# UI copy and button inventory Status: dialogue, button-state, focus, modal-close, font/layout, destructive-action and end-to-end passes complete; capture/smoke sign-off remains for 0.9.3. ## Screen inventory | Screen / panel | Owner | Primary actions | Notes | | --- | --- | --- | --- | | Start / venue menu | `start_menu.gd` | Continue shift, choose venue, Help, Settings, Quit | Campaign status and free-play venues share this screen. | | Tutorial card | `tutorial_overlay.gd` | F1 skip | Non-blocking; no mouse capture. | | HUD | `hud.gd` | Observe, target, inspect, wheel, radio, flashlight, body camera, door, pause | No interactive controls; must stay mouse-transparent. | | Action wheel | `action_radial.gd` | Choose de-escalation/access/radio action | Confirm with Space/click; cancel with Esc/RMB. | | Access inspection | `hud.gd` | A = admit, D = refuse | Real access evidence cards. | | Wand screening | `hud.gd` | A = admit, D = refuse | Shows alert and carried items. | | Radio / emergency | `radio_panel.gd` | Send request / hold Send emergency, Cancel | Normal click vs emergency hold. | | Pause | `pause_overlay.gd` | Resume, restart, Settings, quit to menu | Esc resumes. | | Settings | `settings_panel.gd` | Apply, Cancel, Replay tutorial, Reset campaign, rebind controls | Both reset and tutorial replay ask for confirmation. | | Help | `help_overlay.gd` | Filter controls, Close | Policy card and current bindings. | | Shift review | `shift_review.gd` | Continue campaign, timeline, return to menu, quit | Campaign next step is shown here. | | Timeline | `event_timeline.gd` | Previous, Next, Close | Review evidence stepper. | ## Canonical terms - **Admit / refuse** — access decisions. Do not alternate with “allow / deny” or “grant / reject” in player-facing controls. - **Warning** — Level 2. - **Blocking** — Level 3 positioning; do not call it “force”. - **Assistance** — Level 4 radio call; **emergency** is Level 5. - **Body camera** — always two words. - **Shift review** — the end-of-shift screen; “review” alone is acceptable in prose. - **Continue campaign** — advance to the next venue. - **Return to menu** — leave the review to the venue menu (it does not start a new shift by itself). - **Send request** — non-emergency assistance; **Send emergency** — emergency call. - **Hollywood Boulevard — Day / Night** — the two scenery variants in the venue menu. Use an em dash and title case for the variant; do not call them “maps” in player-facing copy. ## Button labels and states | Surface | Label | Behavior | State audit | | --- | --- | --- | --- | | Start menu | Continue shift — | Resume/advance campaign | Hidden when complete; venue-specific | | Start menu | Venue rows | Start free-play/campaign venue | Hover/focus/pressed styled | | Start menu | Help | Open Help overlay | Standard button | | Start menu | Settings | Open Settings | Standard button | | Start menu | Quit game | Exit application | Destructive; label clarifies scope | | Tutorial | F1 skip tutorial | Skip lesson | Keyboard only, non-blocking | | Action wheel | Stop/Look/Point/No/Ask/Inspect/Wand/Warn/Block/Reason/Recognize/Radio | Choose verb | Hover/selection highlight | | Inspection | A = admit · D = refuse entry | Access decision | Keyboard hints, policy text | | Wand | A = admit · D = refuse entry | Screening decision | Keyboard hints, item/alert text | | Radio | Send request | Submit assistance | Normal click | | Radio | Send emergency | Submit emergency | Hold-to-confirm; Cancel aborts | | Radio | Cancel | Close form | Standard button | | Pause | Resume | Resume shift | Default focus | | Pause | Restart shift | Restart current shift | Standard button | | Pause | Settings | Open Settings | Standard button | | Pause | Quit to menu | Return to venue menu | Standard button | | Settings | Apply settings | Persist settings | Standard button | | Settings | Cancel | Discard edits | Standard button | | Settings | Replay tutorial | Confirm, then clear tutorial flags and restart Hollywood | Confirmation dialog | | Settings | Reset campaign | Confirm, then reset campaign progress | Confirmation dialog | | Help | Close | Close overlay | Standard button | | Review | Continue