Migrate pause menu to bubble UI

This commit is contained in:
Alexander Sellite 2026-07-27 23:44:27 -04:00
parent f04d8db8ac
commit 46175ee405
6 changed files with 694 additions and 109 deletions

View file

@ -2,6 +2,13 @@ class_name PauseMenu
extends Control
const INPUT_OWNER: StringName = &"game_menu"
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 PAGE_OUTGOING_DURATION: float = 1.70
const PAGE_INCOMING_DURATION: float = 1.85
const VISIBILITY_FADE_DURATION: float = 0.55
const BACKDROP_TARGET_ALPHA: float = 0.68
const PlayerType = preload("res://player/player.gd")
const SaveManagerType = preload("res://save/player_save_manager.gd")
const SettingsManagerType = preload(
@ -32,15 +39,20 @@ enum CloseReason {
TEARDOWN,
}
@onready var _root_panel: PanelContainer = %RootPanel
@onready var _presentation_scale_root: Control = %PausePresentationScaleRoot
@onready var _root_page: SettingsBubblePage = %RootPage
@onready var _settings_panel: SettingsPanelType = %SettingsPanel
@onready var _dim_background: ColorRect = %DimBackground
@onready var _transition_flurry: BubbleTransitionFlurry = (
%TransitionBubbleLayer
)
@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
@onready var _save_button: BubbleButton = %SaveButton
var _player: PlayerType
var _save_manager: SaveManagerType
@ -53,6 +65,14 @@ var _control_snapshot_stored: bool = false
var _mouse_snapshot_stored: bool = false
var _confirmation_action: ConfirmationAction = ConfirmationAction.NONE
var _action_in_progress: bool = false
var _root_transition_active: bool = false
var _root_transition_generation: int = 0
var _closing_menu: bool = false
var _backdrop_fade: Tween
var _backdrop_fade_generation: int = 0
var _confirmation_fade: Tween
var _confirmation_fade_generation: int = 0
var _confirmation_fade_active: bool = false
func _ready() -> void:
@ -66,6 +86,14 @@ func _ready() -> void:
_cancel_button.pressed.connect(_close_confirmation)
_settings_panel.applied.connect(_on_settings_applied)
_settings_panel.closed.connect(_on_settings_closed)
_settings_panel.navigation_transition_started.connect(
_emit_transition_flurry
)
_dim_background.color.a = 0.0
_confirmation_panel.modulate.a = 0.0
_set_confirmation_interactive(false)
resized.connect(_update_responsive_pause_stage)
call_deferred("_update_responsive_pause_stage")
func setup(
@ -95,19 +123,29 @@ func open_menu() -> void:
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_feedback.text = ""
_root_panel.show()
_settings_panel.hide()
_confirmation_panel.hide()
_confirmation_action = ConfirmationAction.NONE
_action_in_progress = false
_root_page.hide_page()
show()
%ResumeButton.grab_focus()
_fade_backdrop(true)
_update_responsive_pause_stage()
_begin_root_entry(false)
menu_visibility_changed.emit(true)
func resume() -> void:
if not visible or _action_in_progress:
if (
not visible
or _action_in_progress
or _root_transition_active
or _settings_panel.visible
or _confirmation_action != ConfirmationAction.NONE
):
return
close_menu(CloseReason.USER_RETURN)
_fade_backdrop(false)
_begin_root_exit(_finish_user_close)
func close_for_title_transition() -> void:
@ -124,28 +162,14 @@ func close_menu(
) -> 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
_apply_mouse_close_policy(reason)
menu_visibility_changed.emit(false)
_finish_close(reason, restore_controls)
func handle_escape() -> bool:
if not visible:
return false
if _root_transition_active or _confirmation_fade_active:
return true
if _confirmation_panel.visible:
_close_confirmation()
elif _settings_panel.visible:
@ -156,7 +180,7 @@ func handle_escape() -> bool:
func _save_now() -> void:
if _action_in_progress:
if _action_in_progress or _root_transition_active:
return
_action_in_progress = true
_save_button.disabled = true
@ -173,24 +197,35 @@ func _reenable_save_button() -> void:
func _open_settings() -> void:
if _action_in_progress or _confirmation_panel.visible:
if (
_action_in_progress
or _root_transition_active
or _confirmation_action != ConfirmationAction.NONE
):
return
_root_panel.hide()
_begin_root_exit(_finish_open_settings)
func _finish_open_settings() -> void:
_settings_panel.open_panel(
_settings_manager,
SettingsPanelType.PresentationMode.GAMEPLAY_MODAL
SettingsPanelType.PresentationMode.GAMEPLAY_MODAL,
true,
true
)
func _on_settings_applied() -> void:
_root_panel.show()
if _closing_menu:
return
_feedback.text = "settings saved."
