- Link every modal's enabled controls into a wrapping UiFocus ring and give each screen a default focus target. - Add gamepad A/B bindings for ui_accept/ui_cancel; include Start menu footer actions and Continue in its focus ring. - Skip hidden/disabled controls, close focus traps via per-modal cancel behavior, and return review to the menu on cancel. - Record the focus audit and add regression coverage.
249 lines
8.5 KiB
GDScript
249 lines
8.5 KiB
GDScript
class_name StartMenu
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extends CanvasLayer
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## Startup menu: pick a venue, start the shift, open settings, or quit.
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## Keyboard and mouse both work. Replaces `V` as the player-facing venue path
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## (the `V` bind stays as a debug shortcut).
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signal venue_selected(scenario_id: String)
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signal continue_requested()
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signal help_requested()
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signal settings_requested()
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signal quit_requested()
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const UiArt := preload("res://src/game/ui/art.gd")
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const UiStyles := preload("res://src/game/ui/ui_styles.gd")
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const Strings := preload("res://src/core/strings.gd")
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const VENUES := [
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{"id": "hollywood_building", "label_key": "venue.hollywood_day.label",
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"blurb_key": "venue.hollywood_day.blurb"},
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{"id": "hollywood_building_night", "label_key": "venue.hollywood_night.label",
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"blurb_key": "venue.hollywood_night.blurb"},
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{"id": "joke_shop", "label_key": "venue.joke.label", "blurb_key": "venue.joke.blurb"},
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{"id": "tv_studio", "label_key": "venue.studio.label", "blurb_key": "venue.studio.blurb"},
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]
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var _index := 0
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var _buttons: Array[Button] = []
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var _footer_buttons: Array[Button] = []
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var _focus_targets: Array[Button] = []
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var _root: Control = null
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var _status: Label = null
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var _continue_button: Button = null
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var _campaign: Dictionary = {}
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func _ready() -> void:
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layer = 20
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_build()
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hide()
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func _build() -> void:
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_root = Control.new()
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_root.name = "StartMenuRoot"
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_root.set_anchors_preset(Control.PRESET_FULL_RECT)
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_root.mouse_filter = Control.MOUSE_FILTER_STOP
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add_child(_root)
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var art := UiArt.new()
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var backdrop_texture := art.texture("start_menu")
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if backdrop_texture != null:
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var backdrop := TextureRect.new()
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backdrop.name = "MenuArt"
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backdrop.texture = backdrop_texture
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backdrop.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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backdrop.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_COVERED
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backdrop.set_anchors_preset(Control.PRESET_FULL_RECT)
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backdrop.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_root.add_child(backdrop)
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# The mockup includes its own title/buttons; cover that panel with an
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# opaque rounded panel and keep the real controls on top.
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var panel := ColorRect.new()
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panel.name = "MenuPanel"
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panel.color = Color(0.075, 0.08, 0.095, 1.0)
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panel.set_anchor(SIDE_LEFT, 0.148)
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panel.set_anchor(SIDE_TOP, 0.061)
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panel.set_anchor(SIDE_RIGHT, 0.781)
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panel.set_anchor(SIDE_BOTTOM, 0.921)
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panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_root.add_child(panel)
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var dim := ColorRect.new()
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dim.color = Color(0.02, 0.03, 0.05, 0.18)
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dim.set_anchors_preset(Control.PRESET_FULL_RECT)
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dim.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_root.add_child(dim)
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else:
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var bg := ColorRect.new()
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bg.color = Color(0.03, 0.04, 0.07, 0.96)
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bg.set_anchors_preset(Control.PRESET_FULL_RECT)
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bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_root.add_child(bg)
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var center := CenterContainer.new()
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center.set_anchors_preset(Control.PRESET_FULL_RECT)
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_root.add_child(center)
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var column := VBoxContainer.new()
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column.name = "Column"
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column.custom_minimum_size = Vector2(460, 0)
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column.add_theme_constant_override("separation", 14)
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center.add_child(column)
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var title := Label.new()
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title.text = Strings.lookup("ui.start_title")
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title.add_theme_font_size_override("font_size", 44)
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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column.add_child(title)
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var subtitle := Label.new()
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subtitle.text = Strings.lookup("ui.start_subtitle")
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subtitle.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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subtitle.add_theme_color_override("font_color", Color(0.72, 0.75, 0.82))
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column.add_child(subtitle)
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_status = Label.new()
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_status.name = "CampaignStatus"
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_status.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_status.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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_status.add_theme_color_override("font_color", Color(0.62, 0.78, 0.9))
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column.add_child(_status)
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_continue_button = Button.new()
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_continue_button.name = "ContinueButton"
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_continue_button.custom_minimum_size = Vector2(460, 52)
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_continue_button.pressed.connect(_on_continue_pressed)
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UiStyles.apply_button(_continue_button, 18)
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column.add_child(_continue_button)
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for i in VENUES.size():
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var venue: Dictionary = VENUES[i]
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var button := Button.new()
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button.name = "Venue_%s" % venue["id"]
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button.text = "%s\n%s" % [Strings.lookup(str(venue["label_key"])), Strings.lookup(str(venue["blurb_key"]))]
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button.alignment = HORIZONTAL_ALIGNMENT_LEFT
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button.custom_minimum_size = Vector2(460, 62)
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button.pressed.connect(_on_venue_pressed.bind(i))
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UiStyles.apply_button(button, 18)
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column.add_child(button)
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_buttons.append(button)
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var spacer := Control.new()
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spacer.custom_minimum_size = Vector2(0, 10)
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column.add_child(spacer)
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var row := HBoxContainer.new()
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row.alignment = BoxContainer.ALIGNMENT_CENTER
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row.add_theme_constant_override("separation", 12)
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column.add_child(row)
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var help_button := Button.new()
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help_button.name = "HelpButton"
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help_button.text = Strings.lookup("ui.start_help")
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help_button.pressed.connect(func(): help_requested.emit())
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UiStyles.apply_button(help_button, 16)
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row.add_child(help_button)
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_footer_buttons.append(help_button)
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var settings_button := Button.new()
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settings_button.name = "SettingsButton"
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settings_button.text = Strings.lookup("ui.start_settings")
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settings_button.pressed.connect(func(): settings_requested.emit())
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UiStyles.apply_button(settings_button, 16)
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row.add_child(settings_button)
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_footer_buttons.append(settings_button)
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var quit_button := Button.new()
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quit_button.name = "QuitButton"
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quit_button.text = Strings.lookup("ui.quit_game")
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quit_button.pressed.connect(func(): quit_requested.emit())
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UiStyles.apply_button(quit_button, 16)
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row.add_child(quit_button)
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_footer_buttons.append(quit_button)
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var hint := Label.new()
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hint.text = Strings.lookup("ui.start_hint")
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hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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hint.add_theme_color_override("font_color", Color(0.55, 0.58, 0.65))
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column.add_child(hint)
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_refresh_focus_targets()
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_focus_index(0)
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## Continue + venue rows + footer actions, in visual order. Hidden Continue is
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## skipped so keyboard/gamepad focus never lands on an invisible control.
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func _refresh_focus_targets() -> void:
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_focus_targets.clear()
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if _continue_button and _continue_button.visible:
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_focus_targets.append(_continue_button)
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_focus_targets.append_array(_buttons)
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_focus_targets.append_array(_footer_buttons)
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func _focus_index(i: int) -> void:
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if _focus_targets.is_empty():
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return
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_index = wrapi(i, 0, _focus_targets.size())
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_focus_targets[_index].grab_focus()
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func _activate_focus() -> void:
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if _focus_targets.is_empty():
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return
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_focus_targets[_index].pressed.emit()
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func open(campaign: Dictionary = {}) -> void:
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_campaign = campaign.duplicate(true)
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visible = true
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_root.visible = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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var next_id := str(_campaign.get("next_venue", ""))
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var complete := bool(_campaign.get("complete", false))
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if _status:
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if complete:
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_status.text = Strings.lookup("ui.campaign_complete")
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elif next_id != "":
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_status.text = Strings.fmt("ui.campaign_status", [int(_campaign.get("shift_number", 1)), _venue_label(next_id)])
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if _continue_button:
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var next_label := _venue_label(next_id)
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_continue_button.text = Strings.fmt("ui.continue_shift", [next_label]) if next_id != "" else Strings.lookup("ui.campaign_complete_short")
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_continue_button.visible = not complete
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_refresh_focus_targets()
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_focus_index(_index)
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func _venue_label(id: String) -> String:
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for venue in VENUES:
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if str(venue["id"]) == id:
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return Strings.lookup(str(venue["label_key"]))
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return id.replace("_", " ").capitalize()
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func _on_continue_pressed() -> void:
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close()
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continue_requested.emit()
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func close() -> void:
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visible = false
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_root.visible = false
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func _unhandled_input(event: InputEvent) -> void:
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if not visible:
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return
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if event is InputEventKey and event.echo:
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return
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var key := event as InputEventKey
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if event.is_action_pressed("ui_up") or (key != null and key.pressed and key.keycode == KEY_W):
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_focus_index(_index - 1)
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("ui_down") or (key != null and key.pressed and key.keycode == KEY_S):
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_focus_index(_index + 1)
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("ui_accept"):
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_activate_focus()
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("ui_cancel"):
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quit_requested.emit()
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get_viewport().set_input_as_handled()
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func _on_venue_pressed(i: int) -> void:
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if i < 0 or i >= VENUES.size():
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return
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var venue: Dictionary = VENUES[i]
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close()
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venue_selected.emit(str(venue["id"]))
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