Files
cards/scripts/ui/main.gd
2026-09-16 17:04:46 +02:00

115 lines
3.3 KiB
GDScript

extends Control
## Einstieg: hält den Spielstand und wechselt zwischen den Bildschirmen.
var profile: Profile
var screen: Control
var save_path: String = Profile.SAVE_PATH
var sfx: Sfx
var net: Net
func _ready() -> void:
_map_gamepad()
theme = Style.make_theme()
var bg := Style.Backdrop.new()
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(bg)
sfx = Sfx.new()
add_child(sfx)
# Fester Pfad /root/Net: Netzwerkaufrufe werden über den Knotenpfad zugestellt,
# der bei Host und Mitspielern gleich sein muss.
net = Net.new()
net.name = "Net"
get_tree().root.add_child.call_deferred(net)
profile = Profile.load_or_new(save_path)
profile.refresh_daily()
apply_settings()
show_screen(MenuScreen.new())
func apply_settings() -> void:
sfx.set_volume(profile.settings.volume)
sfx.set_music_volume(profile.settings.music)
set_language(profile.settings.language)
Style.font_scale = 1.2 if profile.settings.get("big_font", false) else 1.0
theme = Style.make_theme()
## Neues Profil: Sammlung, Decks und Fortschritt werden verworfen.
func reset_profile() -> void:
profile = Profile.starter()
profile.refresh_daily()
save()
apply_settings()
func set_language(code: String) -> void:
TranslationServer.set_locale(code)
func show_screen(s: Control) -> void:
if screen != null:
screen.queue_free()
screen = s
s.app = self
s.set_anchors_preset(Control.PRESET_FULL_RECT)
add_child(s)
if pad_mode:
focus_first_button.call_deferred()
var pad_mode := false # zuletzt Gamepad benutzt: Fokusrahmen sichtbar, Steuerkreuz wechselt Knöpfe
## Gamepad in Menüs: erster Tastendruck setzt den Fokus, Maus nimmt ihn wieder weg.
func _input(event: InputEvent) -> void:
if event is InputEventJoypadButton or (event is InputEventJoypadMotion and absf(event.axis_value) > 0.5):
if not pad_mode:
pad_mode = true
if get_viewport().gui_get_focus_owner() == null:
focus_first_button()
elif event is InputEventMouseMotion and pad_mode:
pad_mode = false
get_viewport().gui_release_focus()
## Gamepad-Tasten für die Menünavigation: A bestätigt, B bricht ab (falls nicht schon zugeordnet).
func _map_gamepad() -> void:
for pair in [["ui_accept", JOY_BUTTON_A], ["ui_cancel", JOY_BUTTON_B]]:
var action: String = pair[0]
if not InputMap.has_action(action):
InputMap.add_action(action)
if not InputMap.action_get_events(action).any(func(e): return e is InputEventJoypadButton):
var ev := InputEventJoypadButton.new()
ev.button_index = pair[1]
InputMap.action_add_event(action, ev)
func focus_first_button() -> void:
if screen == null or screen is BattleScreen:
return
var b := _first_button(screen)
if b != null:
b.grab_focus()
func _first_button(node: Node) -> Button:
for c in node.get_children():
if c is Button and not c.disabled and c.is_visible_in_tree():
return c
var found := _first_button(c)
if found != null:
return found
return null
func save() -> void:
profile.save(save_path)
func _exit_tree() -> void:
if net != null and net.is_inside_tree():
net.leave()
net.queue_free()