fix player menu controller zone navigation

This commit is contained in:
Alexander Sellite 2026-08-15 22:43:35 -04:00
parent e12ed54ab8
commit 3d086b19e4
4 changed files with 228 additions and 18 deletions

View file

@ -12,6 +12,12 @@ const TitleConfirmationScene = preload(
)
const MailPageType = preload("res://ui/mail_page.gd")
const ProfilePageType = preload("res://ui/profile_page.gd")
const PlayerMenuScene = preload("res://ui/player_menu.tscn")
const PlayerMenuType = preload("res://ui/player_menu.gd")
const PlayersPageType = preload("res://ui/players_page.gd")
const ControllerMappingManagerType = preload(
"res://settings/controller_mapping_manager.gd"
)
const DialogControllerNavigationType = preload(
"res://ui/file_dialog_controller_navigation.gd"
)
@ -29,6 +35,7 @@ func _run() -> void:
await _validate_data_settings_navigation()
await _validate_mail_navigation()
await _validate_profile_confirmation_focus()
await _validate_player_menu_nested_controller_back()
await _validate_confirmation_dialog_navigation()
await _validate_bubble_confirmation_navigation()
_validate_mapping_capture_contract()
@ -273,10 +280,156 @@ func _validate_profile_confirmation_focus() -> void:
control.focus_mode == Control.FOCUS_ALL,
"Profile account focus was not restored after confirmation.",
)
page.call("_enter_controller_customization")
for _frame: int in 2:
await process_frame
var categories: Array[Control] = []
var category_list := page.get("_category_list") as VBoxContainer
for item: Variant in page.call("_controls_under", category_list):
categories.append(item as Control)
var initial_category_focus := root.gui_get_focus_owner() as Control
_expect(
initial_category_focus in categories,
"Customize did not focus the appearance feature list.",
)
var down := InputEventAction.new()
down.action = &"ui_down"
down.pressed = true
Input.parse_input_event(down)
for _frame: int in 2:
await process_frame
var next_category_focus := root.gui_get_focus_owner() as Control
_expect(
next_category_focus in categories,
"Moving down dropped focus from the appearance feature list.",
)
_expect(
next_category_focus != initial_category_focus,
"Moving down did not advance through appearance features.",
)
down.pressed = false
Input.parse_input_event(down)
var accept_event := InputEventAction.new()
accept_event.action = &"ui_accept"
accept_event.pressed = true
_expect(
bool(page.call("handle_controller_input", accept_event)),
"Appearance feature selection did not consume controller Accept.",
)
for _frame: int in 3:
await process_frame
var option_groups: Array = page.call("_controller_option_groups")
var option_controls: Array[Control] = []
if not option_groups.is_empty():
for item: Variant in option_groups.front():
var option_control := item as Control
if option_control != null:
option_controls.append(option_control)
_expect(
root.gui_get_focus_owner() in option_controls,
"Selecting an appearance feature did not focus its options.",
)
var cancel_options := InputEventAction.new()
cancel_options.action = &"ui_cancel"
