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# SystemMenuUI (P11) —— ESC 系统菜单(1:1 迁移 `assets/root/uisystem.py` `SystemDialog`
# 的 `__LoadSystemMenu_Default`;布局走真 `assets/uiscript/uiscript/systemdialog.py`)。
#
# var sm := preload("res://ui/system_menu_ui.gd").new()
# add_child(sm)
# sm.setup(ui_manager, m2client, assets_root, system_option_ui, game_option_ui)
# sm.toggle() # ESC(无其它窗打开时)
#
# 按钮绑定逐字对照 uisystem.py
# help_button → interface.OpenHelpWindowhelp_ui.gd,§8.3
# mall_button → net.SendChatPacket("/in_game_mall")
# system_option_button → uiSystemOption.OptionDialogsystem_option_ui
# game_option_button → uiGameOption.OptionDialoggame_option_ui
# change_button → net.ExitGame() = SendChatPacket("/phase_select")
# logout_button → net.LogOutGame() = SendChatPacket("/logout")
# exit_button → net.ExitApplication() = 退出进程
# 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",
"exit_button": "退出游戏", "cancel_button": "取消",
}
var ui: CanvasLayer
var client: Node
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 = {}
var _mobile_mode := false
var _mobile_root: Control
var _mobile_buttons: Dictionary = {}
const MOBILE_SIZE := Vector2(700, 330)
func setup(ui_manager: CanvasLayer, m2client: Node, assets := "",
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
uiscript_dir = assets_root.path_join("uiscript/uiscript")
if not DirAccess.dir_exists_absolute(uiscript_dir):
uiscript_dir = assets_root.path_join("uiscript")
func is_open() -> bool:
if _mobile_mode:
return _mobile_root != null and is_instance_valid(_mobile_root)
return not _win.is_empty() and is_instance_valid(_win.get("root"))
func set_mobile_mode(enabled: bool) -> void:
if enabled != _mobile_mode and is_open():
close()
_mobile_mode = enabled
if is_instance_valid(help_ui) and help_ui.has_method("set_mobile_mode"):
help_ui.set_mobile_mode(enabled)
func toggle() -> void:
if is_open(): close()
else: open()
func close() -> void:
if _mobile_mode:
var root := _mobile_root
_mobile_root = null
_mobile_buttons.clear()
if root and is_instance_valid(root) and ui:
ui.close(root)
return
if is_open():
ui.close(_win["root"])
_win = {}
func open() -> void:
if _mobile_mode:
_open_mobile()
return
if is_open():
return
var path := uiscript_dir.path_join("systemdialog.py")
if not FileAccess.file_exists(path):
push_warning("SystemMenuUI: no systemdialog.py at " + path)
return
_win = ui.open_script(path, assets_root, true) # modal
if not is_open():
return
_relabel()
_wire()
func _open_mobile() -> void:
if is_open():
return
_mobile_root = Control.new()
_mobile_root.name = "MobileSystemMenuWindow"
_mobile_root.size = MOBILE_SIZE
_mobile_root.set_meta("mobile_title", "系统菜单")
_mobile_root.mouse_filter = Control.MOUSE_FILTER_STOP
var panel := Panel.new()
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
panel.add_theme_stylebox_override("panel", _mobile_panel_style())
_mobile_root.add_child(panel)
var hint := Label.new()
hint.text = "账户、设置和帮助"
hint.position = Vector2(22, 52)
hint.size = Vector2(640, 24)
hint.add_theme_font_size_override("font_size", 13)
hint.add_theme_color_override("font_color", Color(0.68, 0.78, 0.92))
_mobile_root.add_child(hint)
var grid := GridContainer.new()
grid.name = "MobileSystemActions"
grid.columns = 2
grid.position = Vector2(22, 82)
grid.size = Vector2(656, 174)
grid.add_theme_constant_override("h_separation", 12)
grid.add_theme_constant_override("v_separation", 8)
_mobile_root.add_child(grid)
for action in ["帮助", "商城", "系统设置", "游戏设置", "选择角色", "登出"]:
var button := Button.new()
button.name = "MobileAction_%s" % action
button.text = String(action)
button.custom_minimum_size = Vector2(322, 48)
button.add_theme_font_size_override("font_size", 14)
var selected := String(action)
button.pressed.connect(func(): _mobile_action(selected))
_mobile_buttons[selected] = button
grid.add_child(button)
var exit := Button.new()
exit.name = "MobileExitButton"
exit.text = "退出游戏"
exit.position = Vector2(22, 272)
exit.size = Vector2(154, 42)
exit.add_theme_font_size_override("font_size", 13)
exit.pressed.connect(func(): _mobile_action("退出游戏"))
_mobile_buttons["退出游戏"] = exit
_mobile_root.add_child(exit)
var cancel := Button.new()
cancel.name = "MobileCancelButton"
cancel.text = "取消"
cancel.position = Vector2(524, 272)
cancel.size = Vector2(154, 42)
cancel.add_theme_font_size_override("font_size", 13)
cancel.pressed.connect(close)
_mobile_buttons["取消"] = cancel
_mobile_root.add_child(cancel)
ui.open(_mobile_root, true)
func _mobile_action(action: String) -> void:
match action:
"帮助":
close()
open_help()
"商城":
_send_and_close("/in_game_mall")
"系统设置":
close()
if system_option_ui and system_option_ui.has_method("open"):
system_option_ui.open()
"游戏设置":
close()
if game_option_ui and game_option_ui.has_method("open"):
game_option_ui.open()
"选择角色": _send_and_close("/phase_select")
"登出": _send_and_close("/logout")
"退出游戏": get_tree().quit()
func _send_and_close(command: String) -> void:
if client and client.has_method("say"):
client.say(0, command)
close()
func _mobile_panel_style() -> StyleBoxFlat:
var style := StyleBoxFlat.new()
style.bg_color = Color(0.04, 0.065, 0.1, 0.98)
style.border_color = Color(0.52, 0.68, 0.9, 0.86)
style.set_border_width_all(1)
style.set_corner_radius_all(10)
style.shadow_color = Color(0, 0, 0, 0.45)
style.shadow_size = 12
return style
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
func _relabel() -> void:
for nm in LABELS:
var n := _node(nm)
if n and n.has_method("set_text"):
n.set_text(LABELS[nm])
func _btn(nm: String, cb: Callable) -> void:
var b := _node(nm)
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)
if help_ui.has_method("set_mobile_mode"):
help_ui.set_mobile_mode(_mobile_mode)
return help_ui
func open_help() -> void:
_ensure_help().open()
func toggle_help() -> void:
_ensure_help().toggle()
func _wire() -> void:
_btn("help_button", func():
close()
open_help())
_btn("mall_button", func():
_send_and_close("/in_game_mall"))
_btn("system_option_button", func():
close()
if system_option_ui and system_option_ui.has_method("open"):
system_option_ui.open())
_btn("game_option_button", func():
close()
if game_option_ui and game_option_ui.has_method("open"):
game_option_ui.open())
_btn("change_button", func():
_send_and_close("/phase_select"))
_btn("logout_button", func():
_send_and_close("/logout"))
_btn("exit_button", func(): get_tree().quit())
_btn("cancel_button", close)
var board := _node("board")
if board:
for x in board.find_children("*", "BaseButton", true, false):
if x.get_meta("is_titlebar", false):
x.pressed.connect(close)