diff --git a/docs/CLIENT-GAP-FIX.md b/docs/CLIENT-GAP-FIX.md index f3f64d76..e0d8d9f0 100644 --- a/docs/CLIENT-GAP-FIX.md +++ b/docs/CLIENT-GAP-FIX.md @@ -2545,18 +2545,53 @@ BOOL bMainFlareEnable; std::string strMainFlareTextureFileName; float fMainFla ### 8.3 帮助窗口未实现 -**参考**:`POC/assets/root/uihelp.py`(136 行)+ uiscript `helpwindow.py`。 -入口:`game.py:459 __PressHKey()` —— 非 Ctrl 时 `self.interface.OpenHelpWindow()` +**状态**:🟡 开发中(首版落地,真服 / 视觉未验收)—— 批次 2026-09-02 / W3。 + +**参考**:`assets/root/uihelp.py`(`HelpWindow`,单页版 `ENABLE_HELP_MULTIPAGE = 0` → +`LoadDialogSinglePage()` 装 `UIScript/HelpWindow.py`)+ uiscript +`assets/uiscript/uiscript/helpwindow.py`(19 条 `help_XX` 浮动文本 + `taskbar_help_*` +贴纸标签 + `close_button`,文本取自 `uiScriptLocale.HELP_*`)。 +入口:`game.py __PressHKey()` —— 非 Ctrl 时 `self.interface.OpenHelpWindow()` (Ctrl+H 是 `/user_horse_ride`)。 -**当前**:`POC/project/ui/system_menu_ui.gd:91` 只显示占位提示。 +> 注:本仓 `uihelp.py` 并非“136 行含键位/说明行”的版本;帮助行文本实际在 +> `helpwindow.py` uiscript 里以 `uiScriptLocale.HELP_*` 引用,逐字值在 +> `locale/locale//locale_interface.txt`。故“逐字对齐 `uihelp.py`”按“逐字对齐 +> `helpwindow.py` + `uiScriptLocale.HELP_*`(英文表)”落实。 -**修改** +**当前**:`system_menu_ui.gd` 的 `help_button` 已由占位提示改为打开 `help_ui.gd`。 -1. 新建 `POC/project/ui/help_ui.gd`,按样板装 `helpwindow.py` uiscript, - 内容绑定逐字对齐 `uihelp.py`。 -2. 挂 `H` 键(非 Ctrl)与 ESC 菜单的 `help_button`,替换 `system_menu_ui.gd:91` 的占位。 -3. 配 `help_ui_test.gd`。 +**改动** + +- 新增 `project/ui/help_ui.gd`:`ui.open_script("helpwindow.py")`(UiScript → UiBuild) + 非模态开窗;`_relabel()` 把 `helpwindow.py` 解析出的 `` / `` 占位 + (`UiManager` 未接 locale 回调时产生)用本工程 `Locale`(`en`)表 + 逐字英文兜底补回, + 覆盖原脚本重名的两个 `help_02`(右键 / 中键相机说明);`open/close/toggle/is_open`、 + `close_button` → `close`、ESC 由 `UiManager` 窗口栈统一关顶层。 +- `project/ui/system_menu_ui.gd`:`help_button` → `close()` + `open_help()`;新增 + `const HelpUI`、可注入的 `help_ui` 成员、`_ensure_help()`(懒建,复用菜单的 + `ui/client/assets_root`)、`open_help()`、`toggle_help()`;`setup()` 追加可选第 6 参 + `help_win`(旧 5 参调用不受影响)。 +- `project/game_scene.gd`:`_unhandled_input` 加**单条** `elif` —— `KEY_H` 且 + `not ctrl_pressed and not meta_pressed` → `system_menu_ui.toggle_help()`;`Ctrl+H` + 未占用,仍留给 `/user_horse_ride`。 +- 接口 / 数据结构变化:仅 `SystemMenuUI.setup()` 追加可选尾参;无网络 / EntityStore 改动。 + +**测试** + +- 新增 `project/help_ui_test.gd`(headless SceneTree):helpwindow.py 装载、19 条帮助行 + 逐字绑定且非 `` 占位、任务栏标签、`close_button` 文本 = `Close`、`rows()` 便捷器、 + `close_button` 关窗、`open/toggle`、ESC 栈顶、`SystemMenuUI.open_help()` 懒建并打开。 +- `godot --headless --path project --script res://help_ui_test.gd` → `PASS`(exit 0)。 +- 回归:`system_menu_ui_test`、`gamescene_test`、`ui_test` 全 `PASS`;附加 + `system_option_ui_test`、`char_status_ui_test` 亦 `PASS`。 +- skip:本 worktree 无 `build/`,未跑 C++ `ctest`(本条无 C++ 改动)。 + +**验收** + +- 真服 / 双账号 / Mac App:未验证(§8.3 为纯本地 UI,无服务端依赖)。 +- 视觉:`helpwindow.py` 的 `.sub` / `help_stick.tga` 贴图未逐像素比对;字体描边 + (`"outline": 1`)按 `ui.py` 默认,未单独标定。 --- @@ -3076,7 +3111,7 @@ var _pw := "123456789" | W0 公共基础 / 集成 | 🟡 开发中 | DirectEnter、Classic Warp endpoint、`world_reset`、场景重建首版;增量 49 接口冻结批次(`Entity` 字段 + `mut_spawn_full/mut_ownership/mut_map_bgm/drain_dirty` + `bgm_changed` 信号 + `bgm_director.gd` + §8.6 键位入口)已提交,C++ `ctest` 16/16 + 9 项 GDScript 回归通过 | 接收 Phase 1 W1/W2/W3/W4 批次并执行 G1 | | W1 协议 / 账号会话 | 🟡 开发中(增量 50:§1.5 / §1.10 / §2.2 已落地,待真实验收) | 角色槽地址透传、发送结果、unknown / unhandled 错误链路、断线回 LOGIN;§1.5 locale 分支 + `CGClientVersion2`(0xf1);§1.10 `text_codec.h` + `to_wire` 路由 + `net_text_codec_test`(套件 16→17);§2.2 `GC_CHARACTER_ADD` 隐身丢弃 / PC·NPC 暂存 / 其余按 `npclist.txt` 命名立即 spawn,`GC_CHAR_ADDITIONAL_INFO` 无 pending 丢弃、命中则 `mut_spawn_full` 合并;G1 已接线 `set_executable_name` / `set_npclist_path` / `mut_affect_flags` | locale 代码页转码(CP949/CP1252)、真实双连接、进场延迟 | | W2 实体 / 世界 / 战斗 | 🟡 开发中(Phase 1 批次已交) | 增量 50:§2.1 两层模型(`EntityStore` 纯数据层 + `net_world._update_visibility()` 按 `CHAR_STAGE_VIEW_BOUND` / `AFFECT_SHOW_ALWAYS` / `IsWall` 建 / 淡出节点)、§2.3(`mut_spawn`→`mut_spawn_full` 整行替换 + 节点重建 + 上下马保坐标)、§2.4(点数快照清尾 / 单索引边界)、§2.5(`mut_affect_flags` 两段拼装 + 参考调用序刷新)已落地;`ctest` 16/16 + 7 项 GDScript 回归 + 新增 `net_world_vis_test` 全绿 | 远服端到端可见性 / VID 复用 / affect 表现验收;`state_flags` 表现层枚举 | -| W3 玩法 UI / 输入 | 🟡 已有首版 | 多数窗口、背包 / 任务 / 社交、键位和输入已有回归;§8.6 数字键 / F1–F4 / Ctrl+数字入口已收敛 | §8.3 帮助窗;§8.6 剩余逐行键位、LSHIFT 翻页、表情包 | +| W3 玩法 UI / 输入 | 🟡 已有首版 | 多数窗口、背包 / 任务 / 社交、键位和输入已有回归;§8.6 数字键 / F1–F4 / Ctrl+数字入口已收敛;§8.3 帮助窗(`help_ui.gd` = `helpwindow.py` + `uiScriptLocale.HELP_*` 逐字,`H` / ESC 菜单 `help_button` 入口,`help_ui_test` 绿)已落地 | §8.6 剩余逐行键位、LSHIFT 翻页、表情包;帮助窗视觉 / `.sub` 贴图与真服未验收 | | W4 渲染 / 资产 / 音频 | 🟡 已有首版 | GR2 / `.msa` / `.mse`、地图 / 水体 / 天气 / BGM 部分链路已有;`bgm_director.gd` 消费点就位 | §9.1 地图 BGM 曲目解析 + 音量、§9.2 后台恢复曲目、§9.3 生命周期单一属主 | | W5 打包 / 发布 / 验收 | ⬜ 未开始 | 已有 Godot 导出配置和构建入口 | 自包含资源包、Intel / Apple Silicon、签名和 Mac App 验收 | @@ -3216,3 +3251,33 @@ var _pw := "123456789" - m2dev apply() 内联 touch() 路径(GC_CHARACTER_ADD 等旧协议分支)不在 §2.2 范围,未改 下一批次:W1 接线 mut_affect_flags + §2.2 两包合并;Phase 2 由 W0 执行 G1 集成 ``` + +```text +批次:2026-09-02 / W3 / §8.3(帮助窗) +状态:🟡 开发中(首版落地;真服 / 视觉未验收) +参考:assets/root/uihelp.py(HelpWindow.LoadDialogSinglePage); + assets/uiscript/uiscript/helpwindow.py(help_01..help_19 + taskbar_help_* + close_button); + assets/locale/locale/en/locale_interface.txt(HELP_* / CLOSE 逐字); + game.py __PressHKey(H 非 Ctrl → interface.OpenHelpWindow(),Ctrl+H = /user_horse_ride) +改动: + project/ui/help_ui.gd(新)—— ui.open_script("helpwindow.py") 非模态;_relabel() 用 + Locale(en) + 英文兜底把 / 占位补回(含重名的两个 help_02); + open/close/toggle/is_open、close_button→close、ESC 走 UiManager 窗口栈、rows() 便捷器 + project/ui/system_menu_ui.gd —— help_button 由占位提示改为 close()+open_help(); + +const HelpUI、+help_ui 成员、+_ensure_help()/open_help()/toggle_help(); + setup() 追加可选第 6 参 help_win(旧 5 参调用不受影响) + project/game_scene.gd —— _unhandled_input 加单条 elif:KEY_H 且非 ctrl/meta → + system_menu_ui.toggle_help()(Ctrl+H 未占用) + 接口变化:仅 SystemMenuUI.setup() 追加可选尾参;无 net / EntityStore 改动 +测试:godot --headless --path project --script res://help_ui_test.gd → PASS(exit 0); + system_menu_ui_test / gamescene_test / ui_test 全 PASS;附加 system_option_ui_test / + char_status_ui_test 亦 PASS + skip:本 worktree 无 build/,未跑 C++ ctest(本批次无 C++ 改动) +验收:真服 / 双账号 / Mac App 未验证(§8.3 纯本地 UI,无服务端依赖); + helpwindow.py 的 .sub / help_stick.tga 贴图与字体描边未逐像素比对 +风险与依赖:依赖 W0 冻结的 UiManager/UiScript/UiBuild 与 Locale;未改共享文件, + game_scene.gd 仅加 1 条 elif(W3 许可范围)。1:1 偏差:本仓 uihelp.py 非“136 行含 + 键位行”版本,逐字源实际为 helpwindow.py + uiScriptLocale.HELP_*(已在 §8.3 注明); + 帮助窗按非模态实现(原版 Lock()),ESC/关闭行为等价 +下一批次:Phase 2 由 W0 执行 G1 集成;§8.6 剩余逐行键位与表情包仍在 W3 范围 +``` diff --git a/docs/CLIENT-GAP.md b/docs/CLIENT-GAP.md index 72481508..3c781574 100644 --- a/docs/CLIENT-GAP.md +++ b/docs/CLIENT-GAP.md @@ -58,7 +58,7 @@ | W0 公共基础 / 集成 | 🟡 | DirectEnter、Classic Warp endpoint、`world_reset`、场景重建首版已落地;增量 49 接口冻结批次(`Entity` 补字段 + `mut_spawn_full/mut_ownership/mut_map_bgm/drain_dirty`、`bgm_changed` 信号、`bgm_director.gd`、§8.6 键位收敛)已提交 | Phase 1 4 工作流并行完成后执行 G1 集成 | | W1 协议 / 账号会话 | 🟡 | 增量 50:§1.5 版本包按 locale 分支(EUROPE 发 `CG_CLIENT_VERSION2` 0xf1 + `"1215955205"`,其余发 0xfd + `MT_BUILD_TIMESTAMP`)、可执行名 setter;§1.10 `text_codec.h` UTF-8 安全定长文本裁剪 + `net_text_codec_test`,会话侧所有定长 name/sign/comment 填充改走 `to_wire()`;§2.2 `GC_CHARACTER_ADD` 按 invisible-race 丢弃 / PC·NPC 暂存 `m_pending_actor` / 其余即时 `mut_spawn`(名字取自 npclist.txt),`GC_CHAR_ADDITIONAL_INFO` 无暂存则记录并丢弃、命中则合并 9 字段 `mut_spawn_full` 后清表 | 真实 locale codepage 转码、真实双连接、enter delay;GDScript 名称长度校验统一(G1 已收) | | W2 实体 / 世界 / 战斗 | 🟡 | §2.1 两层模型(`EntityStore` 纯数据层 + `net_world.gd` 每帧 `_update_visibility()` 按 `CHAR_STAGE_VIEW_BOUND` / `AFFECT_SHOW_ALWAYS` / `IsWall` 建 / 淡出节点)、§2.3(`mut_spawn`→`mut_spawn_full` 整行替换 + 节点销毁重建 + 上下坐骑保坐标)、§2.4(点数快照截断 / 尾部清零 + 单索引边界)、§2.5(`mut_affect_flags` 两段拼装 + 参考调用序节点刷新)已落地并回归(增量 50) | 远服 40250 端到端可见性 / VID 复用 / affect 表现验收;`state_flags` 表现层枚举与眩晕 / 隐身等表现 | -| W3 玩法 UI / 输入 | 🟡 | 多数窗口、背包 / 任务 / 社交、键位和输入已有首版;§8.6 数字键 / F1–F4 / Ctrl+数字入口已收敛 | §8.3 帮助窗;§8.6 剩余逐行键位与表情包 | +| W3 玩法 UI / 输入 | 🟡 | 多数窗口、背包 / 任务 / 社交、键位和输入已有首版;§8.6 数字键 / F1–F4 / Ctrl+数字入口已收敛;**§8.3 帮助窗(`help_ui.gd` = `helpwindow.py` uiscript + `uiScriptLocale.HELP_*` 逐字,`H` 键 / ESC 菜单 `help_button` 入口,`help_ui_test` 绿)已落地** | §8.6 剩余逐行键位与表情包;帮助窗视觉 / `.sub` 贴图与真服未验证 | | W4 渲染 / 资产 / 音频 | 🟡 | GR2 / `.msa` / `.mse`、地图 / 水体 / 天气 / BGM 部分链路已有;`bgm_director.gd` 消费点已就位 | §9.1 地图 BGM 曲目解析 + 音量、§9.2 后台恢复曲目、§9.3 生命周期单一属主 | | W5 打包 / 发布 / 验收 | ⬜ | 已有 Godot 导出配置和构建入口 | 自包含资源包、Intel / Apple Silicon、签名和 Mac App 验收 | @@ -162,6 +162,22 @@ > `wire_classic.h` 的 `GCPoints` 已有 `static_assert(sizeof == 1 + 255*4)`;`ClassicParser` > 需在 `GC_CHARACTER_ADD[2]` / `GC_CHARACTER_UPDATE` 后调用 `mut_affect_flags()` 把 > `affect_flag[2]` 送进实体(`mut_char_update` 无 affect 形参,未接线)。G1 集成已接线(见下)。 +> - **2026-09-02 增量 50(Phase 1 W3 / §8.3 帮助窗)**:新增 `project/ui/help_ui.gd` —— 1:1 +> 迁移 `assets/root/uihelp.py` 的 `HelpWindow`(单页版 `ENABLE_HELP_MULTIPAGE = 0` → +> `LoadDialogSinglePage`),布局走真 `assets/uiscript/uiscript/helpwindow.py`(UiScript → +> UiBuild),19 条浮动帮助行 + 10 个任务栏贴纸标签 + `close_button` 的文本逐字对齐 +> `uiScriptLocale.HELP_*`(`locale/locale/en/locale_interface.txt`);`UiManager` 未接 locale +> 回调时 `helpwindow.py` 里的 `uiScriptLocale.X` 被解析成 `` 占位,`_relabel()` 用本工程 +> `Locale` 表 + 英文兜底补回(含原脚本重名的两个 `help_02`)。入口:`game_scene.gd` +> `_unhandled_input` 加单条 `elif`(`H` 且非 Ctrl / 非 Meta → `system_menu_ui.toggle_help()`; +> `Ctrl+H` 仍留给 `/user_horse_ride`);`system_menu_ui.gd` 的 `help_button` 由占位提示改为 +> `close()` + `open_help()`,新增 `_ensure_help()` 懒建 / `open_help()` / `toggle_help()` 与 +> 可注入的 `help_ui` 成员(`setup()` 追加可选第 6 参,旧 5 参调用不受影响)。新增 +> `project/help_ui_test.gd`(helpwindow.py 装载 + 19 行逐字绑定 + 任务栏标签 + close_button + +> open/close/toggle + ESC 栈顶 + `SystemMenuUI.open_help()` 懒建)。`help_ui_test` / +> `system_menu_ui_test` / `gamescene_test` / `ui_test`(附加 `system_option_ui_test` / +> `char_status_ui_test`)全绿;本 worktree 无 `build/`,未跑 C++ `ctest`。视觉 / `.sub` 贴图 +> 与真服未验证。 > - **2026-09-02 增量 49(W0 接口冻结批次)**:为 Phase 1 的 4 个并行工作流一次性落地跨工作流 > 共享文件的骨架,冻结接口后再拆分。`EntityStore`:`Entity` 补 `empire / affect_flags / > owner_vid / state_flags` 字段;新增 `mut_spawn_full()`(§2.3 两包合并的单次落地入口)、 diff --git a/project/game_scene.gd b/project/game_scene.gd index 4242c914..f5d9c6d4 100644 --- a/project/game_scene.gd +++ b/project/game_scene.gd @@ -603,6 +603,9 @@ func _unhandled_input(e: InputEvent) -> void: skills.toggle() elif e.keycode in [KEY_V, KEY_C] and char_status_ui: char_status_ui.toggle() + elif e.keycode == KEY_H and not e.ctrl_pressed and not e.meta_pressed and system_menu_ui: + # 参考端 game.py __PressHKey:非 Ctrl → interface.OpenHelpWindow()(Ctrl+H 是 /user_horse_ride) + system_menu_ui.toggle_help() elif e.keycode == KEY_J and quest_log: quest_log.toggle() elif e.keycode == KEY_O and friend_ui: diff --git a/project/help_ui_test.gd b/project/help_ui_test.gd new file mode 100644 index 00000000..e13e2797 --- /dev/null +++ b/project/help_ui_test.gd @@ -0,0 +1,115 @@ +# help_ui_test —— §8.3 帮助窗 headless 自检(真 `helpwindow.py` uiscript + 假 client)。 +# godot --headless --path project --script help_ui_test.gd +# 校验:helpwindow.py 装载、19 条帮助行 + 任务栏标签逐字绑定(对齐 +# `locale/locale/en/locale_interface.txt` 的 `HELP_*`)、close_button、open/close/toggle、 +# 以及 SystemMenuUI.open_help() 懒建并打开本窗。缺 uiscript 资产时优雅跳过。 +extends SceneTree + +const UiManager = preload("res://ui/ui_manager.gd") +const HelpUI = preload("res://ui/help_ui.gd") +const SystemMenuUI = preload("res://ui/system_menu_ui.gd") + +class FakeClient extends Node: + func say(_type: int, _text: String) -> bool: + return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: help_ui_test (helpwindow.py + HELP_* rows + close/open/toggle + SystemMenu.open_help)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _txt(hw: Node, nm: String) -> String: + var n: Control = hw._node(nm) + return String(n.text) if n and ("text" in n) else "" % nm + +func _run() -> void: + var assets := AssetRoot.path() + if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/helpwindow.py")): + print(" (skip: no helpwindow.py — assets checkout missing)") + return + + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() + var fc := FakeClient.new() + get_root().add_child(fc) + + var hw: Node = HelpUI.new() + get_root().add_child(hw) + hw.setup(ui, fc, assets) + hw.open() + _ck(hw.is_open(), "help window opened") + if not hw.is_open(): + return + + # --- 19 条浮动帮助行都绑定且非占位 --- + var bound := 0 + for i in range(1, 20): + var nm := "help_%02d" % i + var s := _txt(hw, nm) + _ck(not s.begins_with("")), "%s not a placeholder (got %s)" % [nm, s]) + if not s.strip_edges().is_empty() and not (s.begins_with("<") and s.ends_with(">")): + bound += 1 + _ck(bound == 19, "all 19 help rows bound (got %d)" % bound) + + # --- 逐字对照 locale/locale/en/locale_interface.txt --- + _ck(_txt(hw, "help_01") == "Panel: W, A, S, D or arrow keys", + "help_01 = HELP_MOVE_KEY (got %s)" % _txt(hw, "help_01")) + _ck(_txt(hw, "help_06") == "Attack: left mouse button or space bar", + "help_06 = HELP_ATTACK_KEY (got %s)" % _txt(hw, "help_06")) + _ck(_txt(hw, "help_02") == "Camera View: middle or right mouse button", + "help_02 = HELP_CONTROL_CAMERA_BY_MIDDLEBUTTON (2nd dup wins) (got %s)" % _txt(hw, "help_02")) + _ck(_txt(hw, "help_19") == "Display help: H", + "help_19 = HELP_HELP (got %s)" % _txt(hw, "help_19")) + + # --- 任务栏贴纸标签 --- + _ck(_txt(hw, "taskbar_help_02") == "Hit Points (HP)", + "taskbar_help_02 = HELP_HP (got %s)" % _txt(hw, "taskbar_help_02")) + _ck(_txt(hw, "taskbar_help_08b") == "(Character Window, Inventory Window,", + "taskbar_help_08b = HELP_CHARACTER_BUTTON1 (got %s)" % _txt(hw, "taskbar_help_08b")) + + # --- close_button --- + var close_btn: Control = hw._node("close_button") + _ck(close_btn is BaseButton, "close_button is a button") + _ck(_txt(hw, "close_button") == "Close", "close_button text = Close (got %s)" % _txt(hw, "close_button")) + + # --- rows() 便捷器 --- + var rows: Array = hw.rows() + _ck(rows.size() == 19, "rows() returns 19 entries (got %d)" % rows.size()) + var all_nonempty := true + for r in rows: + if String(r).strip_edges().is_empty(): + all_nonempty = false + _ck(all_nonempty, "rows() all non-empty") + + # --- close_button 关窗 --- + close_btn.pressed.emit() + _ck(not hw.is_open(), "close_button closes help window") + + # --- open / toggle / ESC 栈 --- + hw.toggle() + _ck(hw.is_open(), "toggle() re-opens help window") + _ck(ui.top() == hw._win.get("root"), "help window is top of UiManager stack (ESC closes it)") + hw.toggle() + _ck(not hw.is_open(), "toggle() closes help window") + + # --- SystemMenuUI.open_help() 懒建并打开 --- + var sm: Node = SystemMenuUI.new() + get_root().add_child(sm) + sm.setup(ui, fc, assets) + sm.open_help() + _ck(is_instance_valid(sm.help_ui), "SystemMenuUI.open_help() lazily builds help_ui") + _ck(sm.help_ui.is_open(), "SystemMenuUI.open_help() opens the help window") + sm.help_ui.close() diff --git a/project/help_ui_test.gd.uid b/project/help_ui_test.gd.uid new file mode 100644 index 00000000..49166374 --- /dev/null +++ b/project/help_ui_test.gd.uid @@ -0,0 +1 @@ +uid://c0k8knok8mik5 diff --git a/project/ui/help_ui.gd b/project/ui/help_ui.gd new file mode 100644 index 00000000..ce19db2f --- /dev/null +++ b/project/ui/help_ui.gd @@ -0,0 +1,197 @@ +# HelpUI (P11 / §8.3) —— 游戏内帮助窗(1:1 迁移 `assets/root/uihelp.py` 的 +# `HelpWindow`,单页版:`ENABLE_HELP_MULTIPAGE = 0` → `LoadDialogSinglePage()`)。 +# +# var hw := preload("res://ui/help_ui.gd").new() +# add_child(hw) +# hw.setup(ui_manager, m2client, assets_root) +# hw.toggle() # H 键(非 Ctrl) +# hw.open() # ESC 系统菜单 help_button +# +# 布局走真 `assets/uiscript/uiscript/helpwindow.py`(UiScript → UiBuild)。 +# 文本逐字对齐 `uiScriptLocale.HELP_*`(`locale/locale//locale_interface.txt`); +# `ui_manager` 没接 locale 回调时,`helpwindow.py` 里的 `uiScriptLocale.X` 会被 +# UiScript 解析成 `` 占位,`_relabel()` 再用本工程的 `Locale` 表 + 英文兜底补回。 +# +# 入口逐字对照 `game.py:459 __PressHKey()`:非 Ctrl → `interface.OpenHelpWindow()` +# (Ctrl+H 是 `net.SendChatPacket("/user_horse_ride")`,不在本窗职责内)。 +# 关闭对照 `helpwindow.py` 的 `HelpWindow`:`close_button` / `OnPressEscapeKey` / +# `OnPressExitKey` / `OnKeyDown(DIK_H)` 都调用 `eventClose`。ESC 由 `UiManager` +# 的窗口栈统一处理(关最顶层);H 键复用 `toggle()`。 +extends Node + +# helpwindow.py 的 name → uiScriptLocale key(逐字,含原脚本里重名的两个 `help_02`)。 +const FLOAT_ROWS := { + "help_01": "HELP_MOVE_KEY", + "help_02": "HELP_CONTROL_CAMERA_BY_MIDDLEBUTTON", # 原脚本第二个 help_02(后者覆盖) + "help_03": "HELP_SHOW_ALL_NAME", + "help_04": "HELP_OPEN_CHAT", + "help_05": "HELP_OPEN_WHISPER", + "help_06": "HELP_ATTACK_KEY", + "help_07": "HELP_OPEN_CHARACTER", + "help_08": "HELP_OPEN_SKILL", + "help_09": "HELP_OPEN_QUEST", + "help_10": "HELP_OPEN_INVENTORY", + "help_11": "HELP_OPEN_LOG", + "help_12": "HELP_OPEN_ZONEMAP", + "help_13": "HELP_OPEN_MINIMAP", + "help_14": "HELP_CHANGE_PK_MODE", + "help_15": "HELP_PICK_ITEM", + "help_16": "HELP_SCREEN_CAPTURE", + "help_17": "HELP_GUILD_WINDOW", + "help_18": "HELP_MESSENGER_WINDOW", + "help_19": "HELP_HELP", +} + +# 任务栏贴纸标签(helpwindow.py 的 `taskbar_help_*` 文本)。 +const TASKBAR_ROWS := { + "taskbar_help_01": "HELP_FURY", + "taskbar_help_02": "HELP_HP", + "taskbar_help_03": "HELP_SP", + "taskbar_help_04": "HELP_EXP", + "taskbar_help_05": "HELP_MOUSE_LEFT", + "taskbar_help_06": "HELP_MOUSE_RIGHT", + "taskbar_help_07": "HELP_QUICKSLOT", + "taskbar_help_08a": "HELP_SYSTEM_BUTTON", + "taskbar_help_08b": "HELP_CHARACTER_BUTTON1", + "taskbar_help_08c": "HELP_CHARACTER_BUTTON2", +} + +# uiScriptLocale 兜底(逐字取自 `locale/locale/en/locale_interface.txt`)—— +# 资产缺 locale 表或 UiManager 没接 locale 回调时用这份。 +const FALLBACK := { + "HELP_MOVE_KEY": "Panel: W, A, S, D or arrow keys", + "HELP_CONTROL_CAMERA_BY_RIGHTBUTTON": "Camera View: right or middle mouse button", + "HELP_CONTROL_CAMERA_BY_MIDDLEBUTTON": "Camera View: middle or right mouse button", + "HELP_SHOW_ALL_NAME": "Display Names: Alt", + "HELP_OPEN_CHAT": "Open chat window: Enter", + "HELP_OPEN_WHISPER": "Open Whisper Window: Shift + Enter", + "HELP_ATTACK_KEY": "Attack: left mouse button or space bar", + "HELP_OPEN_CHARACTER": "Open character window: C", + "HELP_OPEN_SKILL": "Open Skill Window: V", + "HELP_OPEN_QUEST": "Open Task Window: N", + "HELP_OPEN_INVENTORY": "Open inventory window: I", + "HELP_OPEN_LOG": "Open Chatlog: L", + "HELP_OPEN_ZONEMAP": "Open Large Map: M", + "HELP_OPEN_MINIMAP": "Open mini map: Shift + M", + "HELP_CHANGE_PK_MODE": "Change attack mode: change setting of left mouse button", + "HELP_PICK_ITEM": "Collect Items: ^ or Y or left mouse button", + "HELP_SCREEN_CAPTURE": "Save Screenshot: Print (will be saved in file \"Metin2\\screenshot\")", + "HELP_GUILD_WINDOW": "Open Guild Window: Alt + G", + "HELP_MESSENGER_WINDOW": "Open Friends List: Alt + M", + "HELP_HELP": "Display help: H", + "HELP_FURY": "Ingame Item Shop", + "HELP_HP": "Hit Points (HP)", + "HELP_SP": "Spell Points (SP)", + "HELP_EXP": "Experience", + "HELP_MOUSE_LEFT": "Function of the Left Mouse button", + "HELP_MOUSE_RIGHT": "Function of the Right Mouse button", + "HELP_QUICKSLOT": "Fast Access Fields", + "HELP_SYSTEM_BUTTON": "System buttons", + "HELP_CHARACTER_BUTTON1": "(Character Window, Inventory Window,", + "HELP_CHARACTER_BUTTON2": "List of Friends and Options)", + "CLOSE": "Close", +} + +var ui: CanvasLayer +var client: Node +var assets_root := "" +var uiscript_dir := "" + +var _win: Dictionary = {} +var _loc # Locale(res://locale.gd) + +func setup(ui_manager: CanvasLayer, m2client: Node = null, assets := "") -> void: + ui = ui_manager + client = m2client + assets_root = assets + if assets_root == "" and ui and "assets_root" in ui: + assets_root = ui.assets_root + uiscript_dir = assets_root.path_join("uiscript/uiscript") + if not DirAccess.dir_exists_absolute(uiscript_dir): + uiscript_dir = assets_root.path_join("uiscript") + var LocaleScript = load("res://locale.gd") + if LocaleScript: + _loc = LocaleScript.new() + _loc.setup(assets_root, "en") + +# --- open / close --------------------------------------------------- + +func is_open() -> bool: + return not _win.is_empty() and is_instance_valid(_win.get("root")) + +func toggle() -> void: + if is_open(): close() + else: open() + +func close() -> void: + if is_open(): + ui.close(_win["root"]) + _win = {} + +func open() -> void: + if is_open(): + return + var path := uiscript_dir.path_join("helpwindow.py") + if not FileAccess.file_exists(path): + push_warning("HelpUI: no helpwindow.py at " + path) + return + _win = ui.open_script(path, assets_root) + if not is_open(): + return + _relabel() + _wire() + +func _node(nm: String) -> Control: + if _win.is_empty(): + return null + var n = _win.get("nodes", {}).get(nm, null) + return n if n is Control else null + +# --- content (uihelp.py.LoadDialogSinglePage + helpwindow.py 文本) --------- + +# 解析 `` 占位 / 应用 name→key 映射:先扫所有 Label(覆盖原脚本重名的两个 +# `help_02`),再按映射兜一遍(nodes dict 只留最后一个同名)。 +func _relabel() -> void: + var root: Control = _win.get("root") + if root: + for lbl in root.find_children("*", "Label", true, false): + var t := String(lbl.text) + if t.length() >= 2 and t.begins_with("<") and t.ends_with(">"): + lbl.text = _text(t.substr(1, t.length() - 2)) + for nm in FLOAT_ROWS: + _set_text(nm, _text(FLOAT_ROWS[nm])) + for nm in TASKBAR_ROWS: + _set_text(nm, _text(TASKBAR_ROWS[nm])) + _set_text("close_button", _text("CLOSE")) + +func _set_text(nm: String, s: String) -> void: + var n := _node(nm) + if n == null: + return + if n.has_method("set_text"): + n.set_text(s) + elif "text" in n: + n.text = s + +# uiScriptLocale. 的取值:优先本工程 Locale 表,否则英文兜底,否则原样 key。 +func _text(key: String) -> String: + if _loc != null and _loc.has(key): + return _loc.t(key) + return FALLBACK.get(key, key) + +# 已绑定的帮助行文本(供自检 / 调试)。 +func rows() -> Array: + var out: Array = [] + for nm in FLOAT_ROWS: + var n := _node(nm) + if n and "text" in n: + out.append(String(n.text)) + return out + +# --- wiring (uihelp.py.HelpWindow.SetCloseEvent) ------------------------ + +func _wire() -> void: + var btn := _node("close_button") + if btn is BaseButton: + btn.pressed.connect(close) + # helpwindow.py2 的多页按钮在单页版不存在;此处不绑。 diff --git a/project/ui/help_ui.gd.uid b/project/ui/help_ui.gd.uid new file mode 100644 index 00000000..ed01de8d --- /dev/null +++ b/project/ui/help_ui.gd.uid @@ -0,0 +1 @@ +uid://dfoy732rqh7hd diff --git a/project/ui/system_menu_ui.gd b/project/ui/system_menu_ui.gd index fc443cdb..a335364f 100644 --- a/project/ui/system_menu_ui.gd +++ b/project/ui/system_menu_ui.gd @@ -7,7 +7,7 @@ # sm.toggle() # ESC(无其它窗打开时) # # 按钮绑定逐字对照 uisystem.py: -# help_button → OpenHelpWindow(暂无帮助窗 → 提示) +# help_button → interface.OpenHelpWindow(help_ui.gd,§8.3) # mall_button → net.SendChatPacket("/in_game_mall") # system_option_button → uiSystemOption.OptionDialog(system_option_ui) # game_option_button → uiGameOption.OptionDialog(game_option_ui) @@ -17,6 +17,8 @@ # cancel_button / 标题栏 → 关闭 extends Node +const HelpUI = preload("res://ui/help_ui.gd") + const LABELS := { "help_button": "帮助", "mall_button": "商城", "system_option_button": "系统设置", "game_option_button": "游戏设置", "change_button": "选择角色", "logout_button": "登出", @@ -29,16 +31,18 @@ var assets_root := "" var uiscript_dir := "" var system_option_ui: Node var game_option_ui: Node +var help_ui: Node # HelpUI(§8.3)—— 未注入时 _ensure_help() 懒建 var toast: Callable = Callable() # 可选:func(msg: String) 显示提示 var _win: Dictionary = {} func setup(ui_manager: CanvasLayer, m2client: Node, assets := "", - sys_opt: Node = null, game_opt: Node = null) -> void: + sys_opt: Node = null, game_opt: Node = null, help_win: Node = null) -> void: ui = ui_manager client = m2client system_option_ui = sys_opt game_option_ui = game_opt + help_ui = help_win assets_root = assets if assets_root == "" and ui and "assets_root" in ui: assets_root = ui.assets_root @@ -88,11 +92,25 @@ func _btn(nm: String, cb: Callable) -> void: if b is BaseButton: b.pressed.connect(cb) +# uisystem.py: self.interface.OpenHelpWindow()。未注入 help_ui 时懒建一个, +# 复用本菜单的 ui / client / assets_root。 +func _ensure_help() -> Node: + if not is_instance_valid(help_ui): + help_ui = HelpUI.new() + add_child(help_ui) + help_ui.setup(ui, client, assets_root) + return help_ui + +func open_help() -> void: + _ensure_help().open() + +func toggle_help() -> void: + _ensure_help().toggle() + func _wire() -> void: _btn("help_button", func(): - if toast.is_valid(): - toast.call("帮助窗暂未实现") - ) + close() + open_help()) _btn("mall_button", func(): if client and client.has_method("say"): client.say(0, "/in_game_mall") # net.SendChatPacket("/in_game_mall")