#257: Add Load Game screen to main menu with sorted save list, loading overlay during quickload round-trip, and pending_load_path cross-scene flow. F5/F6 quicksave/quickload were already wired. #561: Move debug_overlay.gd from scripts/ui/ to ui/ for consistency with all other UI components. Update scene and test references. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -109,6 +109,7 @@ notifications:
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load_failed: "Load failed."
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connection_lost: "Signal interrupted."
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connection_restored: "Signal restored."
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loading: "Resuming..."
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# ============================================================
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# KNOWLEDGE PANEL LABELS
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@@ -183,6 +184,9 @@ menu:
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confirm_quit: "Unsaved progress will be lost."
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confirm_yes: "Yes"
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confirm_no: "No"
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load_game_browse: "LOAD GAME"
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load_game_back: "BACK"
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load_game_empty: "No saves found."
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settings:
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audio_volume: "Volume"
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=26 format=3 uid="uid://bswrmh7w8dbgm"]
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[gd_scene load_steps=27 format=3 uid="uid://bswrmh7w8dbgm"]
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[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
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[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
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@@ -21,10 +21,11 @@
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[ext_resource type="PackedScene" path="res://ui/checklist_overlay.tscn" id="18_checklist"]
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[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="19_bugreport"]
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[ext_resource type="PackedScene" path="res://ui/settings_dialog.tscn" id="21_settings"]
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[ext_resource type="Script" path="res://scripts/ui/debug_overlay.gd" id="22_debug"]
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[ext_resource type="Script" path="res://ui/debug_overlay.gd" id="22_debug"]
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[ext_resource type="PackedScene" path="res://ui/time_display.tscn" id="23_tdisplay"]
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[ext_resource type="PackedScene" path="res://ui/examine_display.tscn" id="24_examine"]
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[ext_resource type="PackedScene" path="res://ui/journal_panel.tscn" id="25_journal"]
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[ext_resource type="PackedScene" path="res://ui/loading_screen.tscn" id="26_loading"]
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[node name="Game" type="Node2D"]
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script = ExtResource("1_main")
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@@ -190,3 +191,6 @@ layer = 30
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; #528: Audio settings dialog — 5-bus volume sliders, ESC/OPEN_MENU to toggle
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[node name="SettingsDialog" parent="ModalLayer" instance=ExtResource("21_settings")]
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; #257: Loading screen — full-screen overlay during save/load round-trip
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[node name="LoadingScreen" parent="ModalLayer" instance=ExtResource("26_loading")]
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@@ -59,8 +59,66 @@ text = "CONTINUE"
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theme_override_font_sizes/font_size = 15
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theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
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[node name="LoadGameBtn" type="Button" parent="VBox"]
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layout_mode = 2
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text = "LOAD GAME"
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theme_override_font_sizes/font_size = 15
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theme_override_colors/font_color = Color(0.906, 0.773, 0.278, 1.0)
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[node name="QuitBtn" type="Button" parent="VBox"]
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layout_mode = 2
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text = "QUIT"
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theme_override_font_sizes/font_size = 15
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theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
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[node name="LoadGamePanel" type="Control" parent="."]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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visible = false
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[node name="PanelBg" type="ColorRect" parent="LoadGamePanel"]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0.05, 0.05, 0.08, 0.96)
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mouse_filter = 2
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[node name="VBox" type="VBoxContainer" parent="LoadGamePanel"]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -160.0
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offset_top = -180.0
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offset_right = 160.0
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offset_bottom = 180.0
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grow_horizontal = 2
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grow_vertical = 2
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theme_override_constants/separation = 12
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[node name="TitleLabel" type="Label" parent="LoadGamePanel/VBox"]
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layout_mode = 2
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text = "LOAD GAME"
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horizontal_alignment = 1
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theme_override_font_sizes/font_size = 20
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theme_override_colors/font_color = Color(0.784, 0.816, 0.878, 1.0)
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[node name="SavesScroll" type="ScrollContainer" parent="LoadGamePanel/VBox"]
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layout_mode = 2
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custom_minimum_size = Vector2(320, 240)
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[node name="SavesList" type="VBoxContainer" parent="LoadGamePanel/VBox/SavesScroll"]
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layout_mode = 2
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size_flags_horizontal = 3
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theme_override_constants/separation = 8
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[node name="BackBtn" type="Button" parent="LoadGamePanel/VBox"]
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layout_mode = 2
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text = "BACK"
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theme_override_font_sizes/font_size = 14
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theme_override_colors/font_color = Color(0.533, 0.565, 0.627, 1.0)
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@@ -75,6 +75,11 @@ var rng_seed: Variant = null
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# One-shot: consumed by main.gd after display, then set back to null.
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var save_result: Variant = null
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# #257: Pending load path — set by main menu "Load Game" selection.