campaign | Start next venue | Hidden when campaign complete | | Review | Body camera timeline | Open event timeline | Standard button | | Review | Return to menu | Return to venue menu | Standard button | | Review | Quit game | Exit application | Standard button | | Timeline | Previous / Next / Close | Step/close evidence | Standard buttons | ## Button/label issues found - HUD inspection and wand used “allow/deny” versus “admit/refuse”; both now use **A = admit · D = refuse entry**. - Shift review’s old “Run another shift” actually returned to the menu; renamed **Return to menu**. - Radio emergency action used all-caps while assistance used sentence case; both are now sentence case, with the warning in the panel title/hold hint. - Normal radio send was previously wired only to the emergency hold handlers; fixed in 0.8.1 and covered by `test_radio_panel.gd`. - “Quit” was ambiguous between menu and application exit; both application-exit buttons now read **Quit game**. - Settings “Apply” was made verb+object as **Apply settings**. ## Dialogue audit The NPC reason verb now uses the authored `reason` context instead of always falling back to the general dialogue lines. Every shared archetype has at least one role-specific reason answer, so asking a staff member, guest, delivery worker or performer no longer produces an unexplained silence. Deliberately silent profiles can still return an empty context line. | Surface | Finding | Result | | --- | --- | --- | | Shared NPC reasons | `request_reason()` ignored `context_lines["reason"]`; staff, guests, delivery, performers, intoxicated people, crisis and threat profiles had no answer. | Fixed; all 12 shared archetypes now answer in character. | | Door staff | Only The Joke Shop authored door lines. | Hollywood has wristband lines; the Studio has ticket/credential/guest-list lines; the inspection log selects the venue context. | | Radio | “Call cancelled” could read as if a call had been sent; the description placeholder was ungrammatical. | “Call not sent — hold the button to confirm.” and “Describe the person and their behavior.” | | Tutorial / Help | The wheel verb is **Ask**, but help and the HUD key strip called it “polite direction”. | Both now say **Ask**; the tutorial tells the player to choose Ask after closing the panel. | | Review / campaign | Continue/return/quit labels and campaign-next copy checked. | No ambiguity found; no change. | | Repetition | Shared tourist/confused/delivery lines recur across venues by design; role-specific reason lines prevent every archetype sounding alike. | Accepted for the shared-archetype model. | | Localization length | Longest authored NPC/door line is 56 characters; longest UI string is `hud.controls` at 172 characters. | Dialogue fits the HUD log; long-string/font-scale layout is covered below. | ## Button state audit All `Button` controls now use `src/game/ui/ui_styles.gd`, which defines explicit **normal**, **hover**, **pressed**, **focus** and **disabled** styles plus the matching font colours. This removes the engine-theme fallback that previously appeared when a custom dark button was disabled or focused by keyboard. | Surface | States / behavior checked | Result | | --- | --- | --- | | Start menu | Venue rows, Continue, Help, Settings, Quit; focus clamped to the list; Continue hidden when the campaign is complete. | All buttons styled; hidden state is intentional, not a disabled state. | | Tutorial | F1 skip is a keyboard shortcut, not a button; its hint is non-interactive. | Keyboard-only by design; no hover/focus state to style. | | Pause | Resume, Restart, Settings, Quit to menu; Resume receives focus on open. | All four states styled; focus is distinct from hover. | | Settings | Replay tutorial, Reset campaign, key-binding rows, Apply settings, Cancel; rebinding shows “Press…” while listening. | All action buttons styled; reset-confirmation dialog OK/Cancel styled; fields keep the engine control theme. | | Help | Close; Esc still closes. | Styled; no disabled state is used. | | Shift review | Continue campaign, Body camera timeline, Return to menu, Quit game; Continue hidden when the campaign is complete. | All styled; hidden