can quit menus using B button
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This commit is contained in:
2025-11-14 11:41:11 +01:00
parent ac14352e7f
commit 5b3d6c9f19
10 changed files with 58 additions and 25 deletions

View File

@@ -6,6 +6,9 @@ extends Control
@export var options_packed_scene : PackedScene
@export var credits_packed_scene : PackedScene
@export var menu_context : GUIDEMappingContext
@export var back_action : GUIDEAction
var options_scene
var credits_scene
var sub_menu
@@ -73,7 +76,12 @@ func _ready() -> void:
_add_or_hide_options()
_add_or_hide_credits()
_hide_new_game_if_unset()
_setup_inputs()
func _setup_inputs() -> void:
GUIDE.enable_mapping_context(menu_context)
back_action.triggered.connect(_on_back_button_pressed)
func _on_new_game_button_pressed() -> void:
new_game()

View File

@@ -9,16 +9,19 @@ extends OverlaidMenu
var popup_open : Node
var previous_mapping_contexts : Array
func on_enter_tree() -> void:
pass
#previous_mapping_contexts = GUIDE.get_enabled_mapping_contexts()
#GUIDE.enable_mapping_context(menu_context)
var is_listening_to_inputs = true
func _enter_tree() -> void:
super._enter_tree()
previous_mapping_contexts = GUIDE.get_enabled_mapping_contexts()
for previous_context in previous_mapping_contexts:
GUIDE.disable_mapping_context(previous_context)
GUIDE.enable_mapping_context(menu_context)
func on_exit_tree() -> void:
pass
#GUIDE.disable_mapping_context(menu_context)
#for previous_context in previous_mapping_contexts:
#GUIDE.enable_mapping_context(previous_context)
func _exit_tree() -> void:
GUIDE.disable_mapping_context(menu_context)
for previous_context in previous_mapping_contexts:
GUIDE.enable_mapping_context(previous_context)
func close_popup() -> void:
if popup_open != null:
@@ -43,10 +46,15 @@ func open_options_menu() -> void:
var options_scene := options_packed_scene.instantiate()
add_child(options_scene)
_disable_focus.call_deferred()
is_listening_to_inputs = false
await options_scene.tree_exiting
is_listening_to_inputs = true
_enable_focus.call_deferred()
func _handle_cancel_input() -> void:
if not is_listening_to_inputs:
return
if popup_open != null:
close_popup()
else:
@@ -68,6 +76,8 @@ func _ready() -> void:
_hide_exit_for_web()
_hide_options_if_unset()
_hide_main_menu_if_unset()
back_action.triggered.connect(_handle_cancel_input)
func _on_restart_button_pressed() -> void:
%ConfirmRestart.popup_centered()

View File

@@ -11,6 +11,8 @@ extends Control
process_mode = PROCESS_MODE_INHERIT
@export var makes_mouse_visible : bool = true
@export var back_action : GUIDEAction
signal menu_closing
var _initial_pause_state : bool = false
@@ -38,7 +40,7 @@ func _unhandled_input(event : InputEvent) -> void:
func _on_close_button_pressed() -> void:
close()
func _enter_tree() -> void:
_scene_tree = get_tree()
_initial_pause_state = _scene_tree.paused

View File

@@ -12,3 +12,11 @@ extends OverlaidMenu
if menu_scene:
var _instance = menu_scene.instantiate()
%MenuContainer.add_child(_instance)
func blocking_close() -> void:
get_viewport().set_input_as_handled()
super.close()
func _ready() -> void:
back_action.triggered.connect(blocking_close)

View File

@@ -7,15 +7,18 @@ extends Node
@export var player : CharacterBody3D
@export_group("Inputs")
@export var base_mode:GUIDEMappingContext
@export var pause:GUIDEAction
var menu_already_open = false
func _ready() -> void:
# GUIDE.enable_mapping_context(base_mode)
pause.triggered.connect(on_input_pause)
func on_input_pause():
if menu_already_open:
return
menu_already_open = true
if not focused_viewport:
focused_viewport = get_viewport()
var _initial_focus_control = focused_viewport.gui_get_focus_owner()
@@ -25,9 +28,6 @@ func on_input_pause():
get_tree().current_scene.call_deferred("add_child", current_menu)
await current_menu.tree_exited
menu_already_open = false
if is_inside_tree() and _initial_focus_control:
_initial_focus_control.grab_focus()
func _unhandled_input(event : InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
pass