Fix controller access to settings controls
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parent
52dc2810ba
commit
173371e6fc
4 changed files with 86 additions and 1 deletions
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@ -20,6 +20,7 @@ func _run() -> void:
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_validate_controller_hierarchy_contract()
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_validate_player_page_zone_contracts()
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_validate_shop_navigation_contract()
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_validate_settings_navigation_contract()
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_validate_four_by_three_centering()
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_validate_low_end_profile_contract()
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print("Controller UI navigation validation: PASS")
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@ -167,6 +168,71 @@ func _validate_shop_navigation_contract() -> void:
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assert(source.contains("_configure_controller_focus"))
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func _validate_settings_navigation_contract() -> void:
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var settings_scene := load("res://ui/settings_panel.tscn") as PackedScene
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var settings := settings_scene.instantiate() as SettingsPanel
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root.add_child(settings)
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var accessibility_tab := settings.get_node(
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"%AccessibilityTab"
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) as Button
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var auto_click_toggle := settings.get_node("%AutoClickToggle") as Button
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var interval_slider := settings.get_node(
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"%AutoClickIntervalSlider"
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) as HSlider
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var apply_button := settings.get_node("%ApplySettingsButton") as Button
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var back_button := settings.get_node("%SettingsBackButton") as Button
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assert(
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accessibility_tab.get_node(accessibility_tab.focus_neighbor_bottom)
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== auto_click_toggle
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)
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assert(
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auto_click_toggle.get_node(auto_click_toggle.focus_neighbor_bottom)
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== interval_slider
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)
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assert(
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interval_slider.get_node(interval_slider.focus_neighbor_top)
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== auto_click_toggle
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)
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assert(
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interval_slider.get_node(interval_slider.focus_neighbor_bottom)
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== apply_button
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)
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assert(apply_button.get_node(apply_button.focus_neighbor_right) == back_button)
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var reset_scene := load(
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"res://ui/pixelation_reset_overlay.tscn"
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) as PackedScene
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var reset_overlay := reset_scene.instantiate() as PixelationResetOverlay
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root.add_child(reset_overlay)
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settings.show()
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reset_overlay.set_settings_open(true)
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var reset_focus_requested: Array[bool] = [false]
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settings.crisp_reset_focus_requested.connect(func() -> void:
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reset_focus_requested[0] = true
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)
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settings.crisp_reset_focus_requested.connect(
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reset_overlay.focus_reset_button
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)
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var focus_reset_event := InputEventAction.new()
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focus_reset_event.action = &"ui_right"
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focus_reset_event.pressed = true
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settings.call("_on_back_button_gui_input", focus_reset_event)
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assert(reset_focus_requested[0])
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assert(
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root.gui_get_focus_owner()
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== reset_overlay.get_node("%ResetPixelationButton")
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)
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reset_overlay.return_to_settings_requested.connect(
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settings.focus_back_button
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)
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var return_event := InputEventAction.new()
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return_event.action = &"ui_left"
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return_event.pressed = true
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reset_overlay.call("_on_reset_button_gui_input", return_event)
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assert(root.gui_get_focus_owner() == back_button)
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reset_overlay.queue_free()
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settings.queue_free()
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func _validate_four_by_three_centering() -> void:
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var stage_position: Vector2 = (
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UIReferencePresentationType.get_stage_position(Vector2(640.0, 480.0))
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