Files
TheriapolisV3/Theriapolis.Godot/Scenes/TitleScreen.cs
T
Christopher Wiebe 116193c1e3 M7.4: Pause menu + save-from-pause, slot rows show wall-clock time
PauseMenuScreen — CanvasLayer overlay on PlayScreen, Layer=50 with
ProcessMode=WhenPaused so it stays responsive while the tree is
paused. _Ready sets GetTree().Paused=true; Resume/Close/QuitToTitle
unpause first. Two sub-states share one VBoxContainer-and-status-label
panel: main menu (Resume / ★ Level Up / Save Game / Quicksave / Quit
to Title) and slot picker. Save Game flips to the picker, click a
slot to write, back returns to main. Esc backs out of picker to main
on first press, closes the overlay on a second. CodexTheme applied
at the panel root since overlays mount outside PlayScreen's Control
tree and theme cascade doesn't cross CanvasLayer boundaries.

Level-up button surfaces only when LevelUpFlow.CanLevelUp(pc)
returns true (matches MonoGame), and is rendered disabled with a
"ships with M8" tooltip — fresh L1 characters won't see it in M7
play-tests.

Quit to Title autosaves first (matches MonoGame). A failed autosave
doesn't block the quit; better to let the user leave than trap them.

Save-from-pause writes to an internal status label inside the panel
rather than PlayScreen's save-flash toast — the toast lives on the
paused tree branch and would freeze mid-fade.

PlayScreen Esc now AddChild(new PauseMenuScreen(this)) instead of
BackToTitle. Added paused-guard + Echo filter in _Input. New public
PlayerCharacter() accessor lets the pause panel call CanLevelUp.
HUD hint updated to "F5 quicksaves · Esc opens pause".

SaveSlotFormat — shared helper between SaveLoadScreen (load picker)
and PauseMenuScreen (save picker) so both surfaces render rows with
the same prefix + in-game time + wall-clock time. Parses
SavedAtUtc, converts to local time, renders relative
(today/yesterday), short (MMM d, HH:mm within year), or full
(yyyy-MM-dd HH:mm), with "<unknown>" fallback for empty headers.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 19:14:24 -07:00