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# main.gd sends LOAD_GAME on startup if non-empty, then clears this field.
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# Format: user://saves/<game-id>/<filename>.sav or "" if no pending load.
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var pending_load_path: String = ""
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# v7 fields (#431, D-059/D-060)
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var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
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+22
-1
@@ -21,6 +21,7 @@ extends Node2D
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@onready var debug_overlay = $UILayer/DebugOverlay # #511: F3 debug overlay
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@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
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@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
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@onready var loading_screen = $ModalLayer/LoadingScreen # #257: blocking overlay during load
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var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
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var _last_dialogue_npc_name: String = "" # #535: NPC name for dialogue_response attribution
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@@ -49,6 +50,19 @@ func _ready() -> void:
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# Connect to simulation (test mode sets CONNECTED immediately)
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SimBridge.connect_to_sim()
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# #257: If returning from main menu "Load Game" selection, send load command immediately.
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# pending_load_path is set by main_menu.gd before changing scene; cleared after dispatch.
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if not GameState.pending_load_path.is_empty():
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var load_path := GameState.pending_load_path
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GameState.pending_load_path = ""
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SimBridge.send_input({
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"action": InputMapper.Action.LOAD_GAME,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {"path": load_path},
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})
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if loading_screen:
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loading_screen.show_loading()
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# Camera anchor: snap to player position before the first frame renders.
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# In test mode poll_snapshot() returns synchronously — position is set
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# immediately. In live mode the snapshot isn't available yet — _process
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@@ -161,6 +175,10 @@ func _process(delta: float) -> void:
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if input.action == InputMapper.Action.OPEN_JOURNAL:
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_toggle_journal()
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continue
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# #257: LOAD_GAME — show loading screen before sending to server
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if input.action == InputMapper.Action.LOAD_GAME:
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if loading_screen:
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loading_screen.show_loading()
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# #528: ESC/OPEN_MENU — client-only, toggle audio settings dialog
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if input.action == InputMapper.Action.OPEN_MENU:
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if settings_dialog:
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@@ -368,12 +386,15 @@ func _consume_dialogue_response() -> void:
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GameState.dialogue_response = null
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# #554: Show save/load result notification from server response.
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# #554/#257: Show save/load result notification; hide loading screen on load complete.
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func _consume_save_result() -> void:
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if GameState.save_result == null:
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return
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var result: Dictionary = GameState.save_result
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GameState.save_result = null # consume once
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# #257: Dismiss loading screen regardless of success/failure
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if loading_screen:
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loading_screen.hide_loading()
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var msg: String
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if result.get("success", false):
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if result.get("kind", "") == "save":
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@@ -10,7 +10,7 @@ extends GdUnitTestSuite
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# ---------------------------------------------------------------------------
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const DEBUG_SCENE_PATH: String = "res://scenes/main.tscn"
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const DEBUG_SCRIPT_PATH: String = "res://scripts/ui/debug_overlay.gd"
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const DEBUG_SCRIPT_PATH: String = "res://ui/debug_overlay.gd"
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func _make_overlay() -> Control:
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@@ -51,7 +51,7 @@ func after_test() -> void:
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func test_debug_overlay_script_exists() -> void:
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assert_bool(ResourceLoader.exists(DEBUG_SCRIPT_PATH)).override_failure_message(
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"debug_overlay.gd must exist at res://scripts/ui/debug_overlay.gd (#348)"
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"debug_overlay.gd must exist at res://ui/debug_overlay.gd (#348)"
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).is_true()
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@@ -0,0 +1,43 @@
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extends Control
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## #257: Loading screen overlay — blocks input during save/load round-trip.
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## Shown when LOAD_GAME fires; hidden when save_result arrives (success or failure).
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## Full-screen, dark overlay with centered status text.
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const BG_COLOR := Color(0.0, 0.0, 0.0, 0.75)
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const TEXT_COLOR := Color("#c8d0e0")
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const FONT_SIZE := 18
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var _label: Label = null
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func _ready() -> void:
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visible = false
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mouse_filter = Control.MOUSE_FILTER_STOP
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set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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_build_ui()
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func _build_ui() -> void:
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var bg := ColorRect.new()
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bg.color = BG_COLOR
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bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(bg)
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_label = Label.new()
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_label.text = UIStrings.get_text("notifications.loading")
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_label.add_theme_font_size_override("font_size", FONT_SIZE)
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_label.add_theme_color_override("font_color", TEXT_COLOR)
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_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_label.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_label)
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func show_loading() -> void:
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visible = true
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func hide_loading() -> void:
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visible = false
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@@ -0,0 +1 @@
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uid://c6wtn7qk3mv2x
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@@ -0,0 +1,15 @@
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[gd_scene load_steps=2 format=3 uid="uid://b7rv9mkl4qpw3"]
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[ext_resource type="Script" path="res://ui/loading_screen.gd" id="1_loading"]
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; #257: Loading screen — full-screen overlay shown during save/load round-trip.
