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>
150 lines
4.6 KiB
GDScript
150 lines
4.6 KiB
GDScript
extends Node
|
|
## HUD layer manager (D-170).
|
|
##
|
|
## Controls z-ordering and layout mode for HUD elements. Nothing gets hidden —
|
|
## fullscreen apps render on top of gameplay, insert-mode apps share the screen.
|
|
##
|
|
## Modes:
|
|
## MODE_GAMEPLAY — default z-level, normal layout
|
|
## MODE_INSERT — small overlay alongside gameplay (e.g. minimap-sized star map)
|
|
## MODE_FULLSCREEN — takes over the screen, gameplay renders behind
|
|
##
|
|
## Groups use hierarchical paths:
|
|
## "gameplay" — HUD status, minimap, prompts, stance
|
|
## "implant/map/starchart" — star map navigator
|
|
## "implant/wiki/gttr" — Drifter's Guide reader
|
|
## "implant/journal" — knowledge journal
|
|
## "implant/economics" — economics monitor (D-181, #824)
|
|
##
|
|
## Usage:
|
|
## HudGroups.register(self, "implant/map/starchart")
|
|
## HudGroups.open_app("implant/map/starchart") # fullscreen by default
|
|
## HudGroups.open_app("implant/map/starchart", HudGroups.MODE_INSERT)
|
|
## HudGroups.close_app()
|
|
## HudGroups.toggle_app("implant/map/starchart")
|
|
|
|
## Emitted when an app opens, closes, or changes mode.
|
|
## mode is a HudGroups.Mode enum value.
|
|
signal app_changed(app_path: String, mode: int)
|
|
|
|
## Emitted when gameplay rendering should pause or resume.
|
|
## Fullscreen implant apps occlude gameplay — expensive renderers (world,
|
|
## fog, entities) should skip draw calls while this is true.
|
|
signal gameplay_occluded(occluded: bool)
|
|
|
|
enum Mode { GAMEPLAY, INSERT, FULLSCREEN }
|
|
|
|
## Z-index values for each mode. Gameplay is the base layer.
|
|
const Z_GAMEPLAY: int = 0
|
|
const Z_INSERT: int = 10
|
|
const Z_FULLSCREEN: int = 20
|
|
const Z_MODAL: int = 30
|
|
|
|
var _groups: Dictionary = {} # group_path -> Array[CanvasItem]
|
|
var _active_app: String = "" # currently focused implant app ("" = none)
|
|
var _active_mode: Mode = Mode.GAMEPLAY
|
|
|
|
|
|
func register(node: CanvasItem, group: String) -> void:
|
|
if not _groups.has(group):
|
|
_groups[group] = []
|
|
if node not in _groups[group]:
|
|
_groups[group].append(node)
|
|
# Apply current z-level
|
|
_apply_z(node, group)
|
|
|
|
|
|
func unregister(node: CanvasItem, group: String) -> void:
|
|
if _groups.has(group):
|
|
_groups[group].erase(node)
|
|
|
|
|
|
## Open an implant app in fullscreen (default) or insert mode.
|
|
func open_app(app: String, mode: Mode = Mode.FULLSCREEN) -> void:
|
|
# Capture occlusion state BEFORE mutating — used for change detection below
|
|
var was_occluded := _active_mode == Mode.FULLSCREEN and not _active_app.is_empty()
|
|
|
|
# Close previous app if different
|
|
if not _active_app.is_empty() and _active_app != app:
|
|
_set_group_z(_active_app, Z_GAMEPLAY)
|
|
app_changed.emit(_active_app, Mode.GAMEPLAY)
|
|
|
|
_active_app = app
|
|
_active_mode = mode
|
|
|
|
# Set z-levels based on mode
|
|
if mode == Mode.FULLSCREEN:
|
|
_set_group_z("gameplay", Z_GAMEPLAY)
|
|
_set_group_z(app, Z_FULLSCREEN)
|
|
elif mode == Mode.INSERT:
|
|
_set_group_z("gameplay", Z_GAMEPLAY)
|
|
_set_group_z(app, Z_INSERT)
|
|
|
|
app_changed.emit(app, mode)
|
|
|
|
# Notify renderers about occlusion state change
|
|
var now_occluded := mode == Mode.FULLSCREEN
|
|
if now_occluded != was_occluded:
|
|
gameplay_occluded.emit(now_occluded)
|
|
|
|
|
|
## Close the current app. Returns everything to gameplay z-level.
|
|
func close_app() -> void:
|
|
var was_fullscreen := _active_mode == Mode.FULLSCREEN and not _active_app.is_empty()
|
|
if not _active_app.is_empty():
|
|
_set_group_z(_active_app, Z_GAMEPLAY)
|
|
app_changed.emit(_active_app, Mode.GAMEPLAY)
|
|
_active_app = ""
|
|
_active_mode = Mode.GAMEPLAY
|
|
_set_group_z("gameplay", Z_GAMEPLAY)
|
|
if was_fullscreen:
|
|
gameplay_occluded.emit(false)
|
|
|
|
|
|
## Toggle an app. If open, close it. If closed or different app, open it.
|
|
func toggle_app(app: String, mode: Mode = Mode.FULLSCREEN) -> void:
|
|
if _active_app == app:
|
|
close_app()
|
|
else:
|
|
open_app(app, mode)
|
|
|
|
|
|
## Check if a specific app is currently open.
|
|
func is_app_active(app: String) -> bool:
|
|
return _active_app == app
|
|
|
|
|
|
## Check if any implant app is open.
|
|
func is_implant_active() -> bool:
|
|
return not _active_app.is_empty()
|
|
|
|
|
|
## Get the currently active app path, or "" if none.
|
|
func get_active_app() -> String:
|
|
return _active_app
|
|
|
|
|
|
## Get the current mode of the active app.
|
|
func get_active_mode() -> Mode:
|
|
return _active_mode
|
|
|
|
|
|
func _apply_z(node: CanvasItem, group: String) -> void:
|
|
if group == "gameplay":
|
|
node.z_index = Z_GAMEPLAY
|
|
elif group.begins_with("implant/"):
|
|
if group == _active_app:
|
|
node.z_index = Z_FULLSCREEN if _active_mode == Mode.FULLSCREEN else Z_INSERT
|
|
else:
|
|
node.z_index = Z_GAMEPLAY
|
|
elif group == "modal":
|
|
node.z_index = Z_MODAL
|
|
|
|
|
|
func _set_group_z(group: String, z: int) -> void:
|
|
if not _groups.has(group):
|
|
return
|
|
for node: CanvasItem in _groups[group]:
|
|
if is_instance_valid(node):
|
|
node.z_index = z
|