extends Node
const _FocusStackScript = preload("res://ui/UIFocusStack.gd")
var rootUi:RootUI = null
var interactIndicator:InteractIndicator = null
var FOCUS_STACK:RefCounted = null
# True whenever any dialogue resource is being processed by DialogueManager.
# Driven by DialogueManager.dialogue_started / dialogue_ended signals.
@@ -11,6 +14,7 @@ var dialogueActive:bool = false
var activeConversation:bool = false
func _ready() -> void:
FOCUS_STACK = _FocusStackScript.new()
DialogueManager.dialogue_started.connect(_onDialogueStarted)
DialogueManager.dialogue_ended.connect(_onDialogueEnded)
SCENE.sceneChanged.connect(_onSceneChanged)
+57 -15
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@@ -1,18 +1,19 @@
class_name ClosableMenu extends Control
@export var isOpen: bool:
set(newValue):
isOpen = newValue
visible = newValue
if newValue:
opened.emit()
else:
closed.emit()
signal opened
signal closed
signal focusGained
signal focusLost
@export var canClose:bool = true
@export var isOpen:bool = false:
set(v):
isOpen = v
visible = v
get():
return isOpen
signal closed
signal opened
var _savedFocusNode:Control = null
func _enter_tree() -> void:
visible = isOpen
@@ -22,13 +23,54 @@ func _exit_tree() -> void:
func _ready() -> void:
visible = isOpen
print("ClosableMenu is ready, isOpen: ", isOpen)
func close() -> void:
isOpen = false
if canClose:
set_process_unhandled_input(false)
func open() -> void:
visible = true
if canClose:
UI.FOCUS_STACK.push(self)
isOpen = true
opened.emit()
func close() -> void:
if canClose:
UI.FOCUS_STACK.pop()
isOpen = false
closed.emit()
func toggle() -> void:
isOpen = !isOpen
if isOpen:
close()
else:
open()
func _onFocusGained() -> void:
set_process_unhandled_input(true)
get_viewport().gui_focus_changed.connect(_onViewportFocusChanged)
if _savedFocusNode != null and is_instance_valid(_savedFocusNode):
_savedFocusNode.grab_focus()
else:
_grabInitialFocus()
var currentFocus:Control = get_viewport().gui_get_focus_owner()
if currentFocus != null and is_ancestor_of(currentFocus):
_savedFocusNode = currentFocus
focusGained.emit()
func _onFocusLost() -> void:
_savedFocusNode = get_viewport().gui_get_focus_owner()
if get_viewport().gui_focus_changed.is_connected(_onViewportFocusChanged):
get_viewport().gui_focus_changed.disconnect(_onViewportFocusChanged)
set_process_unhandled_input(false)
focusLost.emit()
func _onViewportFocusChanged(control:Control) -> void:
if control == null or is_ancestor_of(control):
return
if _savedFocusNode != null and is_instance_valid(_savedFocusNode):
_savedFocusNode.grab_focus()
else:
_grabInitialFocus()
func _grabInitialFocus() -> void:
pass
+2 -4
View File
@@ -6,6 +6,7 @@ signal confirmed
@export var btnNo:Button
func _ready() -> void:
super._ready()
close()
btnYes.pressed.connect(_onYes)
btnNo.pressed.connect(close)
@@ -18,13 +19,10 @@ func _onYes() -> void:
close()
confirmed.emit()
func open() -> void:
super.open()
func _grabInitialFocus() -> void:
btnNo.grab_focus()
func _unhandled_input(event:InputEvent) -> void:
if !isOpen:
return
if event.is_action_pressed("ui_cancel"):
close()
get_viewport().set_input_as_handled()