%SettingsButton.grab_focus()
_begin_root_entry(true)
func _on_settings_closed() -> void:
_root_panel.show()
%SettingsButton.grab_focus()
if _closing_menu:
return
_begin_root_entry(true)
func _confirm_return_to_title() -> void:
@ -218,7 +253,7 @@ func _confirm_reset_progress() -> void:
func _request_quit() -> void:
if _action_in_progress:
if _action_in_progress or _root_transition_active:
return
_action_in_progress = true
var settings_saved: bool = _settings_manager.save_if_dirty()
@ -243,7 +278,7 @@ func _open_confirmation(
confirm_text: String,
dangerous: bool,
) -> void:
if _action_in_progress:
if _action_in_progress or _root_transition_active:
return
_confirmation_action = action
_confirmation_title.text = title
@ -252,8 +287,18 @@ func _open_confirmation(
_confirm_button.theme_type_variation = (
&"DangerButton" if dangerous else StringName()
)
_root_panel.hide()
_confirmation_panel.show()
_begin_root_exit(_show_confirmation.bind(dangerous))
func _show_confirmation(dangerous: bool) -> void:
_fade_confirmation(
true,
_finish_confirmation_open.bind(dangerous)
)
func _finish_confirmation_open(dangerous: bool) -> void:
_set_confirmation_interactive(true)
if dangerous:
_cancel_button.grab_focus()
else:
@ -261,41 +306,281 @@ func _open_confirmation(
func _close_confirmation() -> void:
if _root_transition_active or _confirmation_fade_active:
return
_confirmation_action = ConfirmationAction.NONE
_confirmation_panel.hide()
_root_panel.show()
%ResumeButton.grab_focus()
_fade_confirmation(false, _finish_confirmation_cancel)
func _finish_confirmation_cancel() -> void:
_begin_root_entry(false)
func _accept_confirmation() -> void:
if _action_in_progress:
if (
_action_in_progress
or _root_transition_active
or _confirmation_fade_active
):
return
var action: ConfirmationAction = _confirmation_action
_confirmation_action = ConfirmationAction.NONE
_confirmation_panel.hide()
_action_in_progress = true
_fade_confirmation(
false,
_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:
_feedback.text = "save failed. previous save was preserved."
_root_panel.show()
_action_in_progress = false
_begin_root_entry(false)
return
ConfirmationAction.RESET_PROGRESS:
reset_progress_requested.emit()
ConfirmationAction.QUIT_ANYWAY:
quit_requested.emit()
_:
_root_panel.show()
_action_in_progress = false
_begin_root_entry(false)
return
_action_in_progress = false
func report_reset_failure() -> void:
_action_in_progress = false
_root_panel.show()
_confirmation_panel.hide()
_confirmation_action = ConfirmationAction.NONE
_feedback.text = "reset failed. your progression was preserved."
