Basic game template addon
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119
menus/scenes/windows/pause_menu.gd
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119
menus/scenes/windows/pause_menu.gd
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@tool
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extends OverlaidWindow
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@export var options_menu_scene : PackedScene
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## Path to a main menu scene.
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@export_file("*.tscn") var main_menu_scene_path : String
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@export_node_path(&"ConfirmationOverlaidWindow") var restart_confirmation_node_path : NodePath
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@export_node_path(&"ConfirmationOverlaidWindow") var main_menu_confirmation_node_path : NodePath
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@export_node_path(&"ConfirmationOverlaidWindow") var exit_confirmation_node_path : NodePath
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@export var menu_container_node_path : NodePath = ^".."
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@onready var restart_confirmation : ConfirmationOverlaidWindow = get_node(restart_confirmation_node_path)
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@onready var main_menu_confirmation : ConfirmationOverlaidWindow = get_node(main_menu_confirmation_node_path)
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@onready var exit_confirmation : ConfirmationOverlaidWindow = get_node(exit_confirmation_node_path)
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@onready var menu_container : Node = get_node(menu_container_node_path)
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@onready var options_button = %OptionsButton
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@onready var main_menu_button = %MainMenuButton
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@onready var exit_button = %ExitButton
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## If Maaack's Scene Loader is installed, then it will be used to change scenes.
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@onready var scene_loader_node = get_tree().root.get_node_or_null(^"SceneLoader")
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var open_window : Node
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var _ignore_first_cancel : bool = false
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func get_main_menu_scene_path() -> String:
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return main_menu_scene_path
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func close_window() -> void:
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if open_window != null:
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if open_window.has_method("close"):
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open_window.close()
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else:
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open_window.hide()
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open_window = null
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func _disable_focus() -> void:
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for child in %MenuButtons.get_children():
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if child is Control:
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child.focus_mode = FOCUS_NONE
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func _enable_focus() -> void:
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for child in %MenuButtons.get_children():
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if child is Control:
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child.focus_mode = FOCUS_ALL
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func _load_scene(scene_path: String) -> void:
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_scene_tree.paused = false
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if scene_loader_node:
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scene_loader_node.load_scene(scene_path)
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else:
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get_tree().change_scene_to_file(scene_path)
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func _show_window(window : Control) -> void:
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_disable_focus.call_deferred()
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window.show()
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open_window = window
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await window.hidden
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open_window = null
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_enable_focus.call_deferred()
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func _load_and_show_menu(scene : PackedScene) -> void:
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var window_instance : Control = scene.instantiate()
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window_instance.visible = false
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menu_container.add_child.call_deferred(window_instance)
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await _show_window(window_instance)
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window_instance.queue_free()
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func _handle_cancel_input() -> void:
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if _ignore_first_cancel:
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_ignore_first_cancel = false
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return
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if open_window != null:
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close_window()
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else:
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super._handle_cancel_input()
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func show() -> void:
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super.show()
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if Input.is_action_pressed("ui_cancel"):
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_ignore_first_cancel = true
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func _refresh_exit_button() -> void:
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exit_button.visible = !OS.has_feature("web")
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func _refresh_options_button() -> void:
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options_button.visible = options_menu_scene != null
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func _refresh_main_menu_button() -> void:
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main_menu_button.visible = !get_main_menu_scene_path().is_empty()
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func _ready() -> void:
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_refresh_exit_button()
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_refresh_options_button()
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_refresh_main_menu_button()
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restart_confirmation.confirmed.connect(_on_restart_confirmation_confirmed)
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main_menu_confirmation.confirmed.connect(_on_main_menu_confirmation_confirmed)
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exit_confirmation.confirmed.connect(_on_exit_confirmation_confirmed)
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func _on_restart_button_pressed() -> void:
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_show_window(restart_confirmation)
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func _on_options_button_pressed() -> void:
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_load_and_show_menu(options_menu_scene)
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func _on_main_menu_button_pressed() -> void:
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_show_window(main_menu_confirmation)
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func _on_exit_button_pressed() -> void:
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_show_window(exit_confirmation)
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func _on_restart_confirmation_confirmed() -> void:
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get_tree().reload_current_scene()
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close()
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func _on_main_menu_confirmation_confirmed():
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_load_scene(get_main_menu_scene_path())
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func _on_exit_confirmation_confirmed():
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get_tree().quit()
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