cancel_options.pressed = true
_expect(
bool(page.call("handle_controller_input", cancel_options)),
"Appearance options did not consume controller Back.",
)
for _frame: int in 2:
await process_frame
_expect(
root.gui_get_focus_owner() in categories,
"Controller Back did not return to the appearance feature list.",
)
page.queue_free()
await process_frame
func _validate_player_menu_nested_controller_back() -> void:
var menu := PlayerMenuScene.instantiate() as Control
root.add_child(menu)
await process_frame
menu.visible = true
menu.set("_current_section", PlayerMenuType.Section.PROFILE)
var profile_page := menu.get("_profile_page") as Control
profile_page.call("activate")
profile_page.call("set_interactive", true)
profile_page.call("_enter_controller_customization")
for _frame: int in 2:
await process_frame
var categories: Array[Control] = []
var category_list := profile_page.get(
"_category_list"
) as VBoxContainer
for item: Variant in profile_page.call(
"_controls_under", category_list
):
categories.append(item as Control)
var initial_focus := root.gui_get_focus_owner() as Control
menu.call("_reserve_visible_secondary_navigation")
await process_frame
_expect(
root.gui_get_focus_owner() in categories,
"Player-menu focus reservation disabled appearance features.",
)
var down := InputEventAction.new()
down.action = &"ui_down"
down.pressed = true
Input.parse_input_event(down)
for _frame: int in 2:
await process_frame
_expect(
root.gui_get_focus_owner() in categories,
"Player-menu Down dropped appearance feature focus.",
)
_expect(
root.gui_get_focus_owner() != initial_focus,
"Player-menu Down did not advance appearance feature focus.",
)
down.pressed = false
Input.parse_input_event(down)
var mapping_manager := ControllerMappingManagerType.new()
var bindings: Dictionary = ControllerMappingManagerType.default_bindings()
bindings[str(ControllerMappingManagerType.ROLE_B)] = {
"kind": "button",
"button": int(JOY_BUTTON_Y),
}
mapping_manager.set("_profiles", {
"default": {
"controller_name": "controller",
"bindings": bindings,
},
})
menu.call("setup_controller_mapping", mapping_manager)
var players_page := menu.get("_players_page") as Control
players_page.set("_active", true)
players_page.set("_interactive", true)
players_page.set(
"_controller_zone", PlayersPageType.ControllerZone.BODY
)
menu.set("_current_section", PlayerMenuType.Section.PLAYERS)
var mapped_back := InputEventJoypadButton.new()
mapped_back.device = 0
mapped_back.button_index = JOY_BUTTON_Y
mapped_back.pressed = true
_expect(
bool(menu.call(
"_handle_controller_ownership_input", mapped_back
)),
"Player menu did not consume a mapped controller Back press.",
)
_expect(
int(players_page.get("_controller_zone"))
== PlayersPageType.ControllerZone.TABS,
"Mapped controller Back skipped the previous player-page zone.",
)
menu.queue_free()
await process_frame
mapping_manager.free()
func _validate_mapping_capture_contract() -> void:
var title_source: String = FileAccess.get_file_as_string(
"res://ui/title_screen.gd"

