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security-game/docs/ui-copy.md
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Add wrapping keyboard and gamepad focus rings
- 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.
2026-11-02 16:05:53 +01:00

11 KiB
Raw Blame History

UI copy and button inventory

Status: dialogue, button-state and keyboard/gamepad focus passes complete; layout/end-to-end audit in progress 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 Destructive reset asks 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 Clear tutorial flags and restart Hollywood Standard button
Settings Reset campaign Confirmed campaign reset 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; the 1.5–2× string/font-scale layout test remains a separate 0.9.3 task.

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.

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.
  • Test long strings and 1.75x HUD font scale.
  • Capture every dialog/button state and run screen_designs.py compare plus the pinned judge.