netfishing/ui/pause_menu.gd

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class_name PauseMenu
extends Control
const INPUT_OWNER: StringName = &"game_menu"
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const PAUSE_DESKTOP_REFERENCE_SIZE: Vector2 = Vector2(1280.0, 720.0)
const PAUSE_COMPACT_REFERENCE_SIZE: Vector2 = Vector2(640.0, 480.0)
const COMPACT_HEIGHT_THRESHOLD: float = 560.0
const VISIBILITY_FADE_DURATION: float = 0.55
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 BubbleConfirmationPageType = preload(
"res://ui/components/bubble_menu/bubble_confirmation_page.gd"
)
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const NetworkSessionType = preload("res://network/network_session.gd")
const SavedServerStoreType = preload("res://network/saved_server_store.gd")
const JoinGamePageType = preload("res://ui/network/join_game_page.gd")
signal return_to_title_requested
signal reset_progress_requested
signal quit_requested
signal menu_visibility_changed(is_open: bool)
signal join_game_requested(endpoint: String)
enum ConfirmationAction {
NONE,
RETURN_TO_TITLE,
RESET_PROGRESS,
QUIT_ANYWAY,
JOIN_ANOTHER,
}
enum CloseReason {
USER_RETURN,
BITE_STARTED,
WATER_RECOVERY,
RETURN_TO_TITLE,
RESET_PROGRESS,
QUIT,
TEARDOWN,
}
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@onready var _presentation_scale_root: Control = %PausePresentationScaleRoot
@onready var _root_page: SettingsBubblePage = %RootPage
@onready var _settings_panel: SettingsPanelType = %SettingsPanel
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@onready var _transition_flurry: BubbleTransitionFlurry = (
%TransitionBubbleLayer
)
@onready var _confirmation_page: BubbleConfirmationPageType = (
%ConfirmationPage
)
@onready var _feedback: Label = %FeedbackLabel
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@onready var _save_button: BubbleButton = %SaveButton
@onready var _join_game_page: JoinGamePageType = %JoinGamePage
var _player: PlayerType
var _save_manager: SaveManagerType
var _settings_manager: SettingsManagerType
var _fishing_spot: FishingSpotType
var _network_session: NetworkSessionType
var _saved_servers: SavedServerStoreType
var _prior_movement_enabled: bool = true
var _prior_camera_enabled: bool = true
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var _prior_mouse_mode: Input.MouseMode = Input.MOUSE_MODE_VISIBLE
var _control_snapshot_stored: bool = false
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var _mouse_snapshot_stored: bool = false
var _confirmation_action: ConfirmationAction = ConfirmationAction.NONE
var _action_in_progress: bool = false
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var _root_transition_active: bool = false
var _root_transition_generation: int = 0
var _closing_menu: bool = false
var _pending_join_endpoint: String = ""
func _ready() -> void:
%ResumeButton.pressed.connect(resume)
_save_button.pressed.connect(_save_now)
%SettingsButton.pressed.connect(_open_settings)
%JoinGameButton.pressed.connect(_open_join_game)
%ReturnToTitleButton.pressed.connect(_confirm_return_to_title)
%ResetProgressButton.pressed.connect(_confirm_reset_progress)
%QuitButton.pressed.connect(_request_quit)
_confirmation_page.confirmed.connect(_accept_confirmation)
_confirmation_page.cancelled.connect(_close_confirmation)
_settings_panel.applied.connect(_on_settings_applied)
_settings_panel.closed.connect(_on_settings_closed)
_settings_panel.closing.connect(_on_settings_closing)
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_settings_panel.navigation_transition_started.connect(
_emit_transition_flurry
)
_join_game_page.join_requested.connect(_on_join_game_requested)
_join_game_page.back_requested.connect(_close_join_game)
_confirmation_page.hide_page()
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resized.connect(_update_responsive_pause_stage)
call_deferred("_update_responsive_pause_stage")
func setup(
player: PlayerType,
save_manager: SaveManagerType,
settings_manager: SettingsManagerType,
fishing_spot: FishingSpotType,
network_session: NetworkSessionType,
saved_servers: SavedServerStoreType,
server_trust: ServerTrustStore,
) -> void:
_player = player
_save_manager = save_manager
_settings_manager = settings_manager
_fishing_spot = fishing_spot
_network_session = network_session
_saved_servers = saved_servers
_join_game_page.setup(network_session, saved_servers, true, server_trust)
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()
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_prior_mouse_mode = Input.mouse_mode
_control_snapshot_stored = true
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_mouse_snapshot_stored = true
_player.set_movement_enabled(false)
_player.set_camera_input_enabled(false)
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_feedback.text = ""
_settings_panel.hide()
_join_game_page.close_page()
_confirmation_page.hide_page()
_confirmation_action = ConfirmationAction.NONE
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_action_in_progress = false
_root_page.hide_page()
show()
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_update_responsive_pause_stage()
_begin_root_entry(false)
menu_visibility_changed.emit(true)
func resume() -> void:
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if (
not visible
or _action_in_progress
or _root_transition_active
or _settings_panel.visible
or _confirmation_action != ConfirmationAction.NONE
):
return
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_begin_root_exit(_finish_user_close)
func close_for_title_transition() -> void:
close_menu(CloseReason.RETURN_TO_TITLE, false)
func close_for_water_recovery() -> void:
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close_menu(CloseReason.WATER_RECOVERY, false)
func close_menu(
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reason: CloseReason,
restore_controls: bool = true,