View file

@ -104,6 +104,12 @@ func _validate_controller_hierarchy_contract() -> void:
assert(source.contains("active_tab.call_deferred(\"grab_focus\")"))
assert(source.contains("CONTROLLER_PICKUP_HOLD_SECONDS"))
assert(source.contains("_reserve_main_navigation_for_page_switching"))
assert(source.contains(
"if not _is_inventory_section(_current_section):\n\t\treturn"
))
assert(source.contains(
"_dispatch_active_page_controller_input(cancel_event)"
))
assert(source.contains("configure_spatial_neighbors(candidates)"))

View file

@ -738,19 +738,7 @@ func _handle_controller_ownership_input(event: InputEvent) -> bool:
func _handle_active_page_controller_input(event: InputEvent) -> bool:
var handled: bool = false
match _current_section:
Section.LOGBOOK:
handled = _catalog_logbook.handle_controller_input(event)
Section.NET:
handled = _the_net_page.handle_controller_input(event)
Section.MAIL:
handled = _mail_page.handle_controller_input(event)
Section.PROFILE:
handled = _profile_page.handle_controller_input(event)
Section.PLAYERS:
handled = _players_page.handle_controller_input(event)
if handled:
if _dispatch_active_page_controller_input(event):
return true
var button_event := event as InputEventJoypadButton
if (
@ -762,11 +750,35 @@ func _handle_active_page_controller_input(event: InputEvent) -> bool:
JOY_BUTTON_B,
)
):
# Child pages use ui_cancel for their zone transitions. Retry a mapped
# B press as that semantic action before treating it as a request to
# close the entire player menu.
if not event.is_action_pressed("ui_cancel"):
var cancel_event := InputEventAction.new()
cancel_event.action = &"ui_cancel"
cancel_event.pressed = true
if _dispatch_active_page_controller_input(cancel_event):
return true
close_menu()
return true
return false
func _dispatch_active_page_controller_input(event: InputEvent) -> bool:
match _current_section:
Section.LOGBOOK:
return _catalog_logbook.handle_controller_input(event)
Section.NET:
return _the_net_page.handle_controller_input(event)
Section.MAIL:
return _mail_page.handle_controller_input(event)
Section.PROFILE:
return _profile_page.handle_controller_input(event)
Section.PLAYERS:
return _players_page.handle_controller_input(event)
return false
func _activate_inventory_selection() -> void:
if _try_enter_notepad_controller_ownership():
return
@ -1733,6 +1745,11 @@ func _set_descendant_focus_disabled(root: Node) -> void:
func _reserve_visible_secondary_navigation() -> void:
# Inventory organizer tabs have dedicated left/right ownership. Other pages
# manage their own controller zones, and their toggle buttons are content,
# not secondary navigation that should be disabled here.
if not _is_inventory_section(_current_section):
return
var navigation_cluster := get_node_or_null("%NavigationCluster") as Control
var grouped_buttons: Dictionary = {}
_collect_visible_toggle_buttons(self, navigation_cluster, grouped_buttons)

View file

@ -217,7 +217,13 @@ func consume_escape() -> bool:
func handle_controller_input(event: InputEvent) -> bool:
if not _profile_active or not _profile_interactive:
return false
if event.is_action_pressed("ui_cancel"):
var cancel_pressed := _event_matches_controller_press(
event,
&"ui_cancel",
ControllerMappingManagerType.ROLE_B,
JOY_BUTTON_B,
)
if cancel_pressed:
if _discard_confirmation.visible:
_close_discard_confirmation()
return true
@ -242,9 +248,15 @@ func handle_controller_input(event: InputEvent) -> bool:
return true
if _controller_zone == ControllerZone.ACCOUNT:
return false
var accept_pressed := _event_matches_controller_press(
event,
&"ui_accept",
ControllerMappingManagerType.ROLE_A,
JOY_BUTTON_A,
)
if (
_controller_zone == ControllerZone.CATEGORIES
and event.is_action_pressed("ui_accept")
and accept_pressed
):
var focused_category := get_viewport().gui_get_focus_owner() as Button
if focused_category != null and _category_list.is_ancestor_of(
@ -258,7 +270,7 @@ func handle_controller_input(event: InputEvent) -> bool:
return true
if (
_controller_zone == ControllerZone.OPTIONS
and event.is_action_pressed("ui_accept")
and accept_pressed
):
var groups: Array = _controller_option_groups()
if _controller_option_depth < groups.size() - 1:
@ -272,6 +284,22 @@ func handle_controller_input(event: InputEvent) -> bool:
return false
func _event_matches_controller_press(
event: InputEvent,
action: StringName,
role: StringName,
fallback_button: JoyButton,
) -> bool:
if event.is_action_pressed(action):
return true
var button_event := event as InputEventJoypadButton
if button_event == null or not button_event.pressed:
return false
if _controller_mapping_manager != null:
return _controller_mapping_manager.event_matches_role(event, role)
return button_event.button_index == fallback_button
func _process(delta: float) -> void:
if (
not _profile_active
@ -384,7 +412,13 @@ func _focus_controller_zone() -> void:
controls = _color_picker_controller_controls()
for control: Control in controls:
var button := control as BaseButton
if button != null and button.button_pressed:
if (
button != null
and button.button_pressed
and button.focus_mode != Control.FOCUS_NONE
and button.is_visible_in_tree()
and not button.disabled
):
button.grab_focus()
return
for control: Control in controls:
@ -724,7 +758,7 @@ func _enter_controller_customization() -> void:
return
_controller_zone = ControllerZone.CATEGORIES
_controller_option_depth = 0
_apply_controller_zone_focus()
_apply_controller_zone_focus.call_deferred()
call_deferred("_focus_controller_zone")