200 lines
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using Godot;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes;
/// <summary>
/// Entry-point screen — vertical button stack on a parchment field with the
/// codex title and a version label. Per port-plan §M6, exists primarily to
/// validate the design system in a non-trivial composition before the player
/// reaches character creation.
///
/// Button actions:
/// New Character — swap self for the Wizard scene under the Main parent
/// (siblings cleared so the wizard fills the viewport).
/// Continue — disabled until <see cref="CharacterAssembler.PersistedStatePath"/>
/// exists; full pickup lands with the M7 play loop.
/// Quit — shut down the engine.
/// </summary>
public partial class TitleScreen : Control
{
private const string VersionLabel = "PORT / GODOT · M7.4";
private const string WizardScenePath = "res://Scenes/Wizard.tscn";
public override void _Ready()
{
SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
Theme = CodexTheme.Build();
// Backing panel so the parchment Bg fills the viewport (the Control
// itself paints nothing). Same pattern as Wizard.cs.
// Note: SetAnchorsAndOffsetsPreset is required (not just AnchorRight =
// 1) because Godot's anchor setters preserve visual position by
// adjusting offsets — manual anchor edits leave the control at 0×0.
var bg = new Panel { MouseFilter = MouseFilterEnum.Ignore };
AddChild(bg);
bg.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
MoveChild(bg, 0);
// Centered title + button stack column.
var center = new CenterContainer { MouseFilter = MouseFilterEnum.Ignore };
AddChild(center);
center.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
var col = new VBoxContainer { CustomMinimumSize = new Vector2(360, 0) };
col.AddThemeConstantOverride("separation", 28);
center.AddChild(col);
var titleBlock = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
titleBlock.AddThemeConstantOverride("separation", 4);
col.AddChild(titleBlock);
titleBlock.AddChild(new Label
{
Text = "THERIAPOLIS",
ThemeTypeVariation = "CodexTitle",
HorizontalAlignment = HorizontalAlignment.Center,
});
titleBlock.AddChild(new Label
{
Text = "CODEX OF BECOMING",
ThemeTypeVariation = "Eyebrow",
HorizontalAlignment = HorizontalAlignment.Center,
});
var buttonStack = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
buttonStack.AddThemeConstantOverride("separation", 12);
col.AddChild(buttonStack);
var newBtn = MakeMenuButton("New Character", primary: true);
newBtn.Pressed += OnNewCharacter;
buttonStack.AddChild(newBtn);
var continueBtn = MakeMenuButton("Continue", primary: false);
continueBtn.Disabled = !AnyCompatibleSaveExists();
continueBtn.Pressed += OnContinue;
buttonStack.AddChild(continueBtn);
var quitBtn = MakeMenuButton("Quit", primary: false);
quitBtn.Pressed += OnQuit;
buttonStack.AddChild(quitBtn);
// Version chip in the bottom-right corner — small mono Eyebrow tag,
// sits over the parchment field at a comfortable margin.
var versionLabel = new Label
{
Text = VersionLabel,
ThemeTypeVariation = "Eyebrow",
AnchorLeft = 1, AnchorRight = 1,
AnchorTop = 1, AnchorBottom = 1,
OffsetLeft = -180, OffsetTop = -28,
OffsetRight = -16, OffsetBottom = -10,
HorizontalAlignment = HorizontalAlignment.Right,
};
AddChild(versionLabel);
}
private static Button MakeMenuButton(string text, bool primary)
{
var btn = new Button
{
Text = text,
FocusMode = FocusModeEnum.None,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
CustomMinimumSize = new Vector2(0, 44),
};
if (primary) btn.ThemeTypeVariation = "PrimaryButton";
return btn;
}
private void OnNewCharacter()
{
var packed = ResourceLoader.Load<PackedScene>(WizardScenePath);
if (packed is null)
{
GD.PushError($"[title] Failed to load {WizardScenePath}");
return;
}
var parent = GetParent();
if (parent is null) return;
// Clear siblings so the wizard fills the viewport, then swap in.
foreach (Node sibling in parent.GetChildren())
if (sibling != this) sibling.QueueFree();
var wizardNode = packed.Instantiate();
parent.AddChild(wizardNode);
if (wizardNode is Wizard wizard)
{
// "← Title" back-button (visible on step 0) emits BackToTitle.
wizard.BackToTitle += () => SwapBackToTitle(parent);
// M7.1 — Confirm & Begin in StepReview is forwarded by the
// wizard as CharacterConfirmed. Stash the built character on
// GameSession and hand off to WorldGenProgressScreen.
wizard.CharacterConfirmed += draft => SwapToWorldGen(parent, draft);
}
QueueFree();
}
private static void SwapBackToTitle(Node parent)
{
foreach (Node child in parent.GetChildren()) child.QueueFree();
parent.AddChild(new TitleScreen());
}
/// <summary>M7.1 hand-off: snapshot the built character + chosen
/// name onto <see cref="GameSession"/>, default the seed (a seed-entry
/// UI lands later), and swap to <see cref="WorldGenProgressScreen"/>.</summary>
private static void SwapToWorldGen(Node parent, UI.CharacterDraft draft)
{
var session = GameSession.From(parent);
// CharacterAssembler.LastBuilt is populated by StepReview's
// OnConfirmPressed → TryBuild call immediately before the
// CharacterConfirmed signal fires.
session.PendingCharacter = CharacterAssembler.LastBuilt;
session.PendingName = string.IsNullOrWhiteSpace(draft.CharacterName)
? "Wanderer"
: draft.CharacterName;
session.Seed = 12345UL; // default for M7; seed-entry UI is M8+.
session.PendingRestore = null;
session.PendingHeader = null;
foreach (Node child in parent.GetChildren()) child.QueueFree();
parent.AddChild(new WorldGenProgressScreen());
}
private void OnContinue()
{
var parent = GetParent();
if (parent is null) return;
foreach (Node sibling in parent.GetChildren())
if (sibling != this) sibling.QueueFree();
parent.AddChild(new SaveLoadScreen());
QueueFree();
}
private void OnQuit() => GetTree().Quit();
/// <summary>True iff at least one slot under <see cref="Platform.SavePaths.SavesDir"/>
/// has a header that <see cref="Theriapolis.Core.Persistence.SaveCodec.IsCompatible"/>
/// accepts. Cheap: <see cref="Theriapolis.Core.Persistence.SaveCodec.DeserializeHeaderOnly"/>
/// reads only the JSON prefix, not the binary body.</summary>
private static bool AnyCompatibleSaveExists()
{
try
{
string dir = Platform.SavePaths.SavesDir;
if (!System.IO.Directory.Exists(dir)) return false;
foreach (var path in System.IO.Directory.EnumerateFiles(dir, "*.trps"))
{
try
{
var bytes = System.IO.File.ReadAllBytes(path);
var header = Theriapolis.Core.Persistence.SaveCodec.DeserializeHeaderOnly(bytes);
if (Theriapolis.Core.Persistence.SaveCodec.IsCompatible(header)) return true;
}
catch { /* skip broken slot */ }
}
}
catch { /* defensive */ }
return false;
}
}