96 lines
2.7 KiB
GDScript
96 lines
2.7 KiB
GDScript
class_name TitleScreen
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extends Control
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## The entry-point screen (mock Title Screen). Editor-first (ADR 0001): the whole
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## composition lives in TitleScreen.tscn; this script drives selection, input, and
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## dispatches the menu. §2: presentation/state — no AI here (the DM enters at the
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## shell). The atmosphere (bg shader, glow, embers) is layered on in a later task.
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signal menu_activated(id: StringName)
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const SHELL := "res://scenes/shell/MainWindowShell.tscn"
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var _rows: Array = []
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var _sel: int = 0
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@onready var _menu: VBoxContainer = $Content/Menu
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@onready var _footer_left: Label = $FooterLeft
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@onready var _background: ColorRect = $Background
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@onready var _rule: ColorRect = $Content/Rule
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func _ready() -> void:
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# Root Control run via F6 is not sized by full-rect anchors — size explicitly.
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_fit_to_viewport()
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get_viewport().size_changed.connect(_fit_to_viewport)
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_background.color = Palette.STAGE_1
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_rule.color = Palette.GOLD
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_rows = []
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for row in _menu.get_children():
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if row.has_meta("action"):
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_rows.append(row)
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(row.get_node("Marker") as Label).add_theme_color_override("font_color", Palette.GOLD)
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_wire_row_mouse()
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_footer_left.text = Version.new().footer()
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menu_activated.connect(_on_menu_activated)
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_update_selection()
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func _fit_to_viewport() -> void:
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size = get_viewport_rect().size
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func _wire_row_mouse() -> void:
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for i in range(_rows.size()):
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var idx := i # fresh per-iteration binding for the closures
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var row: Control = _rows[idx]
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row.mouse_entered.connect(func():
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_sel = idx
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_update_selection())
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row.gui_input.connect(func(e: InputEvent):
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if e is InputEventMouseButton and e.pressed and e.button_index == MOUSE_BUTTON_LEFT:
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_activate(idx))
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_down"):
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_move(1)
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elif event.is_action_pressed("ui_up"):
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_move(-1)
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elif event.is_action_pressed("ui_accept"):
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_activate(_sel)
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func _move(delta: int) -> void:
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if _rows.is_empty():
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return
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_sel = wrapi(_sel + delta, 0, _rows.size())
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_update_selection()
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func _activate(i: int) -> void:
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if i < 0 or i >= _rows.size():
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return
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menu_activated.emit(_rows[i].get_meta("action"))
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func _on_menu_activated(id: StringName) -> void:
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match id:
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&"new_game":
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get_tree().change_scene_to_file(SHELL)
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&"quit":
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get_tree().quit()
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_:
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pass # inert placeholder — the screen lands in a later milestone
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func _update_selection() -> void:
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for i in range(_rows.size()):
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var row: Control = _rows[i]
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var selected := i == _sel
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(row.get_node("Marker") as Label).modulate.a = 1.0 if selected else 0.0
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var label := row.get_node("Body/Label") as Label
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label.add_theme_color_override("font_color", Palette.CREAM_BRIGHT if selected else Palette.MUTED_MONO)
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