Phase 14 - Organized directories.

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2026-10-03 19:13:39 -04:00
parent 6666173c4f
commit d950fd9d9a
307 changed files with 1452 additions and 1110 deletions
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class_name PropAttachPreview
extends PanelContainer
## Private editor visualization. It never creates a PropBlock or touches Sandbox state.
enum PreviewHand { LEFT, RIGHT }
enum PreviewMotion { FRONT_POSE, WALK_LEFT, WALK_RIGHT }
const PropAnchorDataScript := preload("res://scripts/props/prop_anchor_data.gd")
const StickmanFactoryScript := preload("res://scripts/characters/stickman/stickman_factory.gd")
const StkRigAdapterScript := preload("res://scripts/characters/stickman/stk_rig_adapter.gd")
const RigScene := preload("res://scenes/characters/stickman/stickman_rig.tscn")
const RIG_CENTER := Vector2(340.0, 575.0)
const TARGET_RADIUS := 14.0
var _viewport: SubViewport
var _viewport_container: SubViewportContainer
var _world: Node2D
var _rig_root: Node2D
var _rig: StickmanRig
var _prop: Node2D
var _target_marker: Polygon2D
var _camera: Camera2D
var _hint: Label
var _walk_playback_button: Button
var _reset_arm_button: Button
var _reset_view_button: Button
var _hand_option: OptionButton
var _motion_option: OptionButton
var _shapes: Array[Dictionary] = []
var _anchors: Dictionary = {}
var _selected: String = ""
var _hand: int = PreviewHand.RIGHT
var _motion: PreviewMotion = PreviewMotion.FRONT_POSE
var _walk_paused: bool = true
var _manual_arm_override: bool = false
# Retained only for old test harnesses; Phase 9c UI uses _walk_paused.
var _animate: bool = false
var _dragging_target: bool = false
var _camera_dragging: bool = false
var _last_pointer := Vector2.ZERO
var _hand_target_rests_local: Dictionary = {}
var _camera_zoom := 1.0
var _fitted_zoom := 1.0
func _ready() -> void:
custom_minimum_size.x = 360.0
var surface := StyleBoxFlat.new()
surface.bg_color = Color(0.075, 0.09, 0.12, 1.0)
surface.set_border_width_all(0)
surface.set_corner_radius_all(5)
add_theme_stylebox_override("panel", surface)
_build_ui()
_build_private_world()
_reframe_camera()
func _build_ui() -> void:
var layout := VBoxContainer.new()
layout.size_flags_vertical = Control.SIZE_EXPAND_FILL
add_child(layout)
var header := FlowContainer.new()
layout.add_child(header)
var title := Label.new()
title.text = "Holding Preview"
title.custom_minimum_size.x = 132.0
header.add_child(title)
_hand_option = OptionButton.new()
_hand_option.name = "HandOption"
_hand_option.add_item("Left Hand", PreviewHand.LEFT)
_hand_option.add_item("Right Hand", PreviewHand.RIGHT)
_hand_option.select(PreviewHand.RIGHT)
_hand_option.item_selected.connect(set_preview_hand)
header.add_child(_hand_option)
_motion_option = OptionButton.new()
_motion_option.name = "MotionOption"
_motion_option.add_item("Front Pose", PreviewMotion.FRONT_POSE)
_motion_option.add_item("Walk Left", PreviewMotion.WALK_LEFT)
_motion_option.add_item("Walk Right", PreviewMotion.WALK_RIGHT)
_motion_option.item_selected.connect(set_preview_motion)
header.add_child(_motion_option)
_hint = Label.new()
_hint.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
layout.add_child(_hint)
_viewport_container = SubViewportContainer.new()
# The pane keeps its 360 px width, but its height must yield to the editor's
# fixed name/status rows when Attach mode makes the preview visible.
_viewport_container.custom_minimum_size = Vector2(360.0, 0.0)
_viewport_container.size_flags_vertical = Control.SIZE_EXPAND_FILL
_viewport_container.stretch = true
_viewport_container.gui_input.connect(_on_viewport_gui_input)
layout.add_child(_viewport_container)
var footer := FlowContainer.new()
layout.add_child(footer)
_walk_playback_button = Button.new()
_walk_playback_button.name = "WalkPlaybackButton"
_walk_playback_button.pressed.connect(toggle_walk_playback)
footer.add_child(_walk_playback_button)
_reset_arm_button = Button.new()
_reset_arm_button.text = "Reset Arm"
_reset_arm_button.pressed.connect(reset_arm_pose)
footer.add_child(_reset_arm_button)
_reset_view_button = Button.new()
_reset_view_button.text = "Reset View"
_reset_view_button.pressed.connect(_reframe_camera)
footer.add_child(_reset_view_button)
_apply_hit_target_metrics(36.0)
func set_ui_hit_target_height(height: float) -> void:
_apply_hit_target_metrics(maxf(height, 36.0))
func _apply_hit_target_metrics(height: float) -> void:
for option: OptionButton in [_hand_option, _motion_option]:
if option != null:
option.custom_minimum_size = Vector2(88.0, height)
option.mouse_filter = Control.MOUSE_FILTER_STOP
option.focus_mode = Control.FOCUS_NONE
for button: Button in [_walk_playback_button, _reset_arm_button, _reset_view_button]:
if button != null:
button.custom_minimum_size = Vector2(112.0, height)
button.mouse_filter = Control.MOUSE_FILTER_STOP
button.focus_mode = Control.FOCUS_NONE
func _build_private_world() -> void:
_viewport = SubViewport.new()
_viewport.name = "PreviewViewport"
_viewport.transparent_bg = false
_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
_viewport_container.add_child(_viewport)
_viewport_container.resized.connect(_resize_viewport)
_world = Node2D.new()
_world.name = "PreviewWorld"
_viewport.add_child(_world)
_rig_root = Node2D.new()
_rig_root.name = "PreviewRigRoot"
_rig_root.position = RIG_CENTER
_world.add_child(_rig_root)
_rig = RigScene.instantiate() as StickmanRig
_rig.set_physics_process(false)
_rig_root.add_child(_rig)
var data: Dictionary = StickmanFactoryScript.load_stk("res://content/stickmen/test.stk")
if not data.is_empty():
StkRigAdapterScript.apply(data, _rig)
_prop = Node2D.new()
_prop.name = "PreviewProp"
_world.add_child(_prop)
_target_marker = Polygon2D.new()
_target_marker.polygon = PackedVector2Array([Vector2(0, -10), Vector2(10, 0), Vector2(0, 10), Vector2(-10, 0)])
_target_marker.color = Color(0.25, 0.9, 1.0, 0.85)
_world.add_child(_target_marker)
_camera = Camera2D.new()
