refactor(ui): migrate 6 meta screens to MetaScreen pattern (Workstream 2)
Relocates main_menu, character_creation, settings_dialog, debug_console,
bug_report_dialog, loading_screen from flat client/ui/ into structured
client/ui/meta/screens/<name>/. All six now extend MetaScreen instead
of Control; the base handles open/close lifecycle, visibility,
captures_input, and — for overlays — the sim-pause contract.
Screen policies set per Tyre's proposal:
- settings_dialog: pauses_sim=false, PUSHES onto MetaStack
- debug_console: pauses_sim=true, PUSHES (D-088 routing via base)
- bug_report_dialog: pauses_sim=true, PUSHES
- loading_screen: closable_by_escape=false, PUSHES
- main_menu, character_creation: scene-roots, extend MetaScreen for
the lifecycle contract only, do NOT push onto the stack
character_creation stays at its current surface (tabs, descriptor,
creation_confirmed signal unchanged). Tab consolidation and
CharacterProfile migration happen in Workstreams 5 and 6.
Knock-on changes:
- main.tscn ModalLayer CanvasLayer renamed to MetaLayer; main.gd
@onready refs updated; constants.gd comment updated; test_client_p3
and test_ui_framework_sprint15 assertions updated; test_monologue_display
and .tscn header comments updated.
- OPEN_MENU handler now pushes settings_dialog onto MetaStack before
calling open(). Full ESC priority chain lands in Workstream 4.
- atlas_app.gd: _unhandled_key_input signature widened from
InputEventKey to InputEvent with an is-check, per Godot 4 API. Pre-
existing narrowing was silently tolerated until main.tscn started
fully instantiating under the new pattern.
- test_client_p3: entity_renderer type annotations corrected from
ColorRect to Sprite2D (stale since a prior refactor); facing
indicator rotation assertion switched to angle_difference() for
modular-safe comparison.
Verification:
- gdlint client/scripts/ client/ui/ — zero problems
- godot --headless --path client --quit — no SCRIPT ERROR
- test_client_p3: 24/24 pass
- test_ui_framework_sprint15: 54/54 pass
- test_implant_nav_stack: 52/52 pass
- test_implant_registry: 42/42 pass
- test_implant_app_lifecycle: 36/36 pass
Workstream 1 foundation (84105916) remains unchanged. Workstreams 3-8
follow: protocol layer, Option A sequencing, 3-tab restructure,
Bookmark tab, location picker, Skills stub.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -124,7 +124,7 @@ func test_z_ui_layer_above_world() -> void:
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var inst := _make_scene()
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var ui_layer = inst.get_node("UILayer") as CanvasLayer
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var insert_layer = inst.get_node("InsertOverlay") as CanvasLayer
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var modal_layer = inst.get_node("ModalLayer") as CanvasLayer
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var modal_layer = inst.get_node("MetaLayer") as CanvasLayer
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assert_that(insert_layer.layer).override_failure_message(
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"InsertOverlay must be CanvasLayer %d" % Constants.CANVAS_INSERT
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).is_equal(Constants.CANVAS_INSERT)
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@@ -132,13 +132,13 @@ func test_z_ui_layer_above_world() -> void:
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"UILayer must be CanvasLayer %d" % Constants.CANVAS_UI
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).is_equal(Constants.CANVAS_UI)
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assert_that(modal_layer.layer).override_failure_message(
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"ModalLayer must be CanvasLayer %d" % Constants.CANVAS_MODAL
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"MetaLayer must be CanvasLayer %d" % Constants.CANVAS_MODAL
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).is_equal(Constants.CANVAS_MODAL)
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assert_that(ui_layer.layer > insert_layer.layer).override_failure_message(
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"UILayer must render above InsertOverlay"
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).is_true()
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assert_that(modal_layer.layer > ui_layer.layer).override_failure_message(
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"ModalLayer must render above UILayer"
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"MetaLayer must render above UILayer"
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).is_true()
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@@ -168,7 +168,7 @@ func test_entity_lerp_moves_toward_target() -> void:
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var entity := [{"entity_id": 11, "x": 5.0, "y": 5.0, "z": 0,
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"kind": {"variant": "Npc", "data": null}}]
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renderer.update_entities(entity)
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var node: ColorRect = renderer.entity_nodes[11]
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var node: Sprite2D = renderer.entity_nodes[11]
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var start_pos: Vector2 = node.position
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# Move target to (6, 5)
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var entity_moved := [{"entity_id": 11, "x": 6.0, "y": 5.0, "z": 0,
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@@ -212,7 +212,7 @@ func test_entity_lerp_converges_within_300ms() -> void:
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# Simulate 0.3s at 60fps (18 frames × 0.016s ≈ 0.288s)