+9 -41
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@@ -1,48 +1,16 @@
class_name ModalBackdrop extends ColorRect
# Tracks which overlays are currently open. Each entry must be a direct sibling
# (child of the same parent). The backdrop repositions itself in the scene tree
# to sit immediately below whichever open overlay has the highest tree index,
# so only one backdrop is ever visible regardless of how many overlays are open.
var _openOverlays:Array[Control] = []
func _ready() -> void:
visible = false
mouse_filter = MOUSE_FILTER_IGNORE
UI.FOCUS_STACK.activeLayerChanged.connect(_onActiveLayerChanged)
func register(overlay:Control) -> void:
assert(overlay.get_parent() == get_parent(), "ModalBackdrop: overlay must be a sibling")
assert(overlay.has_signal("opened") and overlay.has_signal("closed"),
"ModalBackdrop: overlay must have opened/closed signals")
overlay.connect("opened", func(): _onOpened(overlay))
overlay.connect("closed", func(): _onClosed(overlay))
func _onOpened(overlay:Control) -> void:
if overlay not in _openOverlays:
_openOverlays.append(overlay)
_reposition()
func _onClosed(overlay:Control) -> void:
_openOverlays.erase(overlay)
_reposition()
func _reposition() -> void:
if _openOverlays.is_empty():
func _onActiveLayerChanged(layer:ClosableMenu) -> void:
if layer == null or layer.get_parent() != get_parent():
visible = false
return
visible = true
var top := _topOverlay()
var topIdx := top.get_index()
var myIdx := get_index()
if myIdx == topIdx - 1:
return
if myIdx < topIdx:
get_parent().move_child(self, topIdx - 1)
mouse_filter = MOUSE_FILTER_IGNORE
z_index = 0
else:
get_parent().move_child(self, topIdx)
func _topOverlay() -> Control:
var top:Control = _openOverlays[0]
for overlay in _openOverlays:
if overlay.get_index() > top.get_index():
top = overlay
return top
visible = true
mouse_filter = MOUSE_FILTER_STOP
z_index = layer.z_index - 5
+12 -19
View File
@@ -1,4 +1,4 @@
class_name GameMenu extends Control
class_name GameMenu extends ClosableMenu
enum Tab { PARTY, ITEMS }
@@ -9,21 +9,14 @@ enum Tab { PARTY, ITEMS }
var _currentTab:Tab = Tab.PARTY
func _ready() -> void:
visible = false
super._ready()
SIDEBAR.item_selected.connect(_onTabSelected)
func open() -> void:
visible = true
func _grabInitialFocus() -> void:
_selectTab(_currentTab)
SIDEBAR.select(_currentTab)
SIDEBAR.grab_focus()
func close() -> void:
visible = false
func isOpen() -> bool:
return visible
func _onTabSelected(index:int) -> void:
_selectTab(index as Tab)
@@ -37,16 +30,16 @@ func _selectTab(tab:Tab) -> void:
Tab.ITEMS:
ITEMS_TAB.refresh()
func _input(event:InputEvent) -> void:
if not event.is_action_pressed("menu"):
return
if isOpen:
close()
elif UI.FOCUS_STACK.top() == null and not UI.dialogueActive and SCENE.currentScene == SceneSingleton.SceneType.OVERWORLD:
open()
get_viewport().set_input_as_handled()
func _unhandled_input(event:InputEvent) -> void:
if event.is_action_pressed("menu"):
if visible:
close()
elif !UI.dialogueActive and SCENE.currentScene == SceneSingleton.SceneType.OVERWORLD:
open()
get_viewport().set_input_as_handled()
return
if !visible:
return
if event.is_action_pressed("ui_cancel"):
close()
get_viewport().set_input_as_handled()
+1 -7
View File
@@ -10,18 +10,12 @@ func _ready() -> void:
btnNewGame.pressed.connect(onNewGamePressed)
btnSettings.pressed.connect(onSettingsPressed)
btnQuit.pressed.connect(_onQuitPressed)
settingsMenu.opened.connect(_onSettingsOpened)
settingsMenu.closed.connect(_onSettingsClosed)
func _notification(what:int) -> void:
if what == NOTIFICATION_ENTER_TREE:
btnNewGame.call_deferred("grab_focus")
func _onSettingsOpened() -> void:
# Move focus into the settings panel so the controller can navigate it.
# The SettingsMenu grabs its own internal focus via _notification.
pass
func _onSettingsClosed() -> void:
btnSettings.grab_focus()
@@ -43,4 +37,4 @@ func onNewGamePressed() -> void:
OVERWORLD.mapChange(newGameScene, "PlayerSpawnPoint")
func onSettingsPressed() -> void:
settingsMenu.isOpen = true
settingsMenu.open()
+7 -18
View File
@@ -1,32 +1,25 @@
class_name PauseMenu extends Control
signal opened
signal closed
class_name PauseMenu extends ClosableMenu
@export var MAIN:PauseMain
@export var settingsPanel:PauseSettings
func _ready() -> void:
close()
super._ready()
MAIN.resumeRequested.connect(close)
MAIN.settingsRequested.connect(_openSettings)
UI.MAIN_MENU_DIALOG.confirmed.connect(_goToMainMenu)
func isOpen() -> bool:
return visible
func open() -> void:
visible = true
super.open()
get_tree().paused = true
settingsPanel.close()
MAIN.open()
opened.emit()
func close() -> void:
get_tree().paused = false
visible = false
MAIN.close()
settingsPanel.close()
closed.emit()
MAIN.close()
super.close()
func _openSettings() -> void:
MAIN.close()
@@ -37,11 +30,7 @@ func _goToMainMenu() -> void:
SCENE.setScene(SceneSingleton.SceneType.INITIAL)
func _unhandled_input(event:InputEvent) -> void:
if !visible:
return
if !event.is_action_pressed("ui_cancel"):
return
if (UI.QUIT_DIALOG != null and UI.QUIT_DIALOG.isOpen) or (UI.MAIN_MENU_DIALOG != null and UI.MAIN_MENU_DIALOG.isOpen):
if not event.is_action_pressed("ui_cancel"):
return
if settingsPanel.isOpen():
settingsPanel.close()
+1 -1
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@@ -2,7 +2,7 @@ class_name PauseSettings extends Control
func open() -> void:
visible = true
func close() -> void:
visible = false