) -> void:
if not visible:
return
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_finish_close(reason, restore_controls)
func handle_escape() -> bool:
if not visible:
return false
if _root_transition_active or _confirmation_page.is_transitioning():
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return true
if _confirmation_page.visible:
_close_confirmation()
elif _join_game_page.visible:
_close_join_game()
elif _settings_panel.visible:
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_settings_panel.handle_back()
else:
resume()
return true
func _save_now() -> void:
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if _action_in_progress or _root_transition_active:
return
_action_in_progress = true
_save_button.disabled = true
if _save_manager.save_now():
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_feedback.text = "game saved."
else:
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_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:
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if (
_action_in_progress
or _root_transition_active
or _confirmation_action != ConfirmationAction.NONE
):
return
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_begin_root_exit(_finish_open_settings)
func _open_join_game() -> void:
if (
_action_in_progress
or _root_transition_active
or _confirmation_action != ConfirmationAction.NONE
):
return
_begin_root_exit(_finish_open_join_game)
func _finish_open_join_game() -> void:
_join_game_page.open_page()
func _close_join_game() -> void:
_join_game_page.close_page()
_begin_root_entry(true)
func _on_join_game_requested(endpoint: String) -> void:
if _action_in_progress or _root_transition_active:
return
_pending_join_endpoint = endpoint
_open_confirmation(
ConfirmationAction.JOIN_ANOTHER,
"join another game?",
(
"your progression will be saved first. "
+ "current players will be disconnected if you are hosting."
),
"save and join",
false
)
func report_network_error(message: String) -> void:
_feedback.text = message
if _join_game_page.visible:
_join_game_page.set_status(message)
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func _finish_open_settings() -> void:
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_settings_panel.open_panel(
_settings_manager,
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SettingsPanelType.PresentationMode.GAMEPLAY_MODAL,
true
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)
func _on_settings_applied() -> void:
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if _closing_menu:
return
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_feedback.text = "settings saved."
func _on_settings_closed() -> void:
pass
func _on_settings_closing() -> void:
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if _closing_menu:
return
await get_tree().create_timer(
UIMotion.BUBBLE_TRANSITION_OVERLAP_DELAY
).timeout
if _settings_panel.visible:
_begin_root_entry(true)
func _confirm_return_to_title() -> void:
_open_confirmation(
ConfirmationAction.RETURN_TO_TITLE,
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"return to title",
"unsaved progress will be saved first.",
"save and return",
false
)
func _confirm_reset_progress() -> void:
_open_confirmation(
ConfirmationAction.RESET_PROGRESS,
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"reset all progression?",
(
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"this permanently deletes your fish, discoveries, "
+ "favorites, and wallet balance.\n\n"
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+ "your settings will be preserved."
),
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"delete all progress",
true
)
func _request_quit() -> void:
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if _action_in_progress or _root_transition_active:
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,
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"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:
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if _action_in_progress or _root_transition_active:
return
_confirmation_action = action
_confirmation_page.configure(
"%s\n\n%s" % [title, message],
confirm_text,
"cancel",
(
BubbleConfirmationPageType.InitialFocus.CANCEL
if dangerous
else BubbleConfirmationPageType.InitialFocus.CONFIRM
)
)
_begin_root_exit(_show_confirmation)
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func _show_confirmation() -> void:
_confirmation_page.transition_in(
0.0,
_finish_confirmation_open
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)
func _finish_confirmation_open() -> void:
pass
func _close_confirmation() -> void:
if _root_transition_active or _confirmation_page.is_transitioning():
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return
_confirmation_action = ConfirmationAction.NONE
_emit_transition_flurry()
_confirmation_page.transition_out(
0.0,
_finish_confirmation_cancel
)
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func _finish_confirmation_cancel() -> void:
_begin_root_entry(true)
func _accept_confirmation() -> void:
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if (
_action_in_progress
or _root_transition_active
or _confirmation_page.is_transitioning()
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):
return
var action: ConfirmationAction = _confirmation_action
_confirmation_action = ConfirmationAction.NONE
_action_in_progress = true
_confirmation_page.transition_out(
VISIBILITY_FADE_DURATION,
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_finish_confirmation_accept.bind(action)
)
func _finish_confirmation_accept(action: ConfirmationAction) -> void:
match action:
ConfirmationAction.RETURN_TO_TITLE:
if _save_manager.save_now():
return_to_title_requested.emit()
else:
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_feedback.text = "save failed. previous save was preserved."