_camera.name = "PreviewCamera"
_world.add_child(_camera)
_camera.make_current()
_disable_collisions(_rig)
call_deferred("_finish_rig_setup")
func _finish_rig_setup() -> void:
var player := _rig.get_node_or_null("AnimationPlayer") as AnimationPlayer
if player != null:
player.stop()
_rig.stop_queue()
_rig.clear_queue()
_rig.set_facing_profile(StickmanRig.FacingProfile.FORWARD)
for hand: int in [PreviewHand.LEFT, PreviewHand.RIGHT]:
var target := _target_for(hand)
if target != null:
_hand_target_rests_local[hand] = target.position
_apply_motion_pose()
_update_target_marker()
_rebuild_prop()
_reframe_camera()
func set_document(shapes: Array[Dictionary], anchors: Dictionary, selected_anchor_id: String) -> void:
_shapes = shapes.duplicate(true)
_anchors = anchors.duplicate(true)
_selected = selected_anchor_id
_rebuild_prop()
_reframe_camera()
func set_selected_anchor(anchor_id: String) -> void:
_selected = anchor_id
_rebuild_prop()
func set_preview_hand(hand: int) -> void:
_hand = clampi(hand, PreviewHand.LEFT, PreviewHand.RIGHT)
_manual_arm_override = false
_apply_motion_pose()
_rebuild_prop()
func set_preview_motion(motion: int) -> void:
_motion = clampi(motion, PreviewMotion.FRONT_POSE, PreviewMotion.WALK_RIGHT)
_manual_arm_override = false
_apply_motion_pose(true)
_rebuild_prop()
_reframe_camera()
# Compatibility facade for Phase 9a callers. The visible Facing control was
# removed in 9c; callers now map to the equivalent preview motion.
func set_facing_profile(profile: int) -> void:
if profile == StickmanRig.FacingProfile.LEFT:
set_preview_motion(PreviewMotion.WALK_LEFT)
elif profile == StickmanRig.FacingProfile.RIGHT:
set_preview_motion(PreviewMotion.WALK_RIGHT)
else:
set_preview_motion(PreviewMotion.FRONT_POSE)
func set_walk_paused(paused: bool) -> void:
if _motion == PreviewMotion.FRONT_POSE:
_walk_paused = true
_update_walk_button()
return
var player := _animation_player()
_walk_paused = paused
if player != null:
if paused:
player.pause()
else:
player.play()
_manual_arm_override = false if not paused else _manual_arm_override
_update_walk_button()
func toggle_walk_playback() -> void:
set_walk_paused(not _walk_paused)
func set_arm_animation_enabled(enabled: bool) -> void:
_animate = enabled
if enabled and _motion == PreviewMotion.FRONT_POSE:
set_preview_motion(PreviewMotion.WALK_RIGHT)
elif not enabled:
set_walk_paused(true)
func reset_arm_pose() -> void:
if _motion != PreviewMotion.FRONT_POSE:
set_walk_paused(true)
var player := _animation_player()
if player != null:
player.seek(player.current_animation_position, true)
else:
_restore_standing_targets()
_manual_arm_override = false
_animate = false
_update_target_marker()
_update_prop_transform()
func is_preview_available() -> bool:
return _rig != null and is_instance_valid(_rig) and _viewport != null
func _process(delta: float) -> void:
if not is_preview_available():
return
_update_target_marker()
_update_prop_transform()
func _animation_player() -> AnimationPlayer:
return _rig.get_node_or_null("AnimationPlayer") as AnimationPlayer if _rig != null else null
func _restore_standing_targets() -> void:
for hand: int in [PreviewHand.LEFT, PreviewHand.RIGHT]:
var target := _target_for(hand)
if target != null and _hand_target_rests_local.has(hand):
target.position = _hand_target_rests_local[hand]
func _apply_motion_pose(restart: bool = false) -> void:
if _rig == null:
return
var player := _animation_player()
if _motion == PreviewMotion.FRONT_POSE:
_rig.set_facing_profile(StickmanRig.FacingProfile.FORWARD)
_rig_root.scale = Vector2.ONE
if player != null: player.stop(true)
_restore_standing_targets()
_walk_paused = true
else:
var profile: int = StickmanRig.FacingProfile.LEFT if _motion == PreviewMotion.WALK_LEFT else StickmanRig.FacingProfile.RIGHT
_rig.set_facing_profile(profile)
_rig.scale = Vector2.ONE
_rig_root.scale = Vector2(-1.0, 1.0) if _motion == PreviewMotion.WALK_LEFT else Vector2.ONE
if player != null:
if restart or player.current_animation != "walk_right":
player.play("walk_right")
player.seek(0.0, true)
else:
player.play()
_walk_paused = false
_enable_arm_ik()
_update_walk_button()
func _update_walk_button() -> void:
if _walk_playback_button == null:
return
var front: bool = _motion == PreviewMotion.FRONT_POSE
_walk_playback_button.disabled = front
_walk_playback_button.text = "Resume Walk" if _walk_paused else "Pause Walk"
_walk_playback_button.tooltip_text = "Choose Walk Left or Walk Right to preview walking." if front else ""
func _hand_target() -> Marker2D:
return _target_for(_hand)
func _target_for(hand: int) -> Marker2D:
if _rig == null:
return null
return _rig.get_node_or_null("IK_Targets/Left_Hand" if hand == PreviewHand.LEFT else "IK_Targets/Right_Hand") as Marker2D
func _lower_arm() -> Bone2D:
if _rig == null:
return null
return _rig.get_node_or_null("Skeleton2D/Torso/LeftUpperArm/LeftLowerArm" if _hand == PreviewHand.LEFT else "Skeleton2D/Torso/RightUpperArm/RightLowerArm") as Bone2D
func _solved_wrist_transform() -> Transform2D:
var lower_visual := _rig.get_node_or_null("Body/LeftLowerArm" if _hand == PreviewHand.LEFT else "Body/RightLowerArm") as Node2D
var lower := _lower_arm()
if lower == null or lower_visual == null:
return Transform2D.IDENTITY
var elbow := lower_visual.to_global(Vector2.ZERO)
var wrist := lower_visual.to_global(Vector2(0.0, lower.length))
var direction := (wrist - elbow).normalized()
if direction.length_squared() < 0.0001:
return Transform2D.IDENTITY
return Transform2D(direction.angle(), wrist)
func _rebuild_prop() -> void:
if _prop == null:
return
for child: Node in _prop.get_children():
child.queue_free()
var anchor: Dictionary = _anchors.get(_selected, {})
var grip_ok := str(anchor.get("role", "")) == "grip" and _grip_allows_hand(anchor)
_update_hand_choices(anchor)
_prop.visible = grip_ok
if _hint != null:
_hint.text = "Drag the cyan target to pose the arm." if grip_ok else "Select a grip anchor compatible with this hand to preview holding."