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for i in 20:
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renderer._process(0.016)
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var final_node: ColorRect = renderer.entity_nodes[12]
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var final_node: Sprite2D = renderer.entity_nodes[12]
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var final_pos: Vector2 = final_node.position
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# Should be within 5% of target (97% convergence at 0.3s)
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var dist: float = final_pos.distance_to(target)
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@@ -272,9 +272,10 @@ func test_facing_indicator_rotation_matches_input_mapper_angle() -> void:
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for angle in angles:
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InputMapper.facing_angle = angle
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renderer.update_entities(entity)
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assert_that(indicator.rotation).override_failure_message(
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"angle %.3f: expected rotation %.3f, got %.3f" % [angle, angles[angle], indicator.rotation]
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).is_equal_approx(angles[angle], 0.001)
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var diff := absf(angle_difference(indicator.rotation, angles[angle]))
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assert_that(diff).override_failure_message(
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"angle %.3f: expected rotation %.3f, got %.3f (diff %.4f)" % [angle, angles[angle], indicator.rotation, diff]
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).is_less_equal(0.001)
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InputMapper.facing_angle = -PI / 2.0 # Reset to default
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renderer.queue_free()
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@@ -292,7 +293,7 @@ func test_lerp_weight_increases_with_delta() -> void:
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"kind": {"variant": "Npc", "data": null}}]
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renderer.update_entities(entity_moved)
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# Small delta step
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var small_node: ColorRect = renderer.entity_nodes[20]
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var small_node: Sprite2D = renderer.entity_nodes[20]
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var small_start: float = small_node.position.x
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renderer._process(0.008)
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var small_progress: float = small_node.position.x - small_start
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@@ -472,7 +472,7 @@ func test_monologue_display_parented_to_canvas_layer_20_in_main_scene() -> void:
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## D-049: Structural verification — MonologueDisplay must be a direct child of
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## UILayer (CanvasLayer, layer=20) in the live scene tree, not the world layer.
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## Catches regressions where the node gets accidentally moved to InsertOverlay
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## (layer=10) or ModalLayer (layer=30), or dropped into the world z-stack.
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## (layer=10) or MetaLayer (layer=30), or dropped into the world z-stack.
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##
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## Scene path verified: Game/UILayer/MonologueDisplay (main.tscn line 141).
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if not ResourceLoader.exists("res://scenes/main.tscn"):
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@@ -66,13 +66,13 @@ func test_ui_layer_is_canvas_layer_20() -> void:
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func test_modal_layer_is_canvas_layer_30() -> void:
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# D-049: ModalLayer = pause/inventory modal scope = CanvasLayer 30.
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# D-049: MetaLayer = pause/inventory modal scope = CanvasLayer 30.
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var scene := MAIN_SCENE
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_instance = scene.instantiate()
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auto_free(_instance)
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add_child(_instance)
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var modal_layer: CanvasLayer = _instance.get_node("ModalLayer")
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var modal_layer: CanvasLayer = _instance.get_node("MetaLayer")
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assert_that(modal_layer).is_not_null()
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assert_that(modal_layer.layer).is_equal(Constants.CANVAS_MODAL)
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@@ -83,7 +83,7 @@ func test_ui_layer_above_insert_overlay() -> void:
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func test_modal_layer_above_ui_layer() -> void:
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# D-049: ModalLayer (30) must render above UILayer (20).
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# D-049: MetaLayer (30) must render above UILayer (20).
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assert_that(Constants.CANVAS_MODAL).is_greater(Constants.CANVAS_UI)
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