state is intentional. | | Timeline | Previous/Next/Close; Previous is disabled at the first event, Next at the last, and both when empty. | Disabled state verified in `test_event_timeline.gd`; Close stays enabled. | | Radio | Send request, Send emergency, Cancel. Emergency hold uses press/release, so the action button stays enabled while holding. | All styled; disabling it during the hold would break confirmation. | | Toggles | CheckButton/OptionButton controls keep the engine theme. | Intentional: the shared style targets action buttons, not checkbox/radio affordances. | ## Keyboard and gamepad focus `UiFocus` builds an explicit focus ring for each modal, skips hidden and disabled controls, and makes Up/Down, Tab/Shift+Tab and the D-pad/stick wrap. `GuardController._ensure_gamepad_bindings()` adds A to `ui_accept` and B to `ui_cancel`; the built-in directional UI actions already carry D-pad/stick events. | Surface | Default focus | Cancellation / trap check | | --- | --- | --- | | Start menu | First visible target: Continue when present, otherwise the first venue. | A/Enter/Space activates the focused row; B/Esc quits; Continue, venue rows and footer actions share one wrapping ring. | | Pause | Resume. | B/Esc resumes; the four actions wrap. | | Settings | First slider. | B/Esc cancels; focus ring covers sliders, toggles, difficulty, rebinds, Apply and Cancel; sliders keep Left/Right for value adjustment. | | Help | Search field. | B/Esc closes; Search and Close share a ring. | | Shift review | Continue when available, otherwise the timeline. | B/Esc returns to the menu; all four actions are in the ring and hidden Continue is skipped. | | Timeline | First enabled action: Next when Previous is disabled, Close when empty. | B/Esc closes; Previous/Next leave the ring when disabled so focus cannot land on a dead button. | | Radio | Send action. | B/Esc cancels; form fields, action and Cancel are linked; A confirms the focused action. | | Tutorial | None; F1 is the documented skip shortcut. | Keyboard-only by design, no focus trap because the card is mouse-transparent and non-modal. | ## Modal close and pointer recapture `GameManager._close_top_modal()` is now the single close path for the top interactive layer. It handles the radial, inspection, wand, radio, timeline, Help, Settings, Pause and review before Esc/right-click falls back to target clearing or pause. `_refresh_freeze()` recaptures the mouse when the shift resumes; `_show_start_menu()` keeps the pointer visible at the menu. | Surface | Close routes | Result | | --- | --- | --- | | Pause | Resume, Esc, right-click | Closes via one path; guard unfreezes and mouse recaptures. | | Settings | Apply settings, Cancel, Esc, right-click | From the venue menu, both apply and cancel restore the menu. From a shift, cancel returns to the game with the guard unfrozen; apply returns to pause. | | Help | Close, Esc, right-click | Closes only Help; it no longer opens Pause behind the overlay. Returns to whatever was underneath. | | Shift review | Return to menu, Esc, right-click | Returns to the venue menu with the pointer visible. | | Timeline | Close, Esc, right-click | Returns to the review and keeps the pointer visible. | | Radio | Cancel, Esc, right-click | Closes the form, clears the action hint and recaptures the mouse. | | Inspection / wand | Esc, right-click | Closes the panel, unfreezes the guard and recaptures the mouse. | | Action wheel | Esc, right-click | Cancels without a log entry and recaptures the mouse. | | Start menu | Esc quits the application | Root menu; right-click is intentionally inert. | | Tutorial | F1 skip | Non-modal card; never blocks the pointer or movement. | The session smoke now covers menu → Settings → Cancel → menu, Help closing on right-click, and Settings cancel from pause leaving the guard unfrozen. ## Destructive actions Campaign reset and tutorial replay both open a `ConfirmationDialog`; pressing the button again while it is open focuses the existing dialog instead of stacking a second one. The confirmation is dismissed and the signal is emitted at most once on OK; Cancel closes without emitting. The emergency radio remains a press-and-hold