# UI System ## Scene structure ``` RootUI (Control, fullscreen, always visible) ├── DebugMenu ├── PauseMenu │ ├── PauseSettings │ └── PauseMain ├── GameMenu │ ├── GameMenuPartyTab │ └── GameMenuItemsTab └── VNTextbox ``` `RootUI` is a permanent child of `RootScene` and registers itself with the `UI` singleton on `_enter_tree`. Access its children via `UI.TEXTBOX`, `UI.DEBUG_MENU`, and `UI.GAME_MENU`. ## UI singleton `UI` (autoload) is the global access point. | Accessor | Returns | Notes | |---|---|---| | `UI.TEXTBOX` | `VNTextbox` | Bottom-screen dialogue box | | `UI.DEBUG_MENU` | `DebugMenu` | Dev scene-jump overlay | | `UI.GAME_MENU` | `GameMenu` | JRPG-style in-game menu | | `UI.dialogueActive` | `bool` | `true` for the entire duration of a `DialogueAction`, including line transitions | `dialogueActive` is set by `DialogueAction` — it is broader than just "textbox visible." Movement blocks on both flags: `UI.dialogueActive` prevents movement even while the textbox is briefly hidden between lines. ## VNTextbox Bottom-anchored `PanelContainer` that reveals text character-by-character and paginates when content overflows 4 lines. **Showing text from code:** ```gdscript # Fire-and-forget UI.TEXTBOX.setText("Hello world.") # Await player dismiss — use this in cutscene callables await UI.TEXTBOX.setTextAndWait("Hello world.") ``` **Flow:** 1. `setText` resets reveal state and sets new text; textbox becomes visible automatically 2. Player holds `interact` to speed up reveal; press again after reveal completes to advance page or close 3. `textboxClosing` signal fires when the last page is dismissed 4. `setTextAndWait` awaits that signal before returning **Input guard:** `EntityMovement._canMove()` returns `false` while `!UI.TEXTBOX.isClosed`. Don't set text without also expecting movement to be blocked. **Signal:** `textboxClosing` — emitted once per `setTextAndWait` call when player dismisses. ## AdvancedRichText `RichTextLabel` subclass (`@tool`) used inside `VNTextbox`. Handles: - Smart word-wrap (`TextServer.AUTOWRAP_WORD_SMART`) - Pagination via `maxLines` / `startLine` exports - Inline input icons: `[input action=interact]text[/input]` → replaced with the icon image from `res://ui/input/{action}.tres` - Optional auto-translation via Godot's `tr()` Supported icon actions: `interact`, `pause`, `debug`, `up`, `down`, `left`, `right`. ## ClosableMenu Base class for any togglable panel. Extends `Control`; `isOpen` drives `visible`. ```gdscript menu.open() # shows, emits opened menu.close() # hides, emits closed menu.toggle() ``` Signals: `opened`, `closed`. All new menus that need standard show/hide behaviour should extend `ClosableMenu`. ## Game menu JRPG-style in-game menu at `res://ui/gamemenu/`. Open with the `menu` input (**Tab** on keyboard, **Y** on controller). Blocks player movement while open via `EntityMovement._canMove()`. **Structure:** - Left sidebar: `ItemList` tab selector (Party, Items) - Right panel: active tab content | Tab | Content | |---|---| | Party | One card per `PartyMember` — name, status, HP/MP, ATK/DEF/SPD/MAG/LCK | | Items | One row per `ItemStack` in `PARTY.BACKPACK` — item name + quantity | Both tabs are populated dynamically on open; call `refresh()` on the active tab directly if data changes while the menu is already open. **Key methods on `GameMenu`:** | Method | Effect | |---|---| | `open()` | Shows menu, refreshes active tab, grabs sidebar focus | | `close()` | Hides menu | | `isOpen() -> bool` | Visibility state | `ui_cancel` or `menu` closes the menu. The `menu` input opens it only when `UI.dialogueActive` is false and the textbox is closed. To add a new tab: add a value to `GameMenu.Tab`, create a tab scene/script under `ui/gamemenu/`, instance it in `GameMenu.tscn` as a sibling of the other tabs, add an `@export` for it in `GameMenu.gd`, and add the `match` branch in `_selectTab()`. ## Pause menu `PauseMenu` wraps `PauseMain` (item list) and `PauseSettings` (settings tabs). | Method | Effect | |---|---| | `PauseMenu.open()` | Shows container, opens PauseMain | | `PauseMenu.close()` | Hides everything | | `PauseMenu.isOpen() -> bool` | Visibility state | `ui_cancel` inside the pause menu: if PauseSettings is open, closes it and reopens PauseMain; otherwise closes the whole menu. > **Stub:** `Pause.gd` (the singleton) has its logic commented out. Pause menu is not yet wired to actual game-pause state. ## Settings menu `SettingsMenu` is a shared tabbed component instanced in both `MainMenuSettings` and `PauseSettings`. Three tabs: **Gameplay**, **Sound**, **Graphics** — currently contain placeholder labels only. ## Debug menu `DebugMenu` (toggle via `debug` input — **F1**) provides four scene-jump buttons: | Button | Action | |---|---| | Overworld | `SCENE.setScene(OVERWORLD)` | | Battle | `SCENE.setScene(BATTLE)` | | Cooking | `SCENE.setScene(COOKING)` | | Initial | `SCENE.setScene(INITIAL)` | Access via `UI.DEBUG_MENU`. Starts hidden; `isClosed` getter/setter controls visibility. ## Theme & assets - Global theme: `res://ui/UI Theme.tres` — applied to all UI nodes - Input icons: `res://ui/input/{action}.tres` — one file per action name - Font: configured globally in project settings ## Adding a new menu 1. Create a scene whose root extends `ClosableMenu` (or `Control` if open/close isn't needed) 2. Add it as a child of `RootUI.tscn` 3. Export a typed reference on `RootUI.gd` and wire it in the Inspector 4. Expose via a getter on `UISingleton.gd` if other systems need access (follow the `TEXTBOX` / `DEBUG_MENU` pattern)