Add saves, settings, and multiplayer-safe menus

This commit is contained in:
Alexander Sellite 2026-07-25 18:20:49 -04:00
parent e2067e3bf4
commit 0d050b08cc
32 changed files with 2468 additions and 49 deletions

305
ui/pause_menu.gd Normal file
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class_name PauseMenu
extends Control
const INPUT_OWNER: StringName = &"game_menu"
const PlayerType = preload("res://player/player.gd")
const SaveManagerType = preload("res://save/player_save_manager.gd")
const SettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
const SettingsPanelType = preload("res://ui/settings_panel.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
signal return_to_title_requested
signal reset_progress_requested
signal quit_requested
enum ConfirmationAction {
NONE,
RETURN_TO_TITLE,
RESET_PROGRESS,
QUIT_ANYWAY,
}
enum CloseReason {
USER_RETURN,
BITE_STARTED,
WATER_RECOVERY,
RETURN_TO_TITLE,
RESET_PROGRESS,
QUIT,
TEARDOWN,
}
@onready var _root_panel: PanelContainer = %RootPanel
@onready var _settings_panel: SettingsPanelType = %SettingsPanel
@onready var _confirmation_panel: PanelContainer = %ConfirmationPanel
@onready var _confirmation_title: Label = %ConfirmationTitle
@onready var _confirmation_text: Label = %ConfirmationText
@onready var _confirm_button: Button = %ConfirmButton
@onready var _cancel_button: Button = %CancelConfirmButton
@onready var _feedback: Label = %FeedbackLabel
@onready var _save_button: Button = %SaveButton
var _player: PlayerType
var _save_manager: SaveManagerType
var _settings_manager: SettingsManagerType
var _fishing_spot: FishingSpotType
var _prior_movement_enabled: bool = true
var _prior_camera_enabled: bool = true
var _control_snapshot_stored: bool = false
var _confirmation_action: ConfirmationAction = ConfirmationAction.NONE
var _action_in_progress: bool = false
func _ready() -> void:
%ResumeButton.pressed.connect(resume)
_save_button.pressed.connect(_save_now)
%SettingsButton.pressed.connect(_open_settings)
%ReturnToTitleButton.pressed.connect(_confirm_return_to_title)
%ResetProgressButton.pressed.connect(_confirm_reset_progress)
%QuitButton.pressed.connect(_request_quit)
_confirm_button.pressed.connect(_accept_confirmation)
_cancel_button.pressed.connect(_close_confirmation)
_settings_panel.applied.connect(_on_settings_applied)
_settings_panel.closed.connect(_on_settings_closed)
func setup(
player: PlayerType,
save_manager: SaveManagerType,
settings_manager: SettingsManagerType,
fishing_spot: FishingSpotType,
) -> void:
_player = player
_save_manager = save_manager
_settings_manager = settings_manager
_fishing_spot = fishing_spot
if not _fishing_spot.bite_activated.is_connected(_on_bite_activated):
_fishing_spot.bite_activated.connect(_on_bite_activated)
func open_menu() -> void:
if visible or _player == null:
return
_prior_movement_enabled = _player.is_movement_enabled()
_prior_camera_enabled = _player.is_camera_input_enabled()
_control_snapshot_stored = true
_player.set_movement_enabled(false)
_player.set_camera_input_enabled(false)
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
_feedback.text = ""
_root_panel.show()
_settings_panel.hide()
_confirmation_panel.hide()
_confirmation_action = ConfirmationAction.NONE
show()
%ResumeButton.grab_focus()
func resume() -> void:
if not visible or _action_in_progress:
return
close_menu(CloseReason.USER_RETURN)
func close_for_title_transition() -> void:
close_menu(CloseReason.RETURN_TO_TITLE, false)
func close_for_water_recovery() -> void:
close_menu(CloseReason.WATER_RECOVERY)
func close_menu(
_reason: CloseReason,
restore_controls: bool = true,
) -> void:
if not visible:
return
if _settings_panel.visible:
_settings_panel.close_panel()
hide()
_root_panel.show()
_settings_panel.hide()
_confirmation_panel.hide()
_confirmation_action = ConfirmationAction.NONE
_action_in_progress = false
if _fishing_spot != null and is_instance_valid(_fishing_spot):
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, false)
get_viewport().gui_release_focus()
if restore_controls:
_restore_controls()
else:
_control_snapshot_stored = false
func handle_escape() -> bool:
if not visible:
return false
if _confirmation_panel.visible:
_close_confirmation()
elif _settings_panel.visible:
_settings_panel.close_panel()
else:
resume()
return true
func _save_now() -> void:
if _action_in_progress:
return
_action_in_progress = true
_save_button.disabled = true
if _save_manager.save_now():
_feedback.text = "Game saved."
else:
_feedback.text = "Save failed. Previous save was preserved."
