refactor(ui): PR #134 review — MetaScreen/ESC chain tightening, D-192 reword
Addresses Tyre's 9 architecture items from the sprint-36 client review. - decisions/architecture.md (Tyre #1): D-192 now says "deprecate; removal tracked in #868" instead of "remove". The branch does not remove the version field or guard — that belongs in the coordinated server+client PR. The decision text now matches the code on this branch. - meta_stack.gd (#2): handle_escape() on a screen with closable_by_escape=false now consumes the event unconditionally. Was returning whatever on_escape() returned, which default-returned false and leaked ESC into main.gd's implant/settings chain — opening the settings dialog behind the loading screen. - debug_console.gd (#4): drop the direct KEY_ESCAPE branch in _unhandled_input. ESC now falls through to main.gd → MetaStack, which finds the console on top of the stack and closes it via the normal path. Other keys are still consumed so movement/action can't leak. - main.gd (#6, #10): extract the ESC priority chain into _handle_menu_key() so "MetaStack → implant → settings" is a named thing. Add a comment near connect_to_sim explaining that GameState.bookmark_catalog survives the Option A scene transition via the autoload. - main_menu.gd (#7): header comment documenting the double LoadingScreen lifecycle — safe today because main_menu.tscn and main.tscn never co-exist, noted for future promotion to autoload if that changes. - meta_screen.gd (#8): apply captures_input symmetrically in open()/ close() — was set in open() only, so a screen changing the flag between open+close kept the opened value forever. - meta_screen.gd (#9): on_escape() docstring clarifies the tri-state (consume-and-hold / consume-and-close / ignore) — and that closable_by_escape=false is the screen-wide way to say "consume-and-hold". - bug_report_dialog.gd (#11): capture_cancelled now emits from on_close() (covers any close path — ESC, MetaStack pop, programmatic close) rather than only on_escape(). A new _completed flag distinguishes completion from cancel so the two signals stay mutually exclusive.
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+24
-12
@@ -49,6 +49,10 @@ func _ready() -> void:
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# Connect to simulation (test mode sets CONNECTED immediately).
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# Guard: Option A flow leaves SimBridge CONNECTED when main.tscn loads — don't drop it.
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# Option A state handoff: main_menu polls and applies the snapshot first,
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# seeding GameState (including bookmark_catalog) via the autoload before the
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# scene swap. main.tscn then re-applies the next snapshot on top. Both paths
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# write through GameState — which is autoloaded, so catalog state survives.
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if SimBridge.state == SimBridge.ConnectionState.DISCONNECTED:
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SimBridge.connect_to_sim()
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@@ -267,19 +271,9 @@ func _process(delta: float) -> void:
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elif err != OK:
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push_error("main.gd: LOAD_GAME send_input failed: %s" % error_string(err))
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continue
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# #528: ESC/OPEN_MENU — priority chain: MetaStack modal → implant app → settings dialog
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# #528: ESC/OPEN_MENU — delegate to ordered priority chain
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if input.action == InputMapper.Action.OPEN_MENU:
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if MetaStack.handle_escape():
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continue
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if HudGroups.is_implant_active():
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HudGroups.close_app()
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continue
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if settings_dialog:
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if settings_dialog.is_open():
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settings_dialog.close()
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else:
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MetaStack.push(settings_dialog)
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settings_dialog.open()
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_handle_menu_key()
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continue
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if input.action == InputMapper.Action.INTERACT:
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# D-057: prefer interaction list (multi-verb), fall back to prompt (v0.1)
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@@ -314,6 +308,24 @@ func _process(delta: float) -> void:
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_pending_record_inputs.clear()
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# #528: ESC/OPEN_MENU priority chain — first handler to consume wins.
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# Order matters: MetaStack modal > open implant app > settings dialog.
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# Adding a fourth handler: append a new step here; don't re-inline in _process.
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func _handle_menu_key() -> void:
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if MetaStack.handle_escape():
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return
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if HudGroups.is_implant_active():
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HudGroups.close_app()
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return
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if settings_dialog == null:
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return
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if settings_dialog.is_open():
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settings_dialog.close()
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else:
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MetaStack.push(settings_dialog)
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settings_dialog.open()
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# #496: Finalize gauntlet stats on disconnect
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func _on_connection_state_changed(
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_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState
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