extends MarginContainer signal character_creation_finished func _on_Home_setting_pressed(): $Home.hide() $Settings.show() $Help.hide() func _on_Settings_return_pressed(): $Home.show() $Settings.hide() $Help.show() func _on_Home_play_pressed(): if not get_tree().paused: pause() else: play() func _input(event): if event.is_action_pressed("ui_test"): print( "Event: ui_test" ) if event.is_action_pressed("ui_quit"): get_tree().quit() if event.is_action_pressed("ui_reload"): if not $Settings.visible: get_tree().reload_current_scene() if event.is_action_pressed("ui_pause") and not event.is_echo(): if not $Settings.visible: if not get_tree().paused: pause() else: play() # ---------------------------------- # Capturing/Freeing the cursor if Input.is_action_just_pressed("ui_free_cursor"): if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) else: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) # ---------------------------------- if Input.is_action_just_pressed("ui_hide_all"): self.visible = not self.visible if Input.is_action_just_pressed("ui_hide_hud"): $HUD.visible = not $HUD.visible # Si on est en mode "deplacement", on desative le focus sur l'interface # afin de ne pas naviguer dedans en même temps que l'on agit en jeu. if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: recursive_release_focus( self ) func recursive_release_focus( control ): if control is Control: if len(control.get_children()) > 0: for child in control.get_children(): recursive_release_focus( child ) control.release_focus() func pause(): get_tree().paused = true show_menu() func play(): get_tree().paused = false hide_menu() func show_menu(): $Home.show() $Settings.hide() $HUD.modulate.a = 0.5 Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) func hide_menu(): $Settings.hide() $Home.hide() $Help.show() $HUD.modulate.a = 1.0 Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _on_Settings_font_changed( value ): $HUD.get_theme().default_font.size = value func _on_login_menu_login_button_pressed(): $login_menu.hide() $character_selection_menu.show() func _on_character_creation_menu_valid_button_pressed(): $character_creation_menu.hide() $HUD.show() pause() emit_signal( "character_creation_finished" ) func _on_character_selection_menu_character_selected(slot): print( "selected character slot "+str( slot )+"." ) $character_selection_menu.hide() $character_creation_menu.show() func _on_character_creation_menu_return_button_pressed(): $character_creation_menu.hide() $character_selection_menu.show() func _on_character_selection_menu_return_button_pressed(): $login_menu.show() $character_selection_menu.hide()