_action_in_progress = false
call_deferred("_reenable_save_button")
func _reenable_save_button() -> void:
_save_button.disabled = false
func _open_settings() -> void:
if _action_in_progress or _confirmation_panel.visible:
return
_root_panel.hide()
_settings_panel.open_panel(_settings_manager)
func _on_settings_applied() -> void:
_root_panel.show()
_feedback.text = "Settings saved."
%SettingsButton.grab_focus()
func _on_settings_closed() -> void:
_root_panel.show()
%SettingsButton.grab_focus()
func _confirm_return_to_title() -> void:
_open_confirmation(
ConfirmationAction.RETURN_TO_TITLE,
"Return to Title",
"Unsaved progress will be saved first.",
"Save and Return",
false
)
func _confirm_reset_progress() -> void:
_open_confirmation(
ConfirmationAction.RESET_PROGRESS,
"Reset all progression?",
(
"This permanently deletes your fish, discoveries, "
+ "favorites, and wallet balance.\n\n"
+ "Your settings will be preserved."
),
"DELETE ALL PROGRESS",
true
)
func _request_quit() -> void:
if _action_in_progress:
return
_action_in_progress = true
var settings_saved: bool = _settings_manager.save_if_dirty()
var progression_saved: bool = _save_manager.save_if_dirty()
_action_in_progress = false
if settings_saved and progression_saved:
quit_requested.emit()
return
_open_confirmation(
ConfirmationAction.QUIT_ANYWAY,
"Save failed",
"Some progress or settings could not be saved. Quit anyway?",
"Quit Anyway",
true
)
func _open_confirmation(
action: ConfirmationAction,
title: String,
message: String,
confirm_text: String,
dangerous: bool,
) -> void:
if _action_in_progress:
return
_confirmation_action = action
_confirmation_title.text = title
_confirmation_text.text = message
_confirm_button.text = confirm_text
_confirm_button.theme_type_variation = (
&"DangerButton" if dangerous else StringName()
)
_root_panel.hide()
_confirmation_panel.show()
if dangerous:
_cancel_button.grab_focus()
else:
_confirm_button.grab_focus()
func _close_confirmation() -> void:
_confirmation_action = ConfirmationAction.NONE
_confirmation_panel.hide()
_root_panel.show()
%ResumeButton.grab_focus()
func _accept_confirmation() -> void:
if _action_in_progress:
return
var action: ConfirmationAction = _confirmation_action
_confirmation_action = ConfirmationAction.NONE
_confirmation_panel.hide()
_action_in_progress = true
match action:
ConfirmationAction.RETURN_TO_TITLE:
if _save_manager.save_now():
return_to_title_requested.emit()
else:
_feedback.text = "Save failed. Previous save was preserved."
_root_panel.show()
ConfirmationAction.RESET_PROGRESS:
reset_progress_requested.emit()
ConfirmationAction.QUIT_ANYWAY:
quit_requested.emit()
_:
_root_panel.show()
_action_in_progress = false
func report_reset_failure() -> void:
_action_in_progress = false
_root_panel.show()
_confirmation_panel.hide()
_feedback.text = "Reset failed. Your progression was preserved."
%ResumeButton.grab_focus()
func _restore_controls() -> void:
if not _control_snapshot_stored:
return
if _player != null and is_instance_valid(_player):
_player.set_movement_enabled(_prior_movement_enabled)
_player.set_camera_input_enabled(_prior_camera_enabled)
_control_snapshot_stored = false
func _on_bite_activated() -> void:
if visible:
close_menu(CloseReason.BITE_STARTED)
func _exit_tree() -> void:
if visible:
close_menu(CloseReason.TEARDOWN)