action: a normal click does nothing for an emergency, a short hold cancels, a full 1.6 s hold submits once, and the release after a completed hold cannot submit again. Regression coverage: - `test_session_shell.gd` checks reset reuse/one-shot and replay confirmation/cancel. - `test_radio_panel.gd` checks normal click, short hold, full hold and post-submit release. ## Font-scale and long-string layout The HUD scale is tested at its **0.75×** and **1.75×** bounds. HUD top/time labels clip instead of crossing into each other, and the target chip now measures the scaled target text: normal long names widen the chip, while an extreme synthetic name is capped at 420 px and ellipsized. Action-button labels use `clip_text` and ellipsis in `UiStyles`, so a 1.5–2× pseudo-string cannot push a panel beyond the viewport. The menu shell intentionally keeps its own fixed typography; the HUD scale setting only changes HUD text. Regression coverage lives in `test_accessibility.gd` (target-chip width/cap) and `test_ui_buttons.gd` (long action-label minimum width). The pseudo-locale translator workflow remains a 0.10.0 task; this pass uses deterministic long strings and the maximum supported HUD scale. ## End-to-end interaction flows `smoke_ui_flows.gd` boots the real scene and verifies, in order: - inspection opens, then allow and deny both close the panel; - a normal radio click sends and spends battery; - an emergency hold sends once, spends battery and starts cooldown; - Help opens, filters to radio controls and closes; - the wand opens at The Joke Shop, then allow and deny close it; - returning from the review restores the venue menu. `smoke_campaign.gd` covers review continue plus checkpoint resume, and `smoke_timeline.gd` covers review → timeline → review. These are end-to-end scene smokes, not just panel-unit tests. ## Visual coverage `src/test/capture_ui_states.gd` completes the screen-design catalogue by staging the states that the scene captures did not cover. The gallery now has one deterministic current-build frame for every reference: | State | Capture | Design reference | | --- | --- | --- | | Start / venue menu | `14-start-menu.png` | `start_menu.png` | | Pause | `15-pause-overlay.png` | `pause_overlay.png` | | Settings | `16-settings-panel.png` | `settings_panel.png` | | Shift review | `17-shift-review.png` | `shift_review.png` | | Emergency radio | `18-emergency-radio.png` | `emergency_radio.png` | | Action wheel | `19-radial-menu.png` | `radial_menu.png` | | Crowd panic | `20-crowd-panic.png` | `crowd_panic.png` | | Responder arrival | `21-responder-arrival.png` | `responder_arrival.png` | The crowd-panic frame is taken 70 frames after the panic event so the staged group is visibly displaced from the steps toward the street; the responder is parked on the approach with the door locked so the arrival/secure state is readable. Both are presentation staging, not gameplay changes. `compare` reports **21 good / 0 bad** and the automatic judge **21/21 match, 0 diff**. The gallery is regenerated by `tools/check_screenshots.sh`. ## Remaining audit work - Player-facing labels are now routed through `content/strings.en.json`; numeric values, empty-state clears and debug-only text remain in code by design. - Focus/hover/pressed/disabled states and keyboard/gamepad rings are recorded above. - Pseudo-locale layout and a translator workflow remain scheduled for the localization milestone, not this UI pass. ## Screen-design judge report Date: 2026-11-02 Model: automatic cheapest image+JSON selection (`z-ai/glm-5.3-flash` at run time) Command: `python3 tools/screen_designs.py judge` Result: **21/21 match, 0 review, 0 diff** The screenshot gallery was regenerated on the current build before judging, including the eight UI-state captures 14–21 added in `src/test/capture_ui_states.gd`. Accepted captures are in [`docs/screens/`](screens/README.md); the committed gallery is in [`docs/screenshots/`](screenshots/README.md). The automatic model selection and retry/spend behavior is documented in [`docs/asset-tooling.md`](asset-tooling.md). This report intentionally records the outcome rather than generated captures, which remain local/gitignored.