Files
security-game/src/game/ui/radio_panel.gd
T
zwitschi c1cd4898e8
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Skipped
Close the 0.9.3 UI polish milestone
Add deterministic captures 14-21 for the remaining screen-design states, fix the panel/button layout issues they exposed, and record 21/21 compare and judge results. Bump the source to 0.9.3 and move the completed milestone to DONE.md.
2026-11-02 17:57:40 +01:00

220 lines
6.9 KiB
GDScript

class_name RadioPanel
extends CanvasLayer
## Radio report form (PLAN.md Level 4 assist / Level 5 emergency).
## Emergency calls use hold-to-activate (press and hold 1.6s) to prevent
## accidental activation.
signal submitted(report: Dictionary, emergency: bool)
signal cancelled()
const Rules := preload("res://src/core/rules.gd")
const Strings := preload("res://src/core/strings.gd")
const UiArt := preload("res://src/game/ui/art.gd")
const UiStyles := preload("res://src/game/ui/ui_styles.gd")
const UiFocus := preload("res://src/game/ui/ui_focus.gd")
var panel: PanelContainer
var npc_name_label: Label
var location_edit: LineEdit
var desc_edit: LineEdit
var weapons_check: CheckBox
var danger_option: OptionButton
var action_button: Button
var cancel_button: Button
var _focus_controls: Array[Control] = []
var hold_hint: Label
var status_label: Label
var _emergency := false
var _npc_id := ""
var _holding := false
var _hold_time := 0.0
const HOLD_NEEDED := 1.6
var _truth := {"weapons_seen": false, "danger_level": 0}
var _art := UiArt.new()
var _art_layer: Control = null
func _init() -> void:
name = "RadioPanel"
layer = 20
_art_layer = Control.new()
_art_layer.name = "RadioArt"
_art_layer.set_anchors_preset(Control.PRESET_FULL_RECT)
_art_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_art_layer)
_paint_backdrop()
var center := CenterContainer.new()
center.set_anchors_preset(Control.PRESET_FULL_RECT)
center.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(center)
panel = PanelContainer.new()
panel.custom_minimum_size = Vector2(560, 0)
var panel_style := StyleBoxFlat.new()
panel_style.bg_color = Color(0, 0, 0, 0)
panel_style.content_margin_left = 28
panel_style.content_margin_right = 28
panel_style.content_margin_top = 22
panel_style.content_margin_bottom = 22
panel.add_theme_stylebox_override("panel", panel_style)
center.add_child(panel)
var vbox := VBoxContainer.new()
panel.add_child(vbox)
vbox.add_theme_constant_override("separation", 8)
var title := Label.new()
title.name = "RadioTitle"
title.add_theme_font_size_override("font_size", 18)
vbox.add_child(title)
npc_name_label = Label.new()
vbox.add_child(npc_name_label)
location_edit = LineEdit.new()
location_edit.placeholder_text = Strings.lookup("ui.radio_location_placeholder")
location_edit.text = Strings.lookup("ui.radio_location_default")
vbox.add_child(location_edit)
desc_edit = LineEdit.new()
desc_edit.placeholder_text = Strings.lookup("ui.radio_description_placeholder")
vbox.add_child(desc_edit)
weapons_check = CheckBox.new()
weapons_check.text = Strings.lookup("ui.radio_weapon")
vbox.add_child(weapons_check)
var danger_row := HBoxContainer.new()
vbox.add_child(danger_row)
var danger_label := Label.new()
danger_label.text = Strings.lookup("ui.radio_danger")
danger_row.add_child(danger_label)
danger_option = OptionButton.new()
for i in 4:
danger_option.add_item("level %d — %s" % [i, _danger_name(i)], i)
danger_option.select(1)
danger_row.add_child(danger_option)
hold_hint = Label.new()
hold_hint.text = ""
hold_hint.modulate = Color(1, 0.85, 0.55)
vbox.add_child(hold_hint)
status_label = Label.new()
status_label.text = ""
vbox.add_child(status_label)
var buttons := HBoxContainer.new()