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; Blocks input; dismissed when save_result arrives from server.
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[node name="LoadingScreen" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 1
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script = ExtResource("1_loading")
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+67
-4
@@ -1,7 +1,8 @@
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extends Control
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## #258: Main menu — New Game / Continue / Quit.
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## #258: Main menu — New Game / Continue / Load Game / Quit.
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## New Game: generates per-game save directory (D-085), starts game.
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## Continue: loads most recent save directory (#554 full loading screen deferred).
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## Continue: loads most recent save directory.
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## Load Game: shows sorted save list for manual selection (#257).
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const GAME_SCENE := "res://scenes/main.tscn"
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@@ -16,19 +17,27 @@ const FONT_SIZE_BTN := 15
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@onready var _new_game_btn: Button = $VBox/NewGameBtn
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@onready var _continue_btn: Button = $VBox/ContinueBtn
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@onready var _load_game_btn: Button = $VBox/LoadGameBtn
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@onready var _quit_btn: Button = $VBox/QuitBtn
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@onready var _load_panel: Control = $LoadGamePanel
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@onready var _saves_list: VBoxContainer = $LoadGamePanel/VBox/SavesScroll/SavesList
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@onready var _load_back_btn: Button = $LoadGamePanel/VBox/BackBtn
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func _ready() -> void:
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_new_game_btn.pressed.connect(_on_new_game)
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_continue_btn.pressed.connect(_on_continue)
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_load_game_btn.pressed.connect(_on_load_game_browse)
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_quit_btn.pressed.connect(_on_quit)
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_load_back_btn.pressed.connect(_on_load_back)
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_load_panel.visible = false
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_refresh_continue_state()
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func _refresh_continue_state() -> void:
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var saves := SessionManager.list_game_dirs()
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_continue_btn.disabled = saves.is_empty()
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_load_game_btn.disabled = saves.is_empty()
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func _on_new_game() -> void:
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@@ -40,8 +49,6 @@ func _on_new_game() -> void:
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func _on_continue() -> void:
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# #554: Full loading screen blocked until server SaveCommand lands.
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# For now: automatically load the most recent game directory.
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var saves := SessionManager.list_game_dirs()
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if saves.is_empty():
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return
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@@ -49,5 +56,61 @@ func _on_continue() -> void:
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get_tree().change_scene_to_file(GAME_SCENE)
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func _on_load_game_browse() -> void:
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_build_saves_list()
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_load_panel.visible = true
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func _on_load_back() -> void:
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_load_panel.visible = false
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func _on_quit() -> void:
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get_tree().quit()
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## Build the saves list panel from existing save directories, sorted by date (newest first).
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func _build_saves_list() -> void:
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for child in _saves_list.get_children():
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child.queue_free()
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var saves := SessionManager.list_game_dirs()
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if saves.is_empty():
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var lbl := Label.new()
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lbl.text = UIStrings.get_text("menu.load_game_empty")
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lbl.add_theme_color_override("font_color", Color(BTN_DISABLED_COLOR))
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lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_saves_list.add_child(lbl)
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return
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for save in saves:
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var btn := Button.new()
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btn.text = _format_save_entry(save)
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btn.add_theme_font_size_override("font_size", FONT_SIZE_BTN)
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btn.add_theme_color_override("font_color", BTN_NORMAL_COLOR)
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btn.pressed.connect(_on_save_selected.bind(save))
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_saves_list.add_child(btn)
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func _on_save_selected(save: Dictionary) -> void:
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var game_id: String = save.get("game_id", "")
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var save_file: String = save.get("newest_save", "quicksave.sav")
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SessionManager.resume_game(game_id)
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# #257: Signal main.gd to send LOAD_GAME on scene startup
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if not save_file.is_empty():
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GameState.pending_load_path = "user://saves/" + game_id + "/" + save_file
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get_tree().change_scene_to_file(GAME_SCENE)
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## Format a save entry for display. game_id format: YYYYMMDD-HHMMSS-hex6.
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static func _format_save_entry(save: Dictionary) -> String:
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var game_id: String = save.get("game_id", "")
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var parts := game_id.split("-")
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if parts.size() >= 2 and parts[0].length() == 8 and parts[1].length() == 6:
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var d := parts[0]
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var t := parts[1]
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return "%s-%s-%s %s:%s:%s" % [
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d.substr(0, 4), d.substr(4, 2), d.substr(6, 2),
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t.substr(0, 2), t.substr(2, 2), t.substr(4, 2),
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]
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return game_id
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Reference in New Issue
Block a user