if not grip_ok:
return
for shape: Dictionary in _shapes:
_add_shape_visual(shape)
_update_prop_transform()
func _add_shape_visual(shape: Dictionary) -> void:
# PropCanvas exports JSON-safe {x,y} dictionaries. Assigning that Array
# directly to PackedVector2Array silently turns every point into zero.
var points := _coerce_points(shape.get("points", PackedVector2Array()))
if points.is_empty() and str(shape.get("shape_type", "polygon")) == "circle":
var radius := maxf(float(shape.get("radius", 24.0)), 0.001)
var center := Vector2.ZERO
for index: int in 24:
points.append(center + Vector2.from_angle(TAU * float(index) / 24.0) * radius)
if points.is_empty():
return
var color := Color.from_string(str(shape.get("fill_color", "#999999")), Color.GRAY)
if int(shape.get("shape_type", 0)) == 2 or not bool(shape.get("closed", true)):
var line := Line2D.new()
line.points = points
line.width = maxf(float(shape.get("outline_width", 2.0)), 1.0)
line.default_color = Color.from_string(str(shape.get("outline_color", "#eeeeee")), Color.WHITE)
_prop.add_child(line)
else:
var polygon := Polygon2D.new()
polygon.polygon = points
polygon.color = color
_prop.add_child(polygon)
func _coerce_points(raw: Variant) -> PackedVector2Array:
if raw is PackedVector2Array:
return raw as PackedVector2Array
var result := PackedVector2Array()
if raw is Array:
for item: Variant in raw:
if item is Vector2:
result.append(item as Vector2)
elif item is Dictionary:
var point: Dictionary = item as Dictionary
result.append(Vector2(float(point.get("x", 0.0)), float(point.get("y", 0.0))))
return result
func _update_prop_transform() -> void:
if _prop == null or not _prop.visible:
return
var anchor: Dictionary = _anchors.get(_selected, {})
var mirror := _motion == PreviewMotion.WALK_LEFT
_prop.global_transform = PropAnchorDataScript.solve_attachment_transform(_solved_wrist_transform(), anchor, Vector2.ONE, mirror)
# PreviewProp follows PreviewRigRoot in tree order, so zero remains visible
# above the stickman; negative puts it behind and positive remains in front.
_prop.z_index = int(anchor.get("z_index_offset", 0))
func _grip_allows_hand(anchor: Dictionary) -> bool:
var allowed := str(anchor.get("allowed_hands", "both"))
return allowed == "both" or (allowed == "left_only" and _hand == PreviewHand.LEFT) or (allowed == "right_only" and _hand == PreviewHand.RIGHT)
func _update_target_marker() -> void:
var target := _hand_target()
if target != null and _target_marker != null:
_target_marker.global_position = target.global_position
_target_marker.visible = _prop == null or _prop.visible
func _resize_viewport() -> void:
if _viewport != null:
# SubViewportContainer.stretch owns the viewport size. Resizing it here
# fights that ownership and produces an engine warning.
_reframe_camera()
func _on_viewport_gui_input(event: InputEvent) -> void:
if _camera == null:
return
if event is InputEventMouseButton:
var mouse := event as InputEventMouseButton
if mouse.button_index == MOUSE_BUTTON_WHEEL_UP or mouse.button_index == MOUSE_BUTTON_WHEEL_DOWN:
var world_before := _screen_to_world(mouse.position)
_camera_zoom = clampf(_camera_zoom * (1.1 if mouse.button_index == MOUSE_BUTTON_WHEEL_UP else 1.0 / 1.1), _fitted_zoom * 0.3, _fitted_zoom * 3.0)
_camera.zoom = Vector2(_camera_zoom, _camera_zoom)
_camera.position += world_before - _screen_to_world(mouse.position)
return
var world_pos := _screen_to_world(mouse.position)
if mouse.button_index == MOUSE_BUTTON_LEFT:
if mouse.pressed and world_pos.distance_to(_target_marker.global_position) <= TARGET_RADIUS / _camera_zoom:
_dragging_target = true
if _motion != PreviewMotion.FRONT_POSE:
set_walk_paused(true)
_manual_arm_override = true
elif not mouse.pressed:
_dragging_target = false
if mouse.button_index == MOUSE_BUTTON_MIDDLE:
_camera_dragging = mouse.pressed
_last_pointer = mouse.position
elif event is InputEventMouseMotion:
var motion := event as InputEventMouseMotion
if _dragging_target:
_set_target_clamped(_screen_to_world(motion.position))
elif _camera_dragging:
_camera.position -= (motion.position - _last_pointer) / _camera_zoom
_last_pointer = motion.position
func _screen_to_world(screen: Vector2) -> Vector2:
return _viewport.get_canvas_transform().affine_inverse() * screen
func _set_target_clamped(requested: Vector2) -> void:
var target := _hand_target()
var lower := _lower_arm()
if target == null or lower == null:
return
target.global_position = _clamp_target(requested)
func _clamp_target(requested: Vector2) -> Vector2:
var target := _hand_target()
var lower := _lower_arm()
var upper := lower.get_parent() as Bone2D if lower != null else null
if target == null or lower == null or upper == null:
return requested
var origin := upper.global_position
var offset := requested - origin
var rest: Vector2 = target.to_global(_hand_target_rests_local.get(_hand, Vector2.RIGHT)) - origin
if offset.length_squared() < 0.0001:
offset = rest.normalized() if rest.length_squared() > 0.0001 else Vector2.RIGHT
var min_reach := absf(upper.length - lower.length) + 8.0
var max_reach := maxf(min_reach, upper.length + lower.length - 8.0)
return origin + offset.normalized() * clampf(offset.length(), min_reach, max_reach)
func _update_hand_choices(anchor: Dictionary) -> void:
var allowed := str(anchor.get("allowed_hands", "both"))
if allowed == "left_only" and _hand != PreviewHand.LEFT:
_hand = PreviewHand.LEFT
reset_arm_pose()
if allowed == "right_only" and _hand != PreviewHand.RIGHT:
_hand = PreviewHand.RIGHT
reset_arm_pose()
if _hand_option == null:
return
_hand_option.set_item_disabled(PreviewHand.LEFT, allowed == "right_only")
_hand_option.set_item_disabled(PreviewHand.RIGHT, allowed == "left_only")
_hand_option.select(_hand)
func _enable_arm_ik() -> void:
var skeleton := _rig.get_node_or_null("Skeleton2D") as Skeleton2D
if skeleton == null:
return
var stack := skeleton.get_modification_stack()
if stack == null:
return
for index: int in 2:
var modification := stack.get_modification(index)
if modification is SkeletonModification2DTwoBoneIK:
(modification as SkeletonModification2DTwoBoneIK).enabled = true
func _reframe_camera() -> void:
if _camera == null or _viewport == null or _viewport.size.x < 1:
return
var bounds := _visual_bounds(true)
if bounds.size.length_squared() < 0.001:
return
bounds = bounds.grow(32.0)
_camera.position = bounds.get_center()
_fitted_zoom = minf(float(_viewport.size.x) / bounds.size.x, float(_viewport.size.y) / bounds.size.y)
_fitted_zoom = maxf(_fitted_zoom, 0.001)
_camera_zoom = _fitted_zoom
_camera.zoom = Vector2(_camera_zoom, _camera_zoom)
func _visual_bounds(full_figure: bool) -> Rect2:
var points := PackedVector2Array()
_collect_visual_points(_rig.get_node_or_null("Body"), points, full_figure)
_collect_visual_points(_prop, points, true)
if points.is_empty():
return Rect2(RIG_CENTER - Vector2(200.0, 200.0), Vector2(400.0, 400.0))
var rect := Rect2(points[0], Vector2.ZERO)
for point: Vector2 in points:
rect = rect.expand(point)
return rect
func get_prop_global_bounds() -> Rect2:
return _visual_bounds_for_node(_prop)
func get_preview_world_rect() -> Rect2:
if _viewport == null:
return Rect2()
var transform := _viewport.get_canvas_transform().affine_inverse()
var top_left := transform * Vector2.ZERO
var bottom_right := transform * Vector2(_viewport.size)
return Rect2(top_left, bottom_right - top_left).abs()
func get_solved_wrist_transform() -> Transform2D:
return _solved_wrist_transform()
func _visual_bounds_for_node(node: Node) -> Rect2:
var points := PackedVector2Array()
_collect_visual_points(node, points, true)
if points.is_empty():
return Rect2()
var rect := Rect2(points[0], Vector2.ZERO)
for point: Vector2 in points:
rect = rect.expand(point)
return rect
func _collect_visual_points(node: Node, out: PackedVector2Array, full_figure: bool) -> void:
if node == null or not (node as CanvasItem).visible:
return
var include := full_figure or not (node.name.contains("Leg"))
if include and node is Polygon2D:
for point: Vector2 in (node as Polygon2D).polygon:
out.append((node as Polygon2D).to_global(point))
if include and node is Line2D:
for point: Vector2 in (node as Line2D).points:
out.append((node as Line2D).to_global(point))
for child: Node in node.get_children():
_collect_visual_points(child, out, full_figure)
func _disable_collisions(node: Node) -> void:
if node is CollisionObject2D:
var body := node as CollisionObject2D
body.collision_layer = 0
body.collision_mask = 0
for child: Node in node.get_children():
_disable_collisions(child)
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class_name PropFile
extends RefCounted
## PropFile - Static schema + converters for .prop vector prop assets.
##
## The file stores the editor's full multi-shape stack (version "1.0") plus
## enough provenance for later sandbox placement. flatten_to_payload() converts
## the stack into the single-shape payload PropUtils.spawn_prop() already
## consumes: frontmost closed polygon -> else circle -> else first shape.
const PropBlockScript := preload("res://scripts/props/prop_block.gd")
const TerrainUtilsScript := preload("res://scripts/terrain/terrain_utils.gd")
const PropAnchorDataScript := preload("res://scripts/props/prop_anchor_data.gd")
const ContentPathsScript := preload("res://scripts/shared/content_paths.gd")
const FILE_VERSION: String = "1.0"
const FILE_EXT: String = ".prop"
const DEFAULT_DIR: String = "res://content/props"
const SUPPORTED_VERSIONS: Array[String] = ["1.0"]
# index == PropBlock.MaterialPreset
const PRESET_STRINGS: PackedStringArray = ["none", "wood", "rubber", "cardboard", "metal"]
const SHAPE_STRINGS: PackedStringArray = ["polygon", "circle", "line"]
const DEFAULT_RADIUS: float = 24.0
const DEFAULT_CIRCLE_SEGMENTS: int = 12
static func preset_to_string(preset: int) -> String:
return PRESET_STRINGS[clampi(preset, 0, PRESET_STRINGS.size() - 1)]
static func preset_from_string(s: String) -> int:
var idx: int = PRESET_STRINGS.find(s.to_lower())
if idx < 0:
return PropBlockScript.MaterialPreset.NONE
return idx
static func shape_type_to_payload_type(s: String) -> int:
if s.to_lower() == "circle":
return PropBlockScript.ShapeType.CIRCLE
return PropBlockScript.ShapeType.POLYGON
## Sanitize a shape dictionary: polygon/line points run through
## TerrainUtils.sanitize_points (grid snap, redundancy/collinear removal,
## clockwise enforcement). Circles pass through unchanged (radius-based).
static func sanitize_shape(shape: Dictionary, grid_size: float = TerrainUtilsScript.DEFAULT_GRID_SIZE) -> Dictionary:
var result: Dictionary = shape.duplicate(true)
var shape_type: String = str(result.get("shape_type", "polygon"))
if shape_type == "circle":
return result
var pts: PackedVector2Array = _coerce_points(result.get("points", PackedVector2Array()))
var cleaned: PackedVector2Array = TerrainUtilsScript.sanitize_points(pts, grid_size)
var flags: PackedInt32Array = result.get("vertex_flags", PackedInt32Array())
var kept_flags := PackedInt32Array()
# Keep vertex flags aligned: sanitize only ever drops points, so walk the
# cleaned list and retain a flag for each surviving vertex (match by index
# order; approximate alignment is acceptable for write-only metadata).
kept_flags.resize(cleaned.size())
for i: int in mini(cleaned.size(), flags.size()):
kept_flags[i] = flags[i]
result["points"] = cleaned
result["vertex_flags"] = kept_flags
return result
static func to_file_dict(prop_name: String, material_preset: int, shapes: Array[Dictionary], anchors: Dictionary = {}) -> Dictionary:
var serialized: Array = []
for shape: Dictionary in shapes:
serialized.append(_serialize_shape(shape))
var now: String = Time.get_datetime_string_from_system()
return {
"version": FILE_VERSION,
"prop_name": prop_name,
"material_preset": preset_to_string(material_preset),
"shapes": serialized,
"anchors": PropAnchorDataScript.serialize_anchors(anchors),
"metadata": {"created_at": now, "modified_at": now},
}
## Parse a file-level dictionary (or JSON string) into the editor model.
## Returns {} on any schema error (with a push_warning), otherwise
## { "prop_name": String, "material_preset": int, "shapes": Array[Dictionary] }.
static func from_file_dict(data: Variant) -> Dictionary:
if data is String:
var parsed: Variant = JSON.parse_string(data as String)
if not parsed is Dictionary:
push_warning("PropFile: file data is not a valid JSON object.")
return {}
data = parsed
if not data is Dictionary:
push_warning("PropFile: file data is not a dictionary.")
return {}
var dict: Dictionary = data as Dictionary
var version: String = str(dict.get("version", ""))
if not SUPPORTED_VERSIONS.has(version):
push_warning("PropFile: unsupported file version '%s'." % version)
return {}
var preset: int = preset_from_string(str(dict.get("material_preset", "none")))
var shapes: Array[Dictionary] = []
var raw_shapes: Variant = dict.get("shapes", [])
if raw_shapes is Array:
for item: Variant in raw_shapes as Array:
if item is Dictionary:
shapes.append(_parse_shape(item as Dictionary, preset))
return {
"prop_name": str(dict.get("prop_name", "")),
"material_preset": preset,
"shapes": shapes,
"anchors": PropAnchorDataScript.normalize_anchors(dict.get("anchors", {})),
}
## Deterministic conversion of the multi-shape stack into a single
## PropUtils.spawn_prop payload. Rule: frontmost closed polygon -> else circle
## -> else first shape. Returns {} when shapes is empty.
static func flatten_to_payload(shapes: Array[Dictionary]) -> Dictionary:
if shapes.is_empty():
push_warning("PropFile: cannot flatten an empty shape stack.")
return {}
var chosen: Dictionary = {}
var kind: String = "polygon"
# 1. Frontmost closed polygon (scan back to front).
for i: int in range(shapes.size() - 1, -1, -1):
var sd: Dictionary = shapes[i]
if str(sd.get("shape_type", "polygon")) == "polygon" and bool(sd.get("closed", true)):
chosen = sd
kind = "polygon"
break
# 2. Else frontmost circle.
if chosen.is_empty():
for i: int in range(shapes.size() - 1, -1, -1):
var sd: Dictionary = shapes[i]
if str(sd.get("shape_type", "polygon")) == "circle":
chosen = sd
kind = "circle"
break
# 3. Else the first shape (even a line) as a polygon.
if chosen.is_empty() and not shapes.is_empty():
chosen = shapes[0]
kind = "polygon"
var payload: Dictionary = {}
if kind == "circle":
payload = {
"type": PropBlockScript.ShapeType.CIRCLE,
"radius": float(chosen.get("radius", DEFAULT_RADIUS)),
}
else:
var pts: PackedVector2Array = _coerce_points(chosen.get("points", PackedVector2Array()))
payload = {
"type": PropBlockScript.ShapeType.POLYGON,
"points": TerrainUtilsScript.sanitize_points(pts),
}
payload["fill_color"] = _color_from_hex(str(chosen.get("fill_color", "")), PropBlockScript.tint_for(PropBlockScript.MaterialPreset.NONE))
payload["outline_color"] = _color_from_hex(str(chosen.get("outline_color", "")), PropBlockScript.DEFAULT_OUTLINE_COLOR)
payload["outline_width"] = float(chosen.get("outline_width", PropBlockScript.DEFAULT_OUTLINE_WIDTH))
return payload
## Write `data` (a to_file_dict result) as pretty-printed JSON to `path`.
static func save(path: String, data: Dictionary) -> bool:
path = ContentPathsScript.canonicalize(path)
var file: FileAccess = FileAccess.open(path, FileAccess.WRITE)
if file == null:
push_warning("PropFile: could not open '%s' for writing." % path)
return false
file.store_string(JSON.stringify(data, "\t"))
file.close()
return true
## Atomic write mirroring StageSceneIO.write_file_safe: write a temp file,
## swap the previous file to .bak, rename the temp into place, then remove the
## backup. Used by the editor autosave so a crash mid-write cannot corrupt it.
static func save_safe(path: String, data: Dictionary) -> bool:
path = ContentPathsScript.canonicalize(path)
var tmp := path + ".tmp"
var bak := path + ".bak"
var file := FileAccess.open(tmp, FileAccess.WRITE)
if file == null:
push_warning("PropFile: could not write temporary file '%s'." % tmp)
return false
file.store_string(JSON.stringify(data, "\t"))
file.flush()
file.close()
if FileAccess.file_exists(bak):
DirAccess.remove_absolute(bak)
if FileAccess.file_exists(path) and DirAccess.rename_absolute(path, bak) != OK:
DirAccess.remove_absolute(tmp)
return false
if DirAccess.rename_absolute(tmp, path) != OK:
if FileAccess.file_exists(bak):
DirAccess.rename_absolute(bak, path)
return false
if FileAccess.file_exists(bak):
DirAccess.remove_absolute(bak)
return true
## Read and parse a .prop file. Returns the raw dictionary on success, {}
## on read/parse failure (with a push_warning). Schema validation (version,
## shapes) happens in from_file_dict.
static func load(path: String) -> Dictionary:
path = ContentPathsScript.canonicalize(path)
if not FileAccess.file_exists(path):
push_warning("PropFile: '%s' does not exist." % path)
return {}
var file: FileAccess = FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("PropFile: could not open '%s' for reading." % path)
return {}
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not parsed is Dictionary:
push_warning("PropFile: '%s' is not a valid JSON object." % path)
return {}
return parsed as Dictionary
# ---------------------------------------------------------------------------
# Internal helpers
# ---------------------------------------------------------------------------
static func _serialize_shape(shape: Dictionary) -> Dictionary:
# Accept both internal (PackedVector2Array) and export (Array of {x,y})
# point formats; a typed assignment would silently zero an Array of dicts.
var points: PackedVector2Array = _coerce_points(shape.get("points", PackedVector2Array()))
var points_arr: Array = []
for pt: Vector2 in points:
points_arr.append({"x": pt.x, "y": pt.y})
var flags: PackedInt32Array = shape.get("vertex_flags", PackedInt32Array())
var flags_arr: Array = []
for i: int in flags.size():
flags_arr.append(flags[i])
var result := {
"shape_type": str(shape.get("shape_type", "polygon")),
"points": points_arr,
"fill_color": str(shape.get("fill_color", "")),
"outline_color": str(shape.get("outline_color", "")),
"outline_width": float(shape.get("outline_width", PropBlockScript.DEFAULT_OUTLINE_WIDTH)),
"closed": bool(shape.get("closed", false)),
"vertex_flags": flags_arr,
"reshaped": bool(shape.get("reshaped", false)),
}
if str(shape.get("shape_type", "")) == "circle":
result["radius"] = float(shape.get("radius", DEFAULT_RADIUS))
return result
static func _parse_shape(shape: Dictionary, preset: int) -> Dictionary:
var shape_type: String = str(shape.get("shape_type", "polygon"))
if not SHAPE_STRINGS.has(shape_type):
shape_type = "polygon"
var pts := PackedVector2Array()
var pts_variant: Variant = shape.get("points", [])
if pts_variant is Array:
for p: Variant in pts_variant as Array:
if p is Dictionary:
var d: Dictionary = p as Dictionary
pts.append(Vector2(float(d.get("x", 0.0)), float(d.get("y", 0.0))))
elif p is Vector2:
pts.append(p as Vector2)
elif pts_variant is PackedVector2Array:
pts = pts_variant as PackedVector2Array
var closed: bool
if shape.has("closed"):
closed = bool(shape.get("closed", false))
else:
closed = shape_type != "line"
var radius: float = float(shape.get("radius", DEFAULT_RADIUS))
if shape_type == "circle" and pts.is_empty():
pts = _circle_points(radius, DEFAULT_CIRCLE_SEGMENTS)
var vf := PackedInt32Array()
var vf_variant: Variant = shape.get("vertex_flags", [])
if vf_variant is Array:
var vf_arr: Array = vf_variant as Array
vf.resize(vf_arr.size())
for i: int in vf_arr.size():
vf[i] = int(vf_arr[i])
elif vf_variant is PackedInt32Array:
vf = vf_variant as PackedInt32Array
if vf.size() != pts.size():
vf.resize(pts.size())
var tint: Color = PropBlockScript.tint_for(preset)
var fill_hex: String = str(shape.get("fill_color", ""))
if fill_hex.is_empty():
fill_hex = tint.to_html()
var outline_hex: String = str(shape.get("outline_color", ""))
if outline_hex.is_empty():
outline_hex = tint.darkened(0.55).to_html()
var result := {
"shape_type": shape_type,
"points": pts,
"radius": radius,
"fill_color": fill_hex,
"outline_color": outline_hex,
"outline_width": float(shape.get("outline_width", PropBlockScript.DEFAULT_OUTLINE_WIDTH)),
"closed": closed,
"vertex_flags": vf,
"reshaped": bool(shape.get("reshaped", false)),
}
return result
static func _circle_points(radius: float, segments: int) -> PackedVector2Array:
var pts := PackedVector2Array()
var seg: int = maxi(segments, 3)
for i: int in seg:
var angle: float = TAU * float(i) / float(seg)
pts.append(Vector2(cos(angle), sin(angle)) * radius)
return pts
static func _color_from_hex(hex: String, fallback: Color) -> Color:
if hex.is_empty():
return fallback
return Color.from_string(hex, fallback)
## Accept either internal (PackedVector2Array) or export (Array of {x,y})
## point formats.
static func _coerce_points(variant: Variant) -> PackedVector2Array:
var pts := PackedVector2Array()
if variant is PackedVector2Array:
pts = variant as PackedVector2Array
elif variant is Array:
for p: Variant in variant as Array:
if p is Dictionary:
var d: Dictionary = p as Dictionary
pts.append(Vector2(float(d.get("x", 0.0)), float(d.get("y", 0.0))))
elif p is Vector2:
pts.append(p as Vector2)
return pts
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class_name PropTheme
extends RefCounted
## Validated, cached presentation data for the Prop Editor.
##
## Mirrors SandboxTheme's loader mechanics (deep-merge, dotted-path accessors,
## warn-once, clamp, invalid-input fallback) but scoped to prop-editor tokens.
## Fallback hierarchy: prop_theme.json -> DEFAULT_CONFIG -> hardcoded
## PropBlock constants. Physics values (mass/friction/bounce) are deliberately
## NOT themeable; PropBlock's static preset tables remain the single source of
## truth.
const PropBlockScript := preload("res://scripts/props/prop_block.gd")
const SCHEMA_VERSION: String = "1.0"
const DEFAULT_PATH: String = "res://prop_theme.json"
const PRESET_KEYS: PackedStringArray = ["none", "wood", "rubber", "cardboard", "metal"]
const DEFAULT_CONFIG: Dictionary = {
"version": SCHEMA_VERSION,
"outline_widths": {"default": 2.0, "min": 0.5, "max": 32.0},
"material_tints": {
"wood": {"fill": "#8C6133", "outline": "#40290F"},
"rubber": {"fill": "#E63333", "outline": "#590D0D"},
"cardboard": {"fill": "#D9B873", "outline": "#66521D"},
"metal": {"fill": "#808C99", "outline": "#262E38"},
"none": {"fill": "#8C6133", "outline": "#26201E"},
},
"primitive_defaults": {
"box": {"size_x": 48.0, "size_y": 48.0},
"ball": {"radius": 24.0},
"plank": {"length": 160.0, "thickness": 16.0},
"triangle": {"base": 56.0, "height": 48.0},
"line": {"length": 120.0},
"circle": {"radius": 40.0, "segments": 12},
},
"canvas": {
"grid_size": 15,
"background_color": "#1F1F1F",
"grid_color": "#FFFFFF26",
},
"ui": {
"fonts": {"body": 18, "header": 24, "menu": 22, "menu_bar": 22, "mode": 26, "status": 18, "prop_name": 20, "context_menu": 22},
"hit_targets": {"button_min_height": 36, "row_min_height": 36, "mode_button_min_height": 56},
"colors": {"text": "#F2F2F2", "text_muted": "#9A9A9A", "border": "#FFFFFF33", "accent": "#4FA3FF", "inspector_background": "#262C39"},
},
}
var _config: Dictionary = DEFAULT_CONFIG.duplicate(true)
var _warned: Dictionary = {}
func load_from(path: String = DEFAULT_PATH) -> bool:
invalidate_caches()
_config = DEFAULT_CONFIG.duplicate(true)
if not FileAccess.file_exists(path):
_warn_once(path, "PropTheme: '%s' was not found; using defaults." % path)
return false
var file: FileAccess = FileAccess.open(path, FileAccess.READ)
if file == null:
_warn_once(path, "PropTheme: '%s' could not be read; using defaults." % path)
return false
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not parsed is Dictionary:
_warn_once(path, "PropTheme: '%s' is malformed; using defaults." % path)
return false
_config = _deep_merge(_config, parsed as Dictionary)
return true
func raw_config() -> Dictionary:
return _config.duplicate(true)
func value(path: String, fallback: Variant = null) -> Variant:
var cursor: Variant = _config
for piece: String in path.split("."):
if not cursor is Dictionary or not (cursor as Dictionary).has(piece):
return fallback
cursor = (cursor as Dictionary)[piece]
return cursor
func color(path: String, fallback: Color) -> Color:
var raw: Variant = value(path, null)
if not raw is String:
return fallback
var text: String = String(raw)
if not text.begins_with("#") or (text.length() != 7 and text.length() != 9):
_warn_once(path, "PropTheme: invalid color at '%s'." % path)
return fallback
return Color.from_string(text, fallback)
func number(path: String, fallback: float, minimum: float = -INF, maximum: float = INF) -> float:
var raw: Variant = value(path, fallback)
if not raw is int and not raw is float:
_warn_once(path, "PropTheme: invalid number at '%s'." % path)
return fallback
var n: float = float(raw)
if not is_finite(n):
return fallback
return clampf(n, minimum, maximum)
func integer(path: String, fallback: int, minimum: int = -2147483648, maximum: int = 2147483647) -> int:
return clampi(int(roundi(number(path, float(fallback), float(minimum), float(maximum)))), minimum, maximum)
## Material tint for a PropBlock.MaterialPreset value and channel ("fill" or
## "outline"). Hierarchy: theme file -> DEFAULT_CONFIG -> PropBlock.tint_for
## (outline's final fallback is the tint darkened 0.55).
func material_tint(preset: int, channel: String) -> Color:
var key: String = PRESET_KEYS[preset] if preset >= 0 and preset < PRESET_KEYS.size() else "none"
var tint: Color = PropBlockScript.tint_for(preset)
var fallback: Color = tint if channel == "fill" else tint.darkened(0.55)
return color("material_tints.%s.%s" % [key, channel], fallback)
func outline_width_default() -> float:
return number("outline_widths.default", PropBlockScript.DEFAULT_OUTLINE_WIDTH, 0.0, 256.0)
func outline_width_min() -> float:
return number("outline_widths.min", 0.5, 0.0, 256.0)
func outline_width_max() -> float:
return number("outline_widths.max", 32.0, 0.0, 1024.0)