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_action_in_progress = false
_begin_root_entry(false)
return
ConfirmationAction.RESET_PROGRESS:
reset_progress_requested.emit()
ConfirmationAction.QUIT_ANYWAY:
quit_requested.emit()
ConfirmationAction.JOIN_ANOTHER:
_join_game_page.close_page()
join_game_requested.emit(_pending_join_endpoint)
_pending_join_endpoint = ""
_:
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_action_in_progress = false
_begin_root_entry(false)
return
_action_in_progress = false
func report_reset_failure() -> void:
_action_in_progress = false
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_confirmation_action = ConfirmationAction.NONE
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_feedback.text = "reset failed. your progression was preserved."
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if visible:
_begin_root_entry(false)
func _begin_root_entry(flurry_already_emitted: bool) -> void:
if _root_transition_active:
return
_root_transition_generation += 1
_root_transition_active = true
if not flurry_already_emitted:
_emit_transition_flurry()
var generation: int = _root_transition_generation
_root_page.transition_in(
true,
_finish_root_entry.bind(generation),
0.0
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)
func _finish_root_entry(generation: int) -> void:
if generation != _root_transition_generation or not visible:
return
_root_transition_active = false
func _begin_root_exit(completed: Callable) -> void:
if _root_transition_active or not _root_page.visible:
return
_root_transition_generation += 1
_root_transition_active = true
_emit_transition_flurry()
var generation: int = _root_transition_generation
_root_page.transition_out(
_finish_root_exit.bind(generation),
0.0
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)
await get_tree().create_timer(
UIMotion.BUBBLE_TRANSITION_OVERLAP_DELAY
).timeout
if generation != _root_transition_generation or not visible:
return
completed.call()
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func _finish_root_exit(
generation: int,
) -> void:
if generation != _root_transition_generation or not visible:
return
_root_transition_active = false
func _finish_user_close() -> void:
_finish_close(CloseReason.USER_RETURN, true)
func _finish_close(reason: CloseReason, restore_controls: bool) -> void:
_closing_menu = true
if _settings_panel.visible:
_settings_panel.close_panel(true)
_closing_menu = false
_root_transition_generation += 1
_root_transition_active = false
_settings_panel.hide()
_join_game_page.close_page()
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_root_page.hide_page()
_confirmation_page.hide_page()
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_confirmation_action = ConfirmationAction.NONE
_action_in_progress = false
_transition_flurry.clear_flurries()
hide()
if _fishing_spot != null and is_instance_valid(_fishing_spot):
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, false)
var current_viewport: Viewport = get_viewport()
if current_viewport != null:
current_viewport.gui_release_focus()
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if restore_controls:
_restore_controls()
else:
_control_snapshot_stored = false
_apply_mouse_close_policy(reason)
menu_visibility_changed.emit(false)
func _emit_transition_flurry() -> void:
_transition_flurry.emit_flurry()
func _update_responsive_pause_stage() -> void:
if not is_node_ready():
return
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_presentation_scale_root.size = PAUSE_DESKTOP_REFERENCE_SIZE
_presentation_scale_root.scale = Vector2.ONE
_presentation_scale_root.position = Vector2.ZERO
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
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func _apply_mouse_close_policy(reason: CloseReason) -> void:
if not _mouse_snapshot_stored:
return
match reason:
CloseReason.USER_RETURN, CloseReason.BITE_STARTED:
Input.mouse_mode = _prior_mouse_mode
CloseReason.WATER_RECOVERY:
# Recovery owns local input until it finishes. Keep the current
# visible gameplay cursor policy without restoring stale state.
pass
CloseReason.RETURN_TO_TITLE, CloseReason.RESET_PROGRESS:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
CloseReason.QUIT, CloseReason.TEARDOWN:
pass
_mouse_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)