vbox.add_child(buttons)
action_button = Button.new()
action_button.custom_minimum_size = Vector2(190, 0)
action_button.text = Strings.lookup("ui.radio_send_assist")
action_button.button_down.connect(func(): _start_hold())
action_button.button_up.connect(func(): _stop_hold(false))
action_button.pressed.connect(_on_action_pressed)
UiStyles.apply_button(action_button, 16)
buttons.add_child(action_button)
cancel_button = Button.new()
cancel_button.custom_minimum_size = Vector2(140, 0)
cancel_button.text = Strings.lookup("ui.radio_cancel")
cancel_button.pressed.connect(func(): cancelled.emit())
UiStyles.apply_button(cancel_button, 16)
buttons.add_child(cancel_button)
_focus_controls = [location_edit, desc_edit, weapons_check, danger_option,
action_button, cancel_button]
UiFocus.link(_focus_controls, false)
var _title_label: Label
func _paint_backdrop() -> void:
if _art_layer == null:
return
for child in _art_layer.get_children():
_art_layer.remove_child(child)
child.queue_free()
var art_name := "emergency_radio" if _emergency else "radio_report"
var rect := Rect2(0.120, 0.058, 0.697, 0.882) if _emergency else Rect2(0.176, 0.033, 0.585, 0.923)
if not _art.add_screen_backdrop(_art_layer, art_name, rect):
var dim := ColorRect.new()
dim.color = Color(0, 0, 0, 0.55)
dim.set_anchors_preset(Control.PRESET_FULL_RECT)
_art_layer.add_child(dim)
func open(controller: Object, emergency: bool, truth: Dictionary) -> void:
_emergency = emergency
_paint_backdrop()
_truth = truth
_npc_id = controller.npc_id if controller else ""
npc_name_label.text = Strings.fmt("ui.radio_target", [controller.profile.display_name if controller else "?"])
var title: Label = panel.find_child("RadioTitle", true, false)
title.text = Strings.lookup("ui.radio_title_emergency") if emergency else Strings.lookup("ui.radio_title_assist")
weapons_check.button_pressed = truth.get("weapons_seen", false)
danger_option.select(truth.get("danger_level", 1))
hold_hint.text = Strings.fmt("ui.radio_hold_hint", [HOLD_NEEDED]) if emergency else ""
status_label.text = ""
action_button.text = Strings.lookup("ui.radio_send_emergency") if emergency else Strings.lookup("ui.radio_send_assist")
_holding = false
_hold_time = 0.0
visible = true
UiFocus.link(_focus_controls, false)
action_button.grab_focus()
## Non-emergency requests are a normal click. Emergency calls require the
## press-and-hold path, so the click release must not submit early.
func _on_action_pressed() -> void:
if not _emergency:
_submit()
func _start_hold() -> void:
_holding = _emergency
_hold_time = 0.0
func _stop_hold(cancelled_early: bool) -> void:
if _holding:
_holding = false
if not cancelled_early and _hold_time >= HOLD_NEEDED:
_submit()
else:
status_label.text = Strings.lookup("ui.radio_cancelled")
func _process(delta: float) -> void:
if not visible:
return
if _holding:
_hold_time += delta
status_label.text = Strings.fmt("ui.radio_holding", [minf(1.0, _hold_time / HOLD_NEEDED) * 100.0])
if _hold_time >= HOLD_NEEDED:
var was := _holding
_holding = false
if was:
_submit()
func _submit() -> void:
if not visible:
return
var report := {
"npc_id": _npc_id,
"location": location_edit.text,
"description": desc_edit.text,
"behavior": desc_edit.text,
"weapons_seen": weapons_check.button_pressed,
"danger_level": danger_option.get_selected_id(),
}
visible = false
submitted.emit(report, _emergency)
func _danger_name(level: int) -> String:
match level:
0: return "none"
1: return "low"
2: return "elevated"
3: return "immediate threat"
_: return "unknown"
func _unhandled_input(event: InputEvent) -> void:
if not visible:
return
if event.is_action_pressed("ui_cancel"):
cancelled.emit()
get_viewport().set_input_as_handled()