feat(ui): introduce MetaScreen pattern foundation (#618, #680)

Establishes the faux-game-menu base pattern for non-diegetic UI,
analogous to ImplantApp but for pre-gameplay and meta-overlay
screens (main menu, character creation, settings, debug console,
bug report, loading screen). Workstream 1 of the MetaScreen
refactor — foundation only, no screen migrations yet.

- client/ui/meta/meta_screen.gd: base class (Control) with
  HIDDEN/OPENING/OPEN/CLOSING phase tracking, three orthogonal
  policy booleans (pauses_sim, closable_by_escape, captures_input),
  open/close lifecycle, on_escape contract, closed + escape_pressed
  signals, subclass hooks (on_open, on_close).
- client/ui/meta/meta_stack.gd: autoload coordinator. Overlay stack
  with push/pop/top/is_active; handle_escape chain; sim-pause
  coordination via SimBridge when pauses_sim=true; meta_active_changed
  signal. All class references kept inside method bodies — no
  top-level class_name refs, matching HudGroups / GameState
  autoload parse-order discipline.
- client/scripts/character_profile.gd: Resource wrapping the
  visual descriptor with bookmark_id and start_location_id.
  Target of the creation_confirmed signal once the character
  creation flow migrates.
- client/project.godot: MetaStack registered as autoload after
  HudGroups, before ImplantRegistry.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-19 20:18:29 +02:00
co-authored by Claude Opus 4.6
parent c3ff7040ae
commit 84105916cd
4 changed files with 141 additions and 0 deletions
+1
View File
@@ -29,6 +29,7 @@ FogState="*res://scripts/autoloads/fog_state.gd"
AudioManager="*res://scripts/autoloads/audio_manager.gd" AudioManager="*res://scripts/autoloads/audio_manager.gd"
SessionManager="*res://scripts/autoloads/session_manager.gd" SessionManager="*res://scripts/autoloads/session_manager.gd"
HudGroups="*res://scripts/autoloads/hud_groups.gd" HudGroups="*res://scripts/autoloads/hud_groups.gd"
MetaStack="*res://ui/meta/meta_stack.gd"
ImplantRegistry="*res://ui/implant/implant_registry.gd" ImplantRegistry="*res://ui/implant/implant_registry.gd"
HardwareDetector="*res://ui/hardware_detector.gd" HardwareDetector="*res://ui/hardware_detector.gd"
+8
View File
@@ -0,0 +1,8 @@
class_name CharacterProfile
extends Resource
## Collects all character creation choices into a single transferable object (#618).
## Passed as the argument to character_creation's creation_confirmed signal.
@export var descriptor: CharacterVisualDescriptor
@export var bookmark_id: String = ""
@export var start_location_id: String = ""
+60
View File
@@ -0,0 +1,60 @@
class_name MetaScreen
extends Control
## Base class for all meta-UI screens (#618, #680).
## Scene-root screens (main_menu, character_creation) extend this for the
## lifecycle contract. Overlay screens (settings, debug_console, bug_report,
## loading_screen) extend this AND push onto MetaStack.
signal closed
signal escape_pressed
enum Phase { HIDDEN, OPENING, OPEN, CLOSING }
@export var pauses_sim: bool = false
@export var closable_by_escape: bool = true
@export var captures_input: bool = true
var _phase: Phase = Phase.HIDDEN
func open() -> void:
if _phase != Phase.HIDDEN:
return
_phase = Phase.OPENING
visible = true
if captures_input:
mouse_filter = Control.MOUSE_FILTER_STOP
on_open()
_phase = Phase.OPEN
func close() -> void:
if _phase != Phase.OPEN:
return
_phase = Phase.CLOSING
on_close()
visible = false
_phase = Phase.HIDDEN
closed.emit()
func is_open() -> bool:
return _phase == Phase.OPEN
## Called by MetaStack when ESC is pressed with this screen on top.
## Return true to consume the event (prevent stack pop); false to allow pop.
func on_escape() -> bool:
escape_pressed.emit()
return false
# --- Lifecycle hooks — subclasses override ---
func on_open() -> void:
pass
func on_close() -> void:
pass
+72
View File
@@ -0,0 +1,72 @@
extends Node
## Autoload coordinator for overlay MetaScreens (#618, #680).
## Scene-root screens (main_menu, character_creation) do NOT push onto this stack.
## Only overlay screens (settings, debug_console, bug_report, loading_screen) push.
##
## Autoload parse-order: MetaScreen is a class_name type — referenced here only
## inside method bodies called at runtime, never at the top level or in _ready().
signal meta_active_changed(active: bool)
var _stack: Array = [] # Array[MetaScreen] — untyped per parse-order rule
func push(screen) -> void: # screen: MetaScreen
if screen in _stack:
return
_stack.append(screen)
screen.closed.connect(_on_screen_closed.bind(screen), CONNECT_ONE_SHOT)
if _stack.size() == 1:
meta_active_changed.emit(true)
if screen.pauses_sim:
_request_pause(true)
func pop() -> void:
if _stack.is_empty():
return
_stack[-1].close()
func top(): # returns MetaScreen or null
return _stack[-1] if not _stack.is_empty() else null
func is_active() -> bool:
return not _stack.is_empty()
## Handle ESC key. Call from main.gd before HudGroups ESC handling.
## Returns true if the event was consumed (callers must return after).
func handle_escape() -> bool:
var t = top()
if t == null:
return false
if not t.closable_by_escape:
return t.on_escape()
if t.on_escape():
return true
t.close()
return true
func _on_screen_closed(screen) -> void: # screen: MetaScreen
_stack.erase(screen)
if screen.pauses_sim and not _any_pausing():
_request_pause(false)
if _stack.is_empty():
meta_active_changed.emit(false)
func _any_pausing() -> bool:
for s in _stack:
if s.pauses_sim:
return true
return false
func _request_pause(pause: bool) -> void:
if SimBridge.state != SimBridge.ConnectionState.CONNECTED:
return
var action = InputMapper.Action.PAUSE if pause else InputMapper.Action.UNPAUSE
SimBridge.send_input({"action": action, "timestamp_msec": Time.get_ticks_msec()})