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mtgodot-poc/project/ui/ui_manager.gd
T

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GDScript

# UiManager (P1) —— 窗口栈:打开 / 关闭 / 置顶 / ESC 关顶层 / modal 变暗 / 标题栏拖动。
#
# var ui := preload("res://ui/ui_manager.gd").new()
# add_child(ui)
# ui.locale = func(k): return Locale.t(k)
# var w := ui.open_script("res://../assets/uiscript/uiscript/systemdialog.py", assets_root)
# w.nodes["close_button"].pressed.connect(func(): ui.close(w.root))
#
# open_script 返回 { root: Control, nodes: {name: Control} }(同 UiBuild.build)。
extends CanvasLayer
const UiScript = preload("res://ui/uiscript.gd")
const UiBuild = preload("res://ui/ui_build.gd")
signal window_opened(root: Control)
signal window_closed(root: Control)
var locale: Callable
var screen := Vector2i(1920, 1080)
var _root: Control # 全屏容器
var _dim: ColorRect # modal 变暗层
var _stack: Array[Control] = []
var _drag_win: Control = null
var _drag_from := Vector2.ZERO
func _ready() -> void:
layer = 10
_root = Control.new()
_root.set_anchors_preset(Control.PRESET_FULL_RECT)
_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_root)
_dim = ColorRect.new()
_dim.color = Color(0, 0, 0, 0.45)
_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
_dim.visible = false
_root.add_child(_dim)
set_process_input(true)
set_process_unhandled_input(true)
# --- open / close --------------------------------------------------------
func build_script(path: String, assets_root: String) -> Dictionary:
var us := UiScript.new()
us.screen = screen
if locale.is_valid():
us.locale = locale
var spec := us.parse_file(path)
if spec.is_empty():
push_warning("UiManager: parse failed (%s): %s" % [path, us.last_error])
return {"root": Control.new(), "nodes": {}}
return UiBuild.build(spec, assets_root)
# 解析 + 构建 + 打开,返回 { root, nodes }
func open_script(path: String, assets_root: String, modal := false) -> Dictionary:
var r := build_script(path, assets_root)
open(r.root, modal)
return r
func open(win: Control, modal := false) -> void:
if win.get_parent() == null:
_root.add_child(win)
win.set_meta("modal", modal)
_wire_drag(win)
_stack.erase(win)
_stack.append(win)
_restack()
window_opened.emit(win)
func close(win: Control) -> void:
if win == null:
return
_stack.erase(win)
if win.get_parent():
win.get_parent().remove_child(win)
win.queue_free()
_restack()
window_closed.emit(win)
func close_top() -> bool:
if _stack.is_empty():
return false
close(_stack[-1])
return true
func top() -> Control:
return _stack[-1] if not _stack.is_empty() else null
# wndMgr 的输入边界:打开的窗口先拿到键盘 / 鼠标语义,世界控制不能从窗口
# 下方穿透。非模态窗口保留原版常用的开关键,便于 I/K/V/N 等键关闭当前窗;
# 模态确认框只允许 ESC 回到窗口栈。
func blocks_game_input(event: InputEvent) -> bool:
if _stack.is_empty():
return false
var top_window: Control = _stack[-1]
if top_window == null or not is_instance_valid(top_window) or not top_window.visible:
return false
if bool(top_window.get_meta("modal", false)):
return not (event is InputEventKey and event.keycode == KEY_ESCAPE)
if event is InputEventMouse:
return top_window.get_global_rect().has_point(event.position)
if event is InputEventKey:
if event.keycode == KEY_ESCAPE:
return false
return event.keycode not in [KEY_I, KEY_K, KEY_V, KEY_N, KEY_B, KEY_L, KEY_M, KEY_O]
return false
func _input(event: InputEvent) -> void:
# Keyboard events do not automatically enter Control.gui_input. Consume
# blocked keys here, before PlayerController/GameCamera receive them through
# _unhandled_input; mouse events remain available to child controls.
if event is InputEventKey and blocks_game_input(event):
get_viewport().set_input_as_handled()
func _restack() -> void:
var any_modal := false
for i in _stack.size():
var w := _stack[i]
w.move_to_front()
if bool(w.get_meta("modal", false)):
any_modal = true
_dim.visible = any_modal
if any_modal:
# 变暗层紧贴在最顶层 modal 之下
_dim.move_to_front()
_stack[-1].move_to_front()
# --- ESC ---------------------------------------------------------------
func _unhandled_input(e: InputEvent) -> void:
if e is InputEventKey and e.pressed and e.keycode == KEY_ESCAPE:
if close_top():
get_viewport().set_input_as_handled()
# --- 标题栏拖动 --------------------------------------------------------
func _wire_drag(win: Control) -> void:
var handle := _find_drag_handle(win)
if handle == null or handle.has_meta("_drag_wired"):
return
handle.set_meta("_drag_wired", true)
handle.mouse_filter = Control.MOUSE_FILTER_STOP
handle.gui_input.connect(func(ev: InputEvent): _on_handle_input(win, ev))
func _find_drag_handle(win: Control) -> Control:
# 优先 titlebar;否则 board_with_titlebar 的顶部条;否则整个 window 根
for n in win.find_children("*", "", true, false):
if n is Control and (n.get_meta("is_titlebar", false) or n.get_meta("titlebar_h", 0) > 0):
return n
return win
func _on_handle_input(win: Control, ev: InputEvent) -> void:
if ev is InputEventMouseButton and ev.button_index == MOUSE_BUTTON_LEFT:
if ev.pressed:
_drag_win = win
_drag_from = win.get_global_mouse_position() - win.position
open(win) # 置顶
else:
_drag_win = null
elif ev is InputEventMouseMotion and _drag_win == win:
win.position = win.get_global_mouse_position() - _drag_from