Commit Graph
7 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 b5dff8c55e fix(ui): gameplay_occluded signal never fired on first fullscreen toggle
was_occluded was computed AFTER _active_mode and _active_app were
updated to the new values, so it always matched now_occluded on the
first toggle (both TRUE). The signal condition (was != now) never
triggered. Moved the check before the state mutation.

This bug affected every GameplayRenderer (world, entities, fog,
cursor) and the stance indicator — none of them hid on first
fullscreen app open.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 23:53:54 +02:00
jpmschweitzerandClaude Opus 4.6 949d721eac feat(ui): economics monitor insert panel with placeholder data (#824)
New implant panel at implant/economics: system selector, 6-commodity
price table with trend indicators, GDP strip. Composed from D-169
component library. Ring buffer caches last 20 ticks per system.
Snapshot routing wired through snapshot_handler → GameState →
snapshot_consumers → economics_panel. Placeholder prices shown
until server ships EconomySnapshot (#822).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-10 13:22:20 +02:00
jpmschweitzerandClaude Opus 4.6 ffef2b3d54 fix(ui): gdlint ordering — signals before enums, signal uses int for Mode
Moved signals above enum per gdlint class-definitions-order rule.
app_changed signal uses int instead of Mode type to avoid the
forward-reference that forced wrong ordering. Callers compare
against HudGroups.Mode.FULLSCREEN etc unchanged.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:25:22 +02:00
jpmschweitzerandClaude Opus 4.6 2e01081de7 refactor(ui): HudGroups z-index model + gameplay occlusion (D-170)
Replaced visibility toggling with z-index layer management. Nothing
gets hidden — fullscreen apps render on top, gameplay stays underneath.
Supports future hybrid layouts (insert-mode map alongside gameplay).

Added gameplay_occluded signal: WorldRenderer skips tile/fog/entity
updates when a fullscreen implant app covers it. Prevents wasted
render work behind opaque overlays. Other renderers can connect to
the same signal.

Modes: GAMEPLAY (z=0), INSERT (z=10), FULLSCREEN (z=20), MODAL (z=30).
Star map uses app_changed signal to toggle its own visibility based
on whether its app is active.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:21:31 +02:00
jpmschweitzerandClaude Opus 4.6 88c7407cb6 style(client): gdformat all 52 GDScript files — zero format warnings
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:09:10 +02:00
jpmschweitzerandClaude Opus 4.6 5ad2452213 feat(ui): implant app hierarchy in HudGroups (D-170)
Implant apps use hierarchical groups: implant/map, implant/wiki,
implant/journal, etc. Apps are mutually exclusive with each other
and with gameplay. Opening implant/map hides gameplay + any other
implant app. Closing returns to gameplay.

API: open_app(), close_app(), toggle_app(), is_app_active().
Star map uses implant/map. Future apps register their own group.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:04:19 +02:00
jpmschweitzerandClaude Opus 4.6 f037bcaa81 feat(ui): HUD visibility groups — gameplay vs implant layers (D-170)
New HudGroups autoload manages show/hide of related HUD elements as
groups. Exclusive groups (gameplay, implant) are mutually exclusive —
opening the star map hides stance indicator, minimap, interaction
prompts, etc. Closing it restores them.

Gameplay nodes registered in main.gd _ready(). Star map registers as
implant group and uses toggle_group() instead of direct visibility.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:01:28 +02:00