%ResumeButton.grab_focus()
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),
PAGE_INCOMING_DURATION
)
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, completed),
PAGE_OUTGOING_DURATION
)
func _finish_root_exit(
generation: int,
completed: Callable,
) -> void:
if generation != _root_transition_generation or not visible:
return
_root_transition_active = false
completed.call()
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
_cancel_backdrop_fade()
_cancel_confirmation_fade()
_dim_background.color.a = 0.0
_dim_background.hide()
_confirmation_panel.modulate.a = 0.0
_set_confirmation_interactive(false)
_settings_panel.hide()
_root_page.hide_page()
_confirmation_panel.hide()
_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)
get_viewport().gui_release_focus()
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 _fade_backdrop(fade_in: bool) -> void:
_backdrop_fade_generation += 1
_cancel_backdrop_fade()
_dim_background.show()
var target_alpha: float = BACKDROP_TARGET_ALPHA if fade_in else 0.0
if is_equal_approx(_dim_background.color.a, target_alpha):
_finish_backdrop_fade(_backdrop_fade_generation, fade_in)
return
var generation: int = _backdrop_fade_generation
_backdrop_fade = create_tween()
_backdrop_fade.tween_property(
_dim_background,
"color:a",
target_alpha,
VISIBILITY_FADE_DURATION
).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_IN_OUT)
_backdrop_fade.finished.connect(
_finish_backdrop_fade.bind(generation, fade_in),
CONNECT_ONE_SHOT
)
func _finish_backdrop_fade(generation: int, faded_in: bool) -> void:
if generation != _backdrop_fade_generation:
return
_backdrop_fade = null
_dim_background.color.a = (
BACKDROP_TARGET_ALPHA if faded_in else 0.0
)
if not faded_in:
_dim_background.hide()
func _cancel_backdrop_fade() -> void:
if _backdrop_fade != null:
_backdrop_fade.kill()
_backdrop_fade = null
func _fade_confirmation(
fade_in: bool,
completed: Callable,
) -> void:
_confirmation_fade_generation += 1
_cancel_confirmation_fade()
_confirmation_fade_active = true
_set_confirmation_interactive(false)
_confirmation_panel.show()
var target_alpha: float = 1.0 if fade_in else 0.0
if is_equal_approx(_confirmation_panel.modulate.a, target_alpha):
_finish_confirmation_fade(
_confirmation_fade_generation,
fade_in,
completed
)
return
var generation: int = _confirmation_fade_generation
_confirmation_fade = create_tween()
_confirmation_fade.tween_property(
_confirmation_panel,
"modulate:a",
target_alpha,
VISIBILITY_FADE_DURATION
).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_IN_OUT)
_confirmation_fade.finished.connect(
_finish_confirmation_fade.bind(
generation,
fade_in,
completed
),
CONNECT_ONE_SHOT
)
func _finish_confirmation_fade(
generation: int,
faded_in: bool,
completed: Callable,
) -> void:
if generation != _confirmation_fade_generation or not visible:
return
_confirmation_fade = null
_confirmation_fade_active = false
_confirmation_panel.modulate.a = 1.0 if faded_in else 0.0
if not faded_in:
_confirmation_panel.hide()
completed.call()
func _cancel_confirmation_fade() -> void:
_confirmation_fade_generation += 1
_confirmation_fade_active = false
if _confirmation_fade != null:
_confirmation_fade.kill()
_confirmation_fade = null
func _set_confirmation_interactive(interactive: bool) -> void:
_confirmation_panel.mouse_filter = (
Control.MOUSE_FILTER_STOP
if interactive
else Control.MOUSE_FILTER_IGNORE
)
for button: Button in [_confirm_button, _cancel_button]:
if not interactive and button.has_focus():
button.release_focus()
button.focus_mode = (
Control.FOCUS_ALL if interactive else Control.FOCUS_NONE
)
button.mouse_filter = (
Control.MOUSE_FILTER_STOP
if interactive
else Control.MOUSE_FILTER_IGNORE
)
func _update_responsive_pause_stage() -> void:
if not is_node_ready():
return
var display_size := Vector2(
maxf(1.0, size.x),
maxf(1.0, size.y)
)
var reference_size: Vector2 = (
PAUSE_COMPACT_REFERENCE_SIZE
if display_size.y < COMPACT_HEIGHT_THRESHOLD
else PAUSE_DESKTOP_REFERENCE_SIZE
)
var presentation_scale: float = minf(
display_size.x / reference_size.x,
display_size.y / reference_size.y
)
_presentation_scale_root.size = reference_size
_presentation_scale_root.scale = Vector2.ONE * presentation_scale
_presentation_scale_root.position = (
display_size - reference_size * presentation_scale
) * 0.5
func _restore_controls() -> void: