feat: complete mobile UI implementation

This commit is contained in:
shenlei
2026-09-04 19:54:33 +09:00
parent 9a4a044da5
commit b19d5b5dd3
132 changed files with 6643 additions and 180 deletions
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# MobileHud —— landscape in-game HUD.
#
# This is deliberately a presentation-only node. NetPlay updates it through
# the same setter contract as hud.gd, while MobileUiRoot wires its buttons to
# the existing feature controllers.
extends Control
const TouchButton := preload("res://ui/mobile/mobile_touch_button.gd")
signal avatar_pressed
signal inventory_pressed
signal minimap_pressed
signal menu_pressed
signal quest_pressed
signal party_member_pressed(vid: int)
signal context_action_pressed
const AVATAR_SIZE := 78.0
const SAFE_MARGIN := 16.0
var client: Node
var _player_name: Label
var _avatar: TouchButton
var _hp_bar: ProgressBar
var _mp_bar: ProgressBar
var _hp_text: Label
var _mp_text: Label
var _level: Label
var _party_host: VBoxContainer
var _target_panel: Panel
var _target_name: Label
var _target_bar: ProgressBar
var _quest: TouchButton
var _context: TouchButton
var _mini_host: Control
var _mini_placeholder: Label
var _channel: Label
var _affects: HBoxContainer
var _client_bound := false
func setup() -> void:
set_anchors_preset(Control.PRESET_FULL_RECT)
mouse_filter = Control.MOUSE_FILTER_IGNORE
_build_player_card()
_build_top_right()
_build_target()
_build_quest()
_build_context_action()
func bind_client(m2client: Node) -> void:
if _client_bound and client == m2client:
_refresh_player()
_refresh_party()
return
client = m2client
_client_bound = client != null
if client and client.has_signal("party_changed"):
client.party_changed.connect(_refresh_party)
if client and client.has_signal("vitals_changed"):
client.vitals_changed.connect(func(_vid): _refresh_party())
_refresh_player()
_refresh_party()
func set_player_name(value: String) -> void:
if _player_name:
_player_name.text = value if value != "" else "冒险者"
func get_minimap_host() -> Control:
return _mini_host
func get_quest_button() -> Control:
return _quest
func get_context_button() -> Control:
return _context
func set_vitals(hp: int, max_hp: int, sp: int, max_sp: int) -> void:
if _hp_bar:
_hp_bar.max_value = maxi(1, max_hp)
_hp_bar.value = clampi(hp, 0, maxi(1, max_hp))
if _mp_bar:
_mp_bar.max_value = maxi(1, max_sp)
_mp_bar.value = clampi(sp, 0, maxi(1, max_sp))
if _hp_text:
_hp_text.text = "%d/%d" % [hp, max_hp]
if _mp_text:
_mp_text.text = "%d/%d" % [sp, max_sp]
func set_exp(xp: int, next_xp: int) -> void:
# The mobile card keeps the main HUD quiet; experience is shown in the
# level caption so it remains available without adding a bottom bar.
if _level and next_xp > 0:
_level.tooltip_text = "经验 %d / %d" % [xp, next_xp]
func set_level(value: int) -> void:
if _level:
_level.text = "Lv %d" % value
func set_energy(value: int, max_value: int = 100) -> void:
if _avatar:
_avatar.tooltip_text = "职业资源 %d/%d" % [value, max_value]
func set_stamina(value: int, max_value: int) -> void:
if _avatar:
_avatar.tooltip_text = "体力 %d/%d" % [value, max_value]
func set_affects(values: Array) -> void:
if _affects == null:
return
for child in _affects.get_children():
child.queue_free()
for value in values:
var chip := Label.new()
chip.text = ""
chip.add_theme_font_size_override("font_size", 11)
chip.add_theme_color_override("font_color", Color.from_hsv(
fmod(float(int(value.get("type", 0))) * 0.13, 1.0), 0.55, 0.95))
chip.tooltip_text = "状态 #%d" % int(value.get("type", 0))
_affects.add_child(chip)
func set_target(name: String, hp_pct: int) -> void:
if _target_panel == null:
_build_target()
_target_panel.visible = true
_target_name.text = name if name != "" else "目标"
_target_bar.value = clampi(hp_pct, 0, 100)
func clear_target() -> void:
if _target_panel:
_target_panel.visible = false
func set_channel(value: int) -> void:
if _channel:
_channel.text = "CH %d" % value
func set_dungeon_destination(active: bool, _world_pos: Vector3) -> void:
if _quest and active:
_quest.set_caption("副本目标")
func set_context_action(text: String, visible: bool) -> void:
if _context == null:
return
_context.set_caption(text)
_context.visible = visible
func _build_player_card() -> void:
var card := Control.new()
card.position = Vector2(SAFE_MARGIN, SAFE_MARGIN)
card.size = Vector2(110, 122)
add_child(card)
_player_name = Label.new()
_player_name.text = "冒险者"
_player_name.position = Vector2(0, 0)
_player_name.size = Vector2(AVATAR_SIZE + 10, 20)
_player_name.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_player_name.add_theme_font_size_override("font_size", 13)
_player_name.add_theme_color_override("font_color", Color(0.98, 0.88, 0.61))
_player_name.add_theme_color_override("font_outline_color", Color(0.01, 0.02, 0.04, 0.95))
_player_name.add_theme_constant_override("outline_size", 4)
card.add_child(_player_name)
_avatar = TouchButton.new()
_avatar.setup("\n", Color(0.92, 0.72, 0.32, 0.95))
_avatar.position = Vector2(5, 20)
_avatar.size = Vector2(AVATAR_SIZE, AVATAR_SIZE)
_avatar.pressed.connect(func(): avatar_pressed.emit())
card.add_child(_avatar)
_hp_bar = _bar(Color(0.86, 0.24, 0.22), Vector2(AVATAR_SIZE, 9))
_hp_bar.position = Vector2(5, 100)
card.add_child(_hp_bar)
_hp_text = _bar_text(_hp_bar)
_mp_bar = _bar(Color(0.24, 0.48, 0.93), Vector2(AVATAR_SIZE, 7))
_mp_bar.position = Vector2(5, 111)
card.add_child(_mp_bar)
_mp_text = _bar_text(_mp_bar)
_level = Label.new()
_level.text = "Lv 1"
_level.position = Vector2(86, 27)
_level.add_theme_font_size_override("font_size", 11)
_level.add_theme_color_override("font_color", Color(0.78, 0.86, 0.98))
card.add_child(_level)
_party_host = VBoxContainer.new()
_party_host.position = Vector2(0, 126)
_party_host.size = Vector2(196, 180)
_party_host.add_theme_constant_override("separation", 4)
add_child(_party_host)
_affects = HBoxContainer.new()
_affects.position = Vector2(5, 121)
_affects.add_theme_constant_override("separation", 3)
card.add_child(_affects)
func _build_top_right() -> void:
var actions := Control.new()
actions.set_anchors_preset(Control.PRESET_TOP_RIGHT)
actions.position = Vector2(-250, SAFE_MARGIN)
actions.size = Vector2(234, 98)
add_child(actions)
var bag := TouchButton.new()
bag.setup("背包", Color(0.95, 0.72, 0.34, 0.95))
bag.position = Vector2(0, 18)
bag.size = Vector2(56, 56)
bag.pressed.connect(func(): inventory_pressed.emit())
actions.add_child(bag)
_mini_host = Control.new()
_mini_host.position = Vector2(62, 0)
_mini_host.size = Vector2(96, 96)
_mini_host.mouse_filter = Control.MOUSE_FILTER_IGNORE
actions.add_child(_mini_host)
_mini_placeholder = Label.new()
_mini_placeholder.text = "地图"
_mini_placeholder.position = Vector2(28, 38)
_mini_placeholder.add_theme_font_size_override("font_size", 12)
_mini_placeholder.add_theme_color_override("font_color", Color(0.8, 0.9, 1.0, 0.85))
_mini_placeholder.mouse_filter = Control.MOUSE_FILTER_IGNORE
_mini_host.add_child(_mini_placeholder)
var map_button := TouchButton.new()
map_button.setup("", Color(0.45, 0.7, 0.95, 0.95))
map_button.position = Vector2(62, 0)
map_button.size = Vector2(96, 96)
map_button.set_idle_modulate(Color(1, 1, 1, 0.03))
map_button.pressed.connect(func(): minimap_pressed.emit())
actions.add_child(map_button)
var menu := TouchButton.new()
menu.setup("菜单", Color(0.58, 0.74, 0.96, 0.95))
menu.position = Vector2(164, 18)
menu.size = Vector2(56, 56)
menu.pressed.connect(func(): menu_pressed.emit())
actions.add_child(menu)
_channel = Label.new()
_channel.text = "CH -"
_channel.position = Vector2(75, 98)
_channel.add_theme_font_size_override("font_size", 10)
_channel.add_theme_color_override("font_color", Color(0.64, 0.75, 0.9))
actions.add_child(_channel)
func _build_target() -> void:
_target_panel = Panel.new()
_target_panel.set_anchors_preset(Control.PRESET_CENTER_TOP)
_target_panel.position = Vector2(-112, 14)
_target_panel.size = Vector2(224, 48)
_target_panel.visible = false
_target_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
_target_panel.add_theme_stylebox_override("panel", _panel_style(Color(0.12, 0.05, 0.06, 0.84), Color(0.82, 0.3, 0.3)))
add_child(_target_panel)
_target_name = Label.new()
_target_name.position = Vector2(10, 4)
_target_name.size = Vector2(204, 18)
_target_name.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_target_name.add_theme_font_size_override("font_size", 12)
_target_panel.add_child(_target_name)
_target_bar = _bar(Color(0.88, 0.24, 0.23), Vector2(204, 9))
_target_bar.position = Vector2(10, 28)
_target_bar.max_value = 100
_target_bar.value = 100
_target_panel.add_child(_target_bar)
func _build_quest() -> void:
_quest = TouchButton.new()
_quest.setup("任务 · 点击查看", Color(1.0, 0.72, 0.3, 0.9))
_quest.set_anchors_preset(Control.PRESET_TOP_RIGHT)
_quest.position = Vector2(-244, 126)
_quest.size = Vector2(224, 45)
_quest.pressed.connect(func(): quest_pressed.emit())
add_child(_quest)
func _build_context_action() -> void:
_context = TouchButton.new()
_context.setup("交互", Color(0.92, 0.68, 0.31, 0.95))
_context.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
_context.position = Vector2(110, -116)
_context.size = Vector2(74, 48)
_context.visible = false
_context.pressed.connect(func(): context_action_pressed.emit())
add_child(_context)
func _refresh_player() -> void:
if client == null or not client.has_method("get_main_vid") or not client.has_method("get_entity"):
return
var entity: Dictionary = client.get_entity(client.get_main_vid())
set_player_name(String(entity.get("name", "冒险者")))
set_level(int(entity.get("level", 1)))
func _refresh_party() -> void:
if _party_host == null:
return
for child in _party_host.get_children():
child.queue_free()
if client == null or not client.has_method("get_party"):
return
var members: Array = client.get_party()
for member in members:
var vid := int(member.get("vid", 0))
var row := TouchButton.new()
row.setup(" %s %d%%" % [String(member.get("name", "队员")), int(member.get("hp_pct", 0))],
Color(0.32, 0.52, 0.76, 0.8))
row.set_rect_style()
row.custom_minimum_size = Vector2(184, 29)
row.size = Vector2(184, 29)
row.pressed.connect(func(): party_member_pressed.emit(vid))
_party_host.add_child(row)
func _bar(color: Color, bar_size: Vector2) -> ProgressBar:
var bar := ProgressBar.new()
bar.custom_minimum_size = bar_size
bar.size = bar_size
bar.min_value = 0
bar.max_value = 100
bar.value = 100
bar.show_percentage = false
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
bar.add_theme_stylebox_override("background", _panel_style(Color(0.01, 0.02, 0.04, 0.78), Color(0.1, 0.14, 0.2, 0.6), 2))
bar.add_theme_stylebox_override("fill", _panel_style(color, color, 2))
return bar
func _bar_text(bar: ProgressBar) -> Label:
var label := Label.new()
label.set_anchors_preset(Control.PRESET_FULL_RECT)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.add_theme_font_size_override("font_size", 8)
label.add_theme_color_override("font_color", Color(0.96, 0.98, 1.0))
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
bar.add_child(label)
return label
func _panel_style(bg: Color, border: Color, width := 1) -> StyleBoxFlat:
var style := StyleBoxFlat.new()
style.bg_color = bg
style.border_color = border
style.set_border_width_all(width)
style.set_corner_radius_all(6)
return style
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# MobileInputOverlay —— touch controls layered over the world.
#
# Child controls consume their own touch events, so PlayerController and
# GameCamera continue receiving unhandled world touches for tap-to-move,
# camera orbit and pinch zoom.
extends Control
const Joystick := preload("res://ui/mobile/virtual_joystick.gd")
const TouchButton := preload("res://ui/mobile/mobile_touch_button.gd")
var player_controller: Node
var net_play: Node
var quickbar: Node
var ground_items: Node
var _joystick: Joystick
var _attack: TouchButton
var _potion: TouchButton
var _skills: Array[TouchButton] = []
var _ui_touch_indices := {}
var _aim_slot := -1
var _aim_direction := Vector2.ZERO
var _skip_skill_release := {}
var _aim_hint: Label
func setup() -> void:
set_anchors_preset(Control.PRESET_FULL_RECT)
mouse_filter = Control.MOUSE_FILTER_IGNORE
_build_joystick()
_build_combat_pad()
_aim_hint = Label.new()
_aim_hint.name = "SkillAimHint"
_aim_hint.set_anchors_preset(Control.PRESET_CENTER_TOP)
_aim_hint.position = Vector2(-170, 70)
_aim_hint.size = Vector2(340, 30)
_aim_hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_aim_hint.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_aim_hint.add_theme_font_size_override("font_size", 12)
_aim_hint.add_theme_color_override("font_color", Color(1.0, 0.86, 0.52))
_aim_hint.add_theme_color_override("font_outline_color", Color(0.02, 0.03, 0.05, 0.95))
_aim_hint.add_theme_constant_override("outline_size", 4)
_aim_hint.mouse_filter = Control.MOUSE_FILTER_IGNORE
_aim_hint.visible = false
add_child(_aim_hint)
set_process_input(true)
set_process_unhandled_input(true)
func bind_controls(pc: Node, np: Node, qb: Node, ground: Node = null) -> void:
player_controller = pc
net_play = np
quickbar = qb
ground_items = ground
if _joystick:
if not _joystick.axis_changed.is_connected(_on_axis):
_joystick.axis_changed.connect(_on_axis)
if _attack:
if not _attack.press_state.is_connected(_on_attack_state):
_attack.press_state.connect(_on_attack_state)
func _build_joystick() -> void:
_joystick = Joystick.new()
_joystick.setup(172.0)
_joystick.set_anchors_preset(Control.PRESET_BOTTOM_LEFT)
_joystick.position = Vector2(20, -192)
_joystick.size = Vector2(172, 172)
add_child(_joystick)
func _build_combat_pad() -> void:
_attack = TouchButton.new()
_attack.setup("普攻", Color(1.0, 0.42, 0.25, 0.98))
_attack.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
_attack.position = Vector2(-126, -168)
_attack.size = Vector2(112, 112)
add_child(_attack)
_potion = TouchButton.new()
_potion.setup("", Color(0.38, 0.88, 0.58, 0.96))
_potion.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
_potion.position = Vector2(-388, -72)
_potion.size = Vector2(52, 52)
_potion.pressed.connect(func():
# The first page's slot 5 is the conventional consumable slot in the
# existing quickbar. Quickbar still validates item availability/server state.
if quickbar and quickbar.has_method("activate"):
quickbar.activate(4))
add_child(_potion)
for slot in 4:
var skill := TouchButton.new()
skill.setup("%d" % (slot + 1), Color(0.34, 0.65, 0.98, 0.96))
skill.set_gesture_enabled(true)
skill.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
skill.position = Vector2(-330 + slot * 58, -72)
skill.size = Vector2(52, 52)
var captured := slot
skill.long_pressed.connect(func(): _begin_skill_aim(captured, skill))
skill.drag_changed.connect(func(_delta: Vector2): _update_skill_aim(captured, skill))
skill.drag_released.connect(func(_delta: Vector2): _release_skill_aim(captured, skill))
skill.released.connect(func(): _finish_short_skill_press(captured, skill))
add_child(skill)
_skills.append(skill)
func _on_axis(axis: Vector2) -> void:
if player_controller and player_controller.has_method("set_mobile_axis"):
player_controller.set_mobile_axis(axis)
func _on_attack_state(down: bool) -> void:
if net_play and net_play.has_method("set_attack_key"):
net_play.set_attack_key(down)
func _begin_skill_aim(slot: int, button: TouchButton) -> void:
if _aim_slot >= 0 and _aim_slot != slot:
return
_aim_slot = slot
_aim_direction = Vector2.ZERO
button.set_aiming(true)
if _aim_hint:
_aim_hint.text = "拖动调整方向,松手释放"
_aim_hint.visible = true
func _update_skill_aim(slot: int, button: TouchButton) -> void:
if _aim_slot != slot:
return
var total := button.drag_total()
if total.length() >= TouchButton.DRAG_THRESHOLD:
# Screen Y grows downwards; keep the conventional joystick direction
# (up = forward) for Quickbar.activate_aimed().
_aim_direction = Vector2(total.x, total.y).normalized()
if _aim_hint:
_aim_hint.text = "方向 %d° · 松手释放" % int(round(rad_to_deg(atan2(-_aim_direction.x, -_aim_direction.y))))
func _release_skill_aim(slot: int, button: TouchButton) -> void:
if _aim_slot != slot:
return
_skip_skill_release[slot] = true
if quickbar:
if quickbar.has_method("activate_aimed"):
quickbar.activate_aimed(slot, _aim_direction)
elif quickbar.has_method("activate"):
quickbar.activate(slot)
_end_skill_aim(button)
func _finish_short_skill_press(slot: int, button: TouchButton) -> void:
if bool(_skip_skill_release.get(slot, false)):
_skip_skill_release.erase(slot)
return
if _aim_slot == slot:
_end_skill_aim(button)
return
if quickbar and quickbar.has_method("activate"):
quickbar.activate(slot)
func _end_skill_aim(button: TouchButton = null) -> void:
if button:
button.set_aiming(false)
else:
for skill in _skills:
if skill:
skill.set_aiming(false)
_aim_slot = -1
_aim_direction = Vector2.ZERO
if _aim_hint:
_aim_hint.visible = false
func cancel_all() -> void:
if _joystick:
_joystick.cancel_press()
if _attack:
_attack.cancel_press()
if _potion:
_potion.cancel_press()
for skill in _skills:
if skill:
skill.cancel_press()
_end_skill_aim()
_skip_skill_release.clear()
for index in _ui_touch_indices.keys():
if player_controller and player_controller.has_method("set_mobile_ui_touch"):
player_controller.set_mobile_ui_touch(int(index), false)
_ui_touch_indices.clear()
if player_controller:
if player_controller.has_method("clear_mobile_input"):
player_controller.clear_mobile_input()
elif player_controller.has_method("set_mobile_axis"):
player_controller.set_mobile_axis(Vector2.ZERO)
if net_play and net_play.has_method("set_attack_key"):
net_play.set_attack_key(false)
func _notification(what: int) -> void:
if what == NOTIFICATION_APPLICATION_FOCUS_OUT \
or what == NOTIFICATION_APPLICATION_PAUSED \
or what == NOTIFICATION_WM_WINDOW_FOCUS_OUT:
cancel_all()
func _input(event: InputEvent) -> void:
if not player_controller or not player_controller.has_method("set_mobile_ui_touch"):
return
if event is InputEventScreenTouch:
var touch := event as InputEventScreenTouch
if touch.pressed:
var owns := _control_at(touch.position) != null
if owns:
_ui_touch_indices[touch.index] = true
player_controller.set_mobile_ui_touch(touch.index, true)
elif _ui_touch_indices.has(touch.index):
_ui_touch_indices.erase(touch.index)
player_controller.set_mobile_ui_touch(touch.index, false)
func _control_at(screen_position: Vector2) -> Control:
var controls: Array[Control] = []
if _joystick:
controls.append(_joystick)
if _attack:
controls.append(_attack)
if _potion:
controls.append(_potion)
for skill in _skills:
if skill:
controls.append(skill)
for control in controls:
if control.visible and control.get_global_rect().has_point(screen_position):
return control
return null
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# MobileMenuDrawer —— compact two-level menu for the top-right menu button.
#
# The drawer only routes actions. Feature nodes remain the owners of data,
# server state and permission checks.
extends Control
const TouchButton := preload("res://ui/mobile/mobile_touch_button.gd")
signal item_selected(category: String, item: String)
signal opened
signal closed
const CATEGORIES := ["社交", "成长", "活动", "商业", "系统"]
const ITEMS := {
"社交": ["聊天", "好友", "公会", "情侣", "观战"],
"成长": ["精炼", "龙魂", "Cube 制作"],
"活动": ["副本", "钓鱼"],
"商业": ["商店", "商城", "交易", "私人商店", "仓库", "兑换"],
"系统": ["系统设置", "游戏设置", "帮助", "选择角色", "登出", "退出游戏"],
}
var _backdrop: ColorRect
var _panel: Panel
var _category_row: HBoxContainer
var _item_scroll: ScrollContainer
var _items: VBoxContainer
var _title: Label
var _hint: Label
var _active_category := "社交"
func setup() -> void:
set_anchors_preset(Control.PRESET_FULL_RECT)
mouse_filter = Control.MOUSE_FILTER_IGNORE
_build()
visible = false
func is_open() -> bool:
return visible
func toggle() -> void:
if visible:
close()
else:
open()
func open() -> void:
if visible:
return
visible = true
_refresh_items()
opened.emit()
func close() -> void:
if not visible:
return
visible = false
closed.emit()
func _build() -> void:
_backdrop = ColorRect.new()
_backdrop.color = Color(0.01, 0.02, 0.035, 0.38)
_backdrop.set_anchors_preset(Control.PRESET_FULL_RECT)
_backdrop.mouse_filter = Control.MOUSE_FILTER_STOP
_backdrop.gui_input.connect(func(event: InputEvent):
if event is InputEventScreenTouch and not event.pressed:
close()
elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and not event.pressed:
close())
add_child(_backdrop)
_panel = Panel.new()
_panel.set_anchors_preset(Control.PRESET_TOP_RIGHT)
_panel.position = Vector2(-366, 72)
_panel.size = Vector2(350, 300)
_panel.mouse_filter = Control.MOUSE_FILTER_STOP
_panel.add_theme_stylebox_override("panel", _panel_style())
add_child(_panel)
_title = Label.new()
_title.position = Vector2(18, 13)
_title.add_theme_font_size_override("font_size", 18)
_title.add_theme_color_override("font_color", Color(0.95, 0.82, 0.52))
_panel.add_child(_title)
var close_button := TouchButton.new()
close_button.setup("×", Color(0.6, 0.75, 0.96, 0.9))
close_button.set_rect_style()
close_button.position = Vector2(310, 7)
close_button.size = Vector2(32, 32)
close_button.custom_minimum_size = Vector2(32, 32)
close_button.pressed.connect(close)
_panel.add_child(close_button)
_category_row = HBoxContainer.new()
_category_row.position = Vector2(14, 48)
_category_row.size = Vector2(322, 38)
_category_row.add_theme_constant_override("separation", 4)
_panel.add_child(_category_row)
for category in CATEGORIES:
var button := TouchButton.new()
button.setup(category, Color(0.45, 0.7, 0.95, 0.9))
button.set_rect_style()
button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button.custom_minimum_size = Vector2(0, 36)
var selected: String = String(category)
button.pressed.connect(func():
_active_category = selected
_refresh_items())
_category_row.add_child(button)
_item_scroll = ScrollContainer.new()
_item_scroll.position = Vector2(16, 96)
_item_scroll.size = Vector2(318, 160)
_item_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
_item_scroll.mouse_filter = Control.MOUSE_FILTER_STOP
_panel.add_child(_item_scroll)
_items = VBoxContainer.new()
_items.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_items.add_theme_constant_override("separation", 5)
_item_scroll.add_child(_items)
_hint = Label.new()
_hint.position = Vector2(18, 264)
_hint.size = Vector2(314, 26)
_hint.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_hint.add_theme_font_size_override("font_size", 11)
_hint.add_theme_color_override("font_color", Color(0.66, 0.72, 0.8))
_panel.add_child(_hint)
func _refresh_items() -> void:
if _panel == null:
return
_title.text = _active_category
_hint.text = "功能入口仍受当前场景和服务器状态限制。"
for child in _items.get_children():
child.queue_free()
for item in ITEMS.get(_active_category, []):
var button := TouchButton.new()
button.setup(" " + String(item), Color(0.42, 0.65, 0.9, 0.8))
button.set_rect_style()
button.custom_minimum_size = Vector2(0, 34)
var selected: String = String(item)
button.pressed.connect(func(): item_selected.emit(_active_category, selected))
_items.add_child(button)
func _panel_style() -> StyleBoxFlat:
var style := StyleBoxFlat.new()
style.bg_color = Color(0.045, 0.065, 0.1, 0.96)
style.border_color = Color(0.52, 0.68, 0.9, 0.82)
style.set_border_width_all(1)
style.set_corner_radius_all(12)
style.shadow_color = Color(0, 0, 0, 0.45)
style.shadow_size = 12
return style
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# MobileTouchButton —— a mouse and screen-touch friendly action surface.
#
# BaseButton's mouse emulation is intentionally disabled in project.godot, so
# the mobile layer owns the small amount of press/release handling it needs.
# This keeps a touch index alive until release and gives gameplay a reliable
# cancellation path when the app loses focus.
extends Control
signal pressed
signal released
signal press_state(down: bool)
signal long_pressed
signal drag_started
signal drag_changed(delta: Vector2)
signal drag_released(delta: Vector2)
var label_text := ""
var accent := Color(0.36, 0.64, 0.95, 0.95)
var idle_modulate := Color.WHITE
var circular := true
var active := false
var _touch_index := -1
var _caption: Label
var _press_position := Vector2.ZERO
var _last_position := Vector2.ZERO
var _drag_delta := Vector2.ZERO
var _long_press_token := 0
var _long_pressed := false
var _dragging := false
var _aiming := false
const LONG_PRESS_SECONDS := 0.55
const DRAG_THRESHOLD := 10.0
func setup(text: String, color: Color = Color(0.36, 0.64, 0.95, 0.95)) -> void:
label_text = text
accent = color
mouse_filter = Control.MOUSE_FILTER_STOP
custom_minimum_size = Vector2(56, 56)
_caption = Label.new()
_caption.text = label_text
_caption.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_caption.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_caption.set_anchors_preset(Control.PRESET_FULL_RECT)
_caption.mouse_filter = Control.MOUSE_FILTER_IGNORE
_caption.add_theme_font_size_override("font_size", 13)
_caption.add_theme_color_override("font_color", Color(0.94, 0.97, 1.0))
_caption.add_theme_color_override("font_outline_color", Color(0.02, 0.03, 0.05, 0.95))
_caption.add_theme_constant_override("outline_size", 3)
add_child(_caption)
queue_redraw()
func set_caption(text: String) -> void:
label_text = text
if _caption:
_caption.text = text
func set_idle_modulate(value: Color) -> void:
idle_modulate = value
modulate = value if not active else Color(0.82, 0.9, 1.0, value.a)
## Enables the long-press/drag gesture used by mobile skill aiming and
## inventory movement. The ordinary pressed/released signals remain intact
## for buttons that do not need a gesture.
func set_gesture_enabled(enabled: bool) -> void:
set_meta("gesture_enabled", enabled)
func was_long_pressed() -> bool:
return _long_pressed
func is_dragging() -> bool:
return _dragging
func drag_total() -> Vector2:
return _drag_delta
func drag_end_position() -> Vector2:
return _last_position
func set_aiming(value: bool) -> void:
_aiming = value
queue_redraw()
func set_rect_style() -> void:
circular = false
queue_redraw()
func _ready() -> void:
set_process_unhandled_input(true)
queue_redraw()
func _gui_input(event: InputEvent) -> void:
if event is InputEventScreenTouch:
if event.pressed:
if _touch_index < 0:
_touch_index = event.index
_begin_press(_event_position(event))
else:
if event.index == _touch_index:
_touch_index = -1
_end_press(_event_position(event))
accept_event()
return
if event is InputEventScreenDrag and event.index == _touch_index:
_update_drag(_event_position(event))
accept_event()
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
_touch_index = -2
_begin_press(_event_position(event))
else:
_touch_index = -1
_end_press(_event_position(event))
accept_event()
return
if event is InputEventMouseMotion and _touch_index == -2:
_update_drag(_event_position(event))
accept_event()
func _event_position(event: InputEvent) -> Vector2:
if event is InputEventMouse:
return (event as InputEventMouse).position
if event is InputEventScreenTouch:
return (event as InputEventScreenTouch).position
if event is InputEventScreenDrag:
return (event as InputEventScreenDrag).position
return Vector2.ZERO
func _begin_press(position: Vector2) -> void:
if active:
return
active = true
_press_position = position
_last_position = position
_drag_delta = Vector2.ZERO
_long_pressed = false
_dragging = false
_aiming = false
_long_press_token += 1
var token := _long_press_token
if bool(get_meta("gesture_enabled", false)) and get_tree() != null:
get_tree().create_timer(LONG_PRESS_SECONDS).timeout.connect(func():
if token != _long_press_token or not active or _long_pressed:
return
_long_pressed = true
_dragging = true
long_pressed.emit()
queue_redraw())
modulate = Color(0.82, 0.9, 1.0, idle_modulate.a)
pressed.emit()
press_state.emit(true)
queue_redraw()
func _update_drag(position: Vector2) -> void:
if not active:
return
var delta := position - _last_position
_last_position = position
_drag_delta = position - _press_position
if not bool(get_meta("gesture_enabled", false)):
return
if not _long_pressed:
if _drag_delta.length() > DRAG_THRESHOLD:
_long_press_token += 1
return
if not _dragging:
_dragging = true
drag_started.emit()
drag_changed.emit(delta)
queue_redraw()
func _end_press(position: Vector2) -> void:
if not active:
return
_update_drag(position)
_long_press_token += 1
if _dragging and _long_pressed:
drag_released.emit(_drag_delta)
active = false
modulate = idle_modulate
released.emit()
press_state.emit(false)
queue_redraw()
func cancel_press() -> void:
_long_press_token += 1
_touch_index = -1
if active:
# A cancelled gesture must never look like a completed drag to its
# receiver. Clear the gesture flags before ending the visual press.
_dragging = false
_long_pressed = false
_aiming = false
_end_press(_last_position)
else:
_long_pressed = false
_dragging = false
_aiming = false
func _unhandled_input(event: InputEvent) -> void:
# A focus loss / window pause can leave a touch-up event outside the
# control. MobileUiRoot also calls cancel_all() for the full overlay.
if event is InputEventScreenTouch and not event.pressed and event.index == _touch_index:
_touch_index = -1
_end_press(_last_position)
func _draw() -> void:
if not circular:
var rect_style := StyleBoxFlat.new()
rect_style.bg_color = Color(0.06, 0.1, 0.16, 0.86)
rect_style.border_color = accent
rect_style.set_border_width_all(1)
rect_style.set_corner_radius_all(6)
draw_style_box(rect_style, Rect2(Vector2.ZERO, size))
return
var center := size * 0.5
var radius := minf(size.x, size.y) * 0.5 - 3.0
if radius <= 0.0:
return
draw_circle(center, radius, Color(0.025, 0.04, 0.07, 0.68))
draw_arc(center, radius, 0.0, TAU, 48, accent, 3.0 if active or _aiming else 2.0)
draw_arc(center, radius - 5.0, 0.0, TAU, 48, Color(accent, 0.22), 1.0)
if _aiming:
draw_circle(center, 5.0, Color(1.0, 0.88, 0.52, 0.9))
draw_arc(center, radius - 12.0, -PI * 0.5, PI * 0.5, 24,
Color(1.0, 0.88, 0.52, 0.8), 2.0)
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# MobileUiRoot —— the mobile presentation root.
#
# It owns only mobile layout, routing and touch surfaces. Existing feature
# controllers are injected after GameScene has created them and remain the
# source of truth for server-backed state.
extends CanvasLayer
const MobileHud := preload("res://ui/mobile/mobile_hud.gd")
const MobileInputOverlay := preload("res://ui/mobile/mobile_input_overlay.gd")
const MobileMenuDrawer := preload("res://ui/mobile/mobile_menu_drawer.gd")
const TouchButton := preload("res://ui/mobile/mobile_touch_button.gd")
const MobileWindowHost := preload("res://ui/mobile/mobile_window_host.gd")
const DESIGN_SIZE := Vector2(844, 390)
var world: Node
var player: Node3D
var client: Node
var hud_view: Control
var input_overlay: Control
var menu_drawer: Control
var _avatar_panel: Panel
var _toast: Label
var _bindings := {}
var _content_root: Control
var _orientation_guard: ColorRect
var _orientation_label: Label
var _last_viewport_size := Vector2.ZERO
var _last_safe_rect := Rect2(-1, -1, 0, 0)
var ui: Node
func setup(metin_world: Node, local_player: Node3D, m2client: Node = null) -> void:
world = metin_world
player = local_player
client = m2client
layer = 20
_build()
_layout_root()
set_process(true)
if client:
hud_view.bind_client(client)
func bind_controls(bindings: Dictionary) -> void:
_bindings = bindings
client = bindings.get("client", client)
ui = bindings.get("ui", ui)
if ui and ui.has_method("set_mobile_mode"):
ui.set_mobile_mode(true)
if hud_view:
hud_view.bind_client(client)
if input_overlay:
input_overlay.bind_controls(bindings.get("player_controller"),
bindings.get("net_play"), bindings.get("quickbar"), bindings.get("ground_items"))
if bindings.get("party_ui") and bindings["party_ui"].has_method("set_mobile_mode"):
bindings["party_ui"].set_mobile_mode(true)
if bindings.get("quickbar") and bindings["quickbar"].has_method("set_mobile_mode"):
bindings["quickbar"].set_mobile_mode(true)
if bindings.get("skills") and bindings["skills"].has_method("set_mobile_quickbar"):
bindings["skills"].set_mobile_quickbar(bindings.get("quickbar"))
if bindings.get("inventory") and bindings["inventory"].has_method("set_mobile_mode"):
bindings["inventory"].set_mobile_mode(true)
if bindings.get("quest_log") and bindings["quest_log"].has_method("set_mobile_mode"):
bindings["quest_log"].set_mobile_mode(true)
if bindings.get("chat") and bindings["chat"].has_method("set_mobile_mode"):
bindings["chat"].set_mobile_mode(true)
for key in ["char_status_ui", "skills", "friend_ui", "guild_ui", "shop_ui", "exchange_ui", "safebox_ui", "mall_ui", "cube_ui", "private_shop_ui", "refine_ui", "love_ui", "system_option_ui", "game_option_ui", "system_menu_ui"]:
var feature: Node = bindings.get(key)
if feature and feature.has_method("set_mobile_mode"):
feature.set_mobile_mode(true)
_register_mobile_windows()
var minimap: Node = bindings.get("minimap")
if minimap and minimap.has_method("mount_mobile") and hud_view.has_method("get_minimap_host"):
minimap.mount_mobile(hud_view.get_minimap_host())
_wire_signals()
_connect_lifecycle()
# NetPlay/HUD compatibility surface -------------------------------------
func set_vitals(hp: int, max_hp: int, sp: int, max_sp: int) -> void:
if hud_view:
hud_view.set_vitals(hp, max_hp, sp, max_sp)
func set_exp(xp: int, next_xp: int) -> void:
if hud_view:
hud_view.set_exp(xp, next_xp)
func set_level(value: int) -> void:
if hud_view:
hud_view.set_level(value)
func set_energy(value: int, max_value: int = 100) -> void:
if hud_view:
hud_view.set_energy(value, max_value)
func set_stamina(value: int, max_value: int) -> void:
if hud_view:
hud_view.set_stamina(value, max_value)
func set_affects(values: Array) -> void:
if hud_view:
hud_view.set_affects(values)
func set_target(name: String, hp_pct: int) -> void:
if hud_view:
hud_view.set_target(name, hp_pct)
func clear_target() -> void:
if hud_view:
hud_view.clear_target()
func set_channel(value: int) -> void:
if hud_view:
hud_view.set_channel(value)
func set_dungeon_destination(active: bool, world_pos: Vector3) -> void:
if hud_view:
hud_view.set_dungeon_destination(active, world_pos)
func cancel_touch_state() -> void:
if input_overlay and input_overlay.has_method("cancel_all"):
input_overlay.cancel_all()
static func requires_landscape(viewport_size: Vector2) -> bool:
return viewport_size.y > viewport_size.x and viewport_size.x > 0.0
func _process(_delta: float) -> void:
_layout_root()
_refresh_context_action()
func _layout_root() -> void:
if _content_root == null or get_viewport() == null:
return
var viewport_size := get_viewport().get_visible_rect().size
if viewport_size.x <= 0.0 or viewport_size.y <= 0.0:
return
var safe := _safe_viewport_rect(viewport_size)
var portrait := requires_landscape(viewport_size)
var geometry_changed := not viewport_size.is_equal_approx(_last_viewport_size) \
or not safe.is_equal_approx(_last_safe_rect)
if _orientation_guard:
_orientation_guard.visible = portrait
if _content_root:
_content_root.visible = not portrait
_last_viewport_size = viewport_size
_last_safe_rect = safe
if portrait:
# The project requests landscape on mobile. The guard is still needed
# for rotation races and desktop previews so controls never collapse into
# a portrait layout for one or two frames.
cancel_touch_state()
return
if not geometry_changed:
return
var fit := minf(safe.size.x / DESIGN_SIZE.x, safe.size.y / DESIGN_SIZE.y)
var configured := float(ProjectSettings.get_setting("mt/ui/mobile_scale", 1.0))
fit = maxf(0.1, fit * maxf(0.5, configured))
_content_root.size = DESIGN_SIZE
_content_root.scale = Vector2.ONE * fit
_content_root.position = safe.position + (safe.size - DESIGN_SIZE * fit) * 0.5
func _safe_viewport_rect(viewport_size: Vector2) -> Rect2:
return MobileWindowHost.safe_rect_for(viewport_size, DisplayServer.get_display_safe_area())
func _refresh_context_action() -> void:
var ground: Node = _bindings.get("ground_items")
if ground == null or not ground.has_method("has_nearby_item"):
return
var available := bool(ground.has_nearby_item())
if hud_view and hud_view.has_method("set_context_action"):
hud_view.set_context_action("拾取", available)
func _build() -> void:
_content_root = Control.new()
_content_root.set_anchors_preset(Control.PRESET_TOP_LEFT)
_content_root.size = DESIGN_SIZE
_content_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_content_root)
hud_view = MobileHud.new()
hud_view.setup()
_content_root.add_child(hud_view)
input_overlay = MobileInputOverlay.new()
input_overlay.setup()
_content_root.add_child(input_overlay)
menu_drawer = MobileMenuDrawer.new()
menu_drawer.setup()
_content_root.add_child(menu_drawer)
hud_view.avatar_pressed.connect(_on_avatar_pressed)
hud_view.inventory_pressed.connect(_on_inventory_pressed)
hud_view.minimap_pressed.connect(_on_minimap_pressed)
hud_view.menu_pressed.connect(_on_menu_pressed)
hud_view.quest_pressed.connect(_on_quest_pressed)
hud_view.party_member_pressed.connect(_on_party_member_pressed)
hud_view.context_action_pressed.connect(_on_context_action_pressed)
menu_drawer.item_selected.connect(_on_menu_item)
_build_avatar_panel(_content_root)
_build_orientation_guard()
func _build_orientation_guard() -> void:
_orientation_guard = ColorRect.new()
_orientation_guard.name = "LandscapeRequired"
_orientation_guard.color = Color(0.015, 0.025, 0.045, 0.98)
_orientation_guard.set_anchors_preset(Control.PRESET_FULL_RECT)
_orientation_guard.mouse_filter = Control.MOUSE_FILTER_STOP
_orientation_guard.visible = false
_orientation_guard.z_index = 200
add_child(_orientation_guard)
_orientation_label = Label.new()
_orientation_label.text = "请横屏使用"
_orientation_label.set_anchors_preset(Control.PRESET_CENTER)
_orientation_label.position = Vector2(-120, -20)
_orientation_label.size = Vector2(240, 40)
_orientation_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_orientation_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_orientation_label.add_theme_font_size_override("font_size", 20)
_orientation_label.add_theme_color_override("font_color", Color(0.95, 0.84, 0.58))
_orientation_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
_orientation_guard.add_child(_orientation_label)
func _wire_signals() -> void:
# Calling bind_controls twice is safe during a preview rebuild; signals are
# connected once because this method is guarded by metadata.
if get_meta("mobile_signals_wired", false):
return
set_meta("mobile_signals_wired", true)
var np: Node = _bindings.get("net_play")
if np and np.has_signal("cannot_act"):
np.cannot_act.connect(func(code: String): _show_message(code))
var quickbar: Node = _bindings.get("quickbar")
if quickbar and quickbar.has_signal("skill_rejected"):
quickbar.skill_rejected.connect(func(_sid: int, code: String): _show_message(code))
func _connect_lifecycle() -> void:
var life: Node = _bindings.get("lifecycle")
if life == null or get_meta("lifecycle_wired", false):
return
set_meta("lifecycle_wired", true)
if life.has_signal("back_requested"):
life.back_requested.connect(_on_back_requested)
if life.has_signal("resumed"):
life.resumed.connect(func(): cancel_touch_state())
func _on_back_requested() -> void:
if ui and ui.has_method("close_top") and bool(ui.close_top()):
return
if menu_drawer and menu_drawer.has_method("is_open") and menu_drawer.is_open():
menu_drawer.close()
return
if _avatar_panel and _avatar_panel.visible:
_avatar_panel.visible = false
return
cancel_touch_state()
func _register_mobile_windows() -> void:
if ui == null or not ui.has_method("track_mobile_window"):
return
_register_window(_bindings.get("quest_log"), "任务日志")
_register_window(_bindings.get("friend_ui"), "好友")
_register_window(_bindings.get("guild_ui"), "公会")
_register_window(_bindings.get("chat"), "聊天")
_register_window(_bindings.get("shop_ui"), "商店")
_register_window(_bindings.get("exchange_ui"), "交易")
_register_window(_bindings.get("safebox_ui"), "仓库")
_register_window(_bindings.get("mall_ui"), "商城仓库")
_register_window(_bindings.get("cube_ui"), "制作")
_register_window(_bindings.get("private_shop_ui"), "私人商店")
_register_window(_bindings.get("refine_ui"), "精炼")
func _register_window(target: Node, title: String) -> void:
if target == null:
return
var close_cb := Callable(target, "close") if target.has_method("close") else Callable()
if target.has_method("get_mobile_windows"):
for root in target.get_mobile_windows():
if root is Control:
ui.track_mobile_window(root, title, close_cb)
elif target.has_method("get_mobile_window"):
var root: Control = target.get_mobile_window()
if root:
ui.track_mobile_window(root, title, close_cb)
func _build_avatar_panel(parent: Control) -> void:
_avatar_panel = Panel.new()
_avatar_panel.position = Vector2(112, 18)
_avatar_panel.size = Vector2(170, 218)
_avatar_panel.visible = false
_avatar_panel.mouse_filter = Control.MOUSE_FILTER_STOP
_avatar_panel.add_theme_stylebox_override("panel", _panel_style())
parent.add_child(_avatar_panel)
var title := Label.new()
title.text = "角色"
title.position = Vector2(14, 10)
title.add_theme_font_size_override("font_size", 16)
title.add_theme_color_override("font_color", Color(0.95, 0.82, 0.54))
_avatar_panel.add_child(title)
var close := TouchButton.new()
close.setup("×", Color(0.6, 0.75, 0.96, 0.9))
close.set_rect_style()
close.position = Vector2(132, 5)
close.size = Vector2(30, 28)
close.pressed.connect(func(): _avatar_panel.visible = false)
_avatar_panel.add_child(close)
for data in [["角色 / 装备", "status"], ["技能", "skills"], ["坐骑", "mount"], ["表情", "emoticon"]]:
var button := TouchButton.new()
button.setup(String(data[0]), Color(0.45, 0.7, 0.95, 0.9))
button.set_rect_style()
button.position = Vector2(12, 42 + (data[1] as String).length() * 0)
button.size = Vector2(146, 34)
button.position.y = 42 + _avatar_panel.get_child_count() * 0
var action := String(data[1])
button.pressed.connect(func(): _open_avatar_feature(action))
_avatar_panel.add_child(button)
# Reposition after the title/close children have been added.
for i in range(4):
var button := _avatar_panel.get_child(2 + i) as TouchButton
if button:
button.position = Vector2(12, 44 + i * 39)
func _on_avatar_pressed() -> void:
_avatar_panel.visible = not _avatar_panel.visible
func _open_avatar_feature(action: String) -> void:
_avatar_panel.visible = false
var cs: Node = _bindings.get("char_status_ui")
var skills: Node = _bindings.get("skills")
match action:
"status":
if cs and cs.has_method("open"): cs.open("STATUS")
"emoticon":
if cs and cs.has_method("open"): cs.open("EMOTICON")
"skills", "mount":
if skills:
if skills.has_method("set_job"):
skills.set_job(_job_name())
if skills.has_method("open"): skills.open()
func _on_inventory_pressed() -> void:
var inventory: Node = _bindings.get("inventory")
if inventory and inventory.has_method("toggle"):
inventory.toggle()
func _on_minimap_pressed() -> void:
var atlas: Node = _bindings.get("atlas_ui")
if atlas and atlas.has_method("open"):
atlas.open()
func _on_menu_pressed() -> void:
if menu_drawer:
menu_drawer.toggle()
func _on_quest_pressed() -> void:
var quests: Node = _bindings.get("quest_log")
if quests and quests.has_method("toggle"):
quests.toggle()
func _on_party_member_pressed(vid: int) -> void:
if client and vid > 0 and client.has_method("set_target"):
client.set_target(vid)
func _on_context_action_pressed() -> void:
var ground: Node = _bindings.get("ground_items")
if ground and ground.has_method("try_pickup") and int(ground.try_pickup()) != 0:
return
_show_message("附近没有可拾取的物品")
func _on_menu_item(category: String, item: String) -> void:
if menu_drawer:
menu_drawer.close()
var target: Node
match category:
"社交":
match item:
"聊天": target = _bindings.get("chat"); _call_toggle(target, "toggle_log")
"好友": target = _bindings.get("friend_ui"); _call_toggle(target)
"公会": target = _bindings.get("guild_ui"); _call_toggle(target)
"情侣": target = _bindings.get("love_ui"); _call_toggle(target)
_: _show_message("观战功能将在进入观战状态后可用")
"成长":
if item == "龙魂":
_show_message("龙魂功能当前未开放")
else:
_show_message("请靠近对应 NPC 后使用:" + item)
"活动":
if item == "钓鱼":
var np: Node = _bindings.get("net_play")
if np and np.has_method("activate_fishing"):
_show_message(String(np.activate_fishing()))
else:
_show_message("请从任务或活动区域进入副本")
"商业":
if item == "商城":
if client and client.has_method("say"): client.say(0, "/in_game_mall")
else:
_show_message("请靠近对应 NPC 或摊位后使用:" + item)
"系统":
_system_action(item)
func _system_action(item: String) -> void:
var system_menu: Node = _bindings.get("system_menu_ui")
var sys_opt: Node = _bindings.get("system_option_ui")
var game_opt: Node = _bindings.get("game_option_ui")
match item:
"系统设置": _call_open(sys_opt)
"游戏设置": _call_open(game_opt)
"帮助":
if system_menu and system_menu.has_method("open_help"): system_menu.open_help()
"选择角色":
if client and client.has_method("say"): client.say(0, "/phase_select")
"登出":
if client and client.has_method("say"): client.say(0, "/logout")
"退出游戏": get_tree().quit()
func _call_toggle(target: Node, method := "toggle") -> void:
if target and target.has_method(method):
target.call(method)
func _call_open(target: Node) -> void:
if target and target.has_method("open"):
target.open()
func _job_name() -> String:
if client == null or not client.has_method("get_main_vid") or not client.has_method("get_entity"):
return "WARRIOR"
var race := int(client.get_entity(client.get_main_vid()).get("race", 0)) & 3
return ["WARRIOR", "ASSASSIN", "SURA", "SHAMAN"][race]
func _show_message(message: String) -> void:
if _toast == null:
_toast = Label.new()
_toast.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
_toast.position = Vector2(-170, -62)
_toast.size = Vector2(340, 34)
_toast.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_toast.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_toast.add_theme_font_size_override("font_size", 12)
_toast.add_theme_color_override("font_color", Color(1.0, 0.86, 0.58))
_toast.mouse_filter = Control.MOUSE_FILTER_IGNORE
_content_root.add_child(_toast)
_toast.text = message
_toast.visible = true
var tween := create_tween()
tween.tween_interval(1.8)
tween.tween_callback(func(): if _toast: _toast.visible = false)
func _panel_style() -> StyleBoxFlat:
var style := StyleBoxFlat.new()
style.bg_color = Color(0.04, 0.065, 0.1, 0.96)
style.border_color = Color(0.55, 0.7, 0.92, 0.9)
style.set_border_width_all(1)
style.set_corner_radius_all(10)
return style
+1
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# MobileWindowHost —— touch-safe presentation for existing feature windows.
#
# Feature controllers keep ownership of data, packets and permissions. This
# helper only gives their Control roots a landscape-safe frame, a predictable
# back/close affordance and a screen-touch bridge for legacy Button nodes.
extends RefCounted
const NAV_HEIGHT := 40.0
const EDGE_MARGIN := 12.0
const MIN_SCALE := 0.42
static func safe_rect(viewport: Viewport) -> Rect2:
if viewport == null:
return Rect2(Vector2.ZERO, Vector2(844, 390))
var viewport_size := viewport.get_visible_rect().size
return safe_rect_for(viewport_size, DisplayServer.get_display_safe_area())
## Resolve a platform-reported safe area against the current logical viewport.
## Keeping this pure makes the edge cases testable without an Android/iOS
## device and avoids trusting desktop backends that return physical-screen
## coordinates unrelated to the current viewport.
static func safe_rect_for(viewport_size: Vector2, reported: Rect2) -> Rect2:
if viewport_size.x <= 0.0 or viewport_size.y <= 0.0:
return Rect2(Vector2.ZERO, viewport_size)
if reported.size.x <= 0.0 or reported.size.y <= 0.0:
return Rect2(Vector2.ZERO, viewport_size)
var result := reported
# Some desktop backends report a screen-space safe area larger than the
# current viewport. Treat that as unavailable rather than moving windows
# outside the viewport.
if result.size.x < 1.0 or result.size.y < 1.0:
return Rect2(Vector2.ZERO, viewport_size)
if result.position.x < 0.0 or result.position.y < 0.0 \
or result.end.x > viewport_size.x + 1.0 \
or result.end.y > viewport_size.y + 1.0:
return Rect2(Vector2.ZERO, viewport_size)
return result
static func content_size(root: Control) -> Vector2:
if root == null:
return Vector2(320, 240)
var result := root.size
if result.x <= 1.0 or result.y <= 1.0:
result = root.get_combined_minimum_size()
if result.x <= 1.0 or result.y <= 1.0:
result = Vector2(320, 240)
return result
static func install(root: Control, area: Rect2, title: String,
close_cb: Callable, back_cb: Callable = Callable()) -> Dictionary:
if root == null:
return {}
var base_size := content_size(root)
var available := area.size - Vector2(EDGE_MARGIN * 2.0, EDGE_MARGIN * 2.0)
var scale_value := minf(available.x / base_size.x, available.y / base_size.y)
scale_value = maxf(MIN_SCALE, minf(1.0, scale_value))
root.set_anchors_preset(Control.PRESET_TOP_LEFT)
root.size = base_size
root.pivot_offset = Vector2.ZERO
root.scale = Vector2.ONE * scale_value
root.position = area.position + (area.size - base_size * scale_value) * 0.5
root.set_meta("mobile_hosted", true)
root.set_meta("mobile_base_size", base_size)
root.set_meta("mobile_scale", scale_value)
var nav := root.get_node_or_null("__mobile_nav") as Control
if nav == null:
nav = Panel.new()
nav.name = "__mobile_nav"
nav.mouse_filter = Control.MOUSE_FILTER_STOP
nav.z_index = 100
var nav_style := StyleBoxFlat.new()
nav_style.bg_color = Color(0.025, 0.045, 0.08, 0.96)
nav_style.border_color = Color(0.36, 0.6, 0.92, 0.82)
nav_style.border_width_bottom = 1
nav.add_theme_stylebox_override("panel", nav_style)
root.add_child(nav)
nav.position = Vector2.ZERO
nav.size = Vector2(base_size.x, NAV_HEIGHT)
nav.visible = true
var title_label := nav.get_node_or_null("Title") as Label
if title_label == null:
title_label = Label.new()
title_label.name = "Title"
title_label.position = Vector2(88, 0)
title_label.size = Vector2(maxf(80.0, base_size.x - 176.0), NAV_HEIGHT)
title_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
title_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
title_label.add_theme_font_size_override("font_size", 15)
title_label.add_theme_color_override("font_color", Color(0.95, 0.84, 0.58))
title_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
nav.add_child(title_label)
title_label.text = title if title != "" else String(root.name)
var back := nav.get_node_or_null("Back") as Button
if back == null:
back = Button.new()
back.name = "Back"
back.text = "返回"
back.position = Vector2(8, 4)
back.size = Vector2(70, 32)
back.add_theme_font_size_override("font_size", 12)
nav.add_child(back)
if not back.has_meta("mobile_host_wired"):
back.set_meta("mobile_host_wired", true)
back.pressed.connect(func():
if back_cb.is_valid():
back_cb.call()
elif close_cb.is_valid():
close_cb.call())
var close := nav.get_node_or_null("Close") as Button
if close == null:
close = Button.new()
close.name = "Close"
close.text = "×"
close.add_theme_font_size_override("font_size", 18)
nav.add_child(close)
if not close.has_meta("mobile_host_wired"):
close.set_meta("mobile_host_wired", true)
close.pressed.connect(func(): if close_cb.is_valid(): close_cb.call())
close.position = Vector2(maxf(78.0, base_size.x - 78.0), 4)
close.size = Vector2(70, 32)
_wire_buttons(root)
return {"size": base_size, "scale": scale_value, "area": area}
static func uninstall(root: Control) -> void:
if root == null:
return
var nav := root.get_node_or_null("__mobile_nav") as Control
if nav:
nav.visible = false
root.set_meta("mobile_hosted", false)
static func wire_buttons(root: Node) -> void:
if root:
_wire_buttons(root)
static func _wire_buttons(root: Node) -> void:
for node in root.find_children("*", "BaseButton", true, false):
var button := node as BaseButton
if button == null or button.has_meta("mobile_touch_wired"):
continue
button.set_meta("mobile_touch_wired", true)
button.gui_input.connect(func(event: InputEvent):
_handle_button_touch(button, event))
static func _handle_button_touch(button: BaseButton, event: InputEvent) -> void:
if button == null or not is_instance_valid(button):
return
if event is InputEventScreenTouch:
var touch := event as InputEventScreenTouch
if touch.pressed:
if int(button.get_meta("mobile_touch_index", -1)) < 0:
button.set_meta("mobile_touch_index", touch.index)
else:
if int(button.get_meta("mobile_touch_index", -1)) == touch.index:
button.set_meta("mobile_touch_index", -1)
if not button.disabled:
button.pressed.emit()
button.accept_event()
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# VirtualJoystick —— continuous left-thumb movement input.
extends Control
signal axis_changed(axis: Vector2)
const DEAD_ZONE := 0.12
const KNOB_RADIUS := 29.0
var _touch_index := -1
var _axis := Vector2.ZERO
var _knob := Vector2.ZERO
func setup(diameter := 164.0) -> void:
custom_minimum_size = Vector2(diameter, diameter)
size = Vector2(diameter, diameter)
mouse_filter = Control.MOUSE_FILTER_STOP
queue_redraw()
func axis() -> Vector2:
return _axis
func _gui_input(event: InputEvent) -> void:
if event is InputEventScreenTouch:
if event.pressed and _touch_index < 0:
_touch_index = event.index
_update_from_position(event.position)
elif not event.pressed and event.index == _touch_index:
_touch_index = -1
_set_axis(Vector2.ZERO)
accept_event()
return
if event is InputEventScreenDrag and event.index == _touch_index:
_update_from_position(event.position)
accept_event()
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
_touch_index = -2
_update_from_position(event.position)
else:
_touch_index = -1
_set_axis(Vector2.ZERO)
accept_event()
return
if event is InputEventMouseMotion and _touch_index == -2:
_update_from_position(event.position)
accept_event()
func _update_from_position(pos: Vector2) -> void:
var center := size * 0.5
var radius := maxf(1.0, minf(size.x, size.y) * 0.5 - KNOB_RADIUS - 8.0)
var delta := pos - center
var raw := delta / radius
var magnitude := minf(raw.length(), 1.0)
var direction := raw.normalized() if magnitude > 0.001 else Vector2.ZERO
var output := direction * magnitude
if output.length() < DEAD_ZONE:
output = Vector2.ZERO
else:
output = output.normalized() * ((output.length() - DEAD_ZONE) / (1.0 - DEAD_ZONE))
_knob = direction * radius * magnitude
_set_axis(output)
queue_redraw()
func _set_axis(value: Vector2) -> void:
var next := value.limit_length(1.0)
if next.is_equal_approx(_axis):
return
_axis = next
axis_changed.emit(_axis)
queue_redraw()
func cancel_press() -> void:
_touch_index = -1
_knob = Vector2.ZERO
_set_axis(Vector2.ZERO)
func _draw() -> void:
var center := size * 0.5
var outer := minf(size.x, size.y) * 0.5 - 5.0
if outer <= 0.0:
return
draw_circle(center, outer, Color(0.025, 0.04, 0.07, 0.38))
draw_arc(center, outer, 0.0, TAU, 48, Color(0.72, 0.83, 0.96, 0.42), 2.0)
draw_circle(center + _knob, KNOB_RADIUS, Color(0.18, 0.3, 0.48, 0.78))
draw_arc(center + _knob, KNOB_RADIUS, 0.0, TAU, 32, Color(0.7, 0.85, 1.0, 0.8), 2.0)
@@ -0,0 +1 @@
uid://snrdki713in1