## Primitive default dimension, e.g. primitive_default("box", "size_x").
## Falls back to the DEFAULT_CONFIG primitive table (which mirrors the
## PropUtils.create_* generator defaults).
func primitive_default(primitive: String, key: String, fallback: float = 0.0) -> float:
var table: Dictionary = value("primitive_defaults.%s" % primitive, {})
if table is Dictionary and (table as Dictionary).has(key):
return number("primitive_defaults.%s.%s" % [primitive, key], fallback)
var defaults: Dictionary = DEFAULT_CONFIG.get("primitive_defaults", {})
var entry: Dictionary = defaults.get(primitive, {})
return float(entry.get(key, fallback))
func grid_size() -> int:
return integer("canvas.grid_size", 15, 1, 512)
func canvas_background_color() -> Color:
return color("canvas.background_color", Color("#1F1F1F"))
func canvas_grid_color() -> Color:
return color("canvas.grid_color", Color(1.0, 1.0, 1.0, 0.15))
# ---------------------------------------------------------------------------
# Kid-friendly UI tokens (Round 2)
# ---------------------------------------------------------------------------
func font_body() -> int:
return integer("ui.fonts.body", 18, 8, 72)
func font_header() -> int:
return integer("ui.fonts.header", 24, 8, 96)
func font_menu() -> int:
return integer("ui.fonts.menu", 22, 8, 72)
func font_status() -> int:
return integer("ui.fonts.status", 18, 8, 72)
func font_mode() -> int:
return integer("ui.fonts.mode", 26, 8, 96)
func font_menu_bar() -> int:
return integer("ui.fonts.menu_bar", 22, 8, 72)
func font_prop_name() -> int:
return integer("ui.fonts.prop_name", 20, 8, 96)
func font_context_menu() -> int:
return integer("ui.fonts.context_menu", 22, 8, 96)
func button_min_height() -> int:
return integer("ui.hit_targets.button_min_height", 36, 16, 200)
func row_min_height() -> int:
return integer("ui.hit_targets.row_min_height", 36, 16, 200)
func mode_button_min_height() -> int:
return integer("ui.hit_targets.mode_button_min_height", 56, 16, 200)
func text_color() -> Color:
return color("ui.colors.text", Color("#F2F2F2"))
func text_muted_color() -> Color:
return color("ui.colors.text_muted", Color("#9A9A9A"))
func border_color() -> Color:
return color("ui.colors.border", Color(1.0, 1.0, 1.0, 0.2))
func accent_color() -> Color:
return color("ui.colors.accent", Color("#4FA3FF"))
func inspector_background_color() -> Color:
return color("ui.colors.inspector_background", Color("#262C39"))
func invalidate_caches() -> void:
_warned.clear()
func _deep_merge(base: Dictionary, overrides: Dictionary) -> Dictionary:
var merged: Dictionary = base.duplicate(true)
for key: Variant in overrides:
if merged.get(key) is Dictionary and overrides[key] is Dictionary:
merged[key] = _deep_merge(merged[key], overrides[key])
else:
merged[key] = overrides[key]
return merged
func _warn_once(key: String, message: String) -> void:
if not _warned.has(key):
_warned[key] = true
push_warning(message)
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class_name ActionEditor
extends PopupPanel
## ActionEditor - Single-action property editor popup (Phase 3c).
##
## Used for adding a new action and for editing an existing one (queue or rule).
## The type dropdown and the param fields are generated from ActionRegistry, so
## new action types appear automatically. For `walk_to`, the target position is
## captured on the stage: the editor emits `target_requested()` and the stage
## hides the editor, captures a click, then calls `set_walk_target()`.
const ACTION_REGISTRY := preload("res://scripts/stage/action_registry.gd")
signal committed(action: Dictionary)
signal cancelled()
signal target_requested()
signal speech_requested(initial: Dictionary)
var _mode: String = "new"
var _initial: Dictionary = {}
var _type_option: OptionButton = null
var _params_box: VBoxContainer = null
var _text_edit: LineEdit = null
var _duration_spin: SpinBox = null
var _target_label: Label = null
var _set_target_btn: Button = null
var _prop_target_label: Label = null
var _set_prop_target_btn: Button = null
var _hand_option: OptionButton = null
var _stop_current_check: CheckBox = null
var _show_reactive_options: bool = false
var _has_target: bool = false
var _target_pos: Vector2 = Vector2.ZERO
var _prop_target_id: String = ""
var _has_throw_target: bool = false
var _throw_target_pos: Vector2 = Vector2.ZERO
## Theme font overrides (set via apply_font from sandbox_theme.json). Size 0 = no
## override (engine default); Font null = no override.
var _ui_font: Font = null
var _emoji_font: Font = null
var _base_font_size: int = 0
func _ready() -> void:
exclusive = true
popup_window = true
_build_ui()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if (event as InputEventKey).keycode == KEY_ESCAPE:
cancelled.emit()
## Opens the editor in "add" mode (empty, default type walk_to).
func open_new(show_reactive_options: bool = false) -> void:
_show_reactive_options = show_reactive_options
_mode = "new"
_initial = {}
_has_target = false
_target_pos = Vector2.ZERO
_prop_target_id = ""
_has_throw_target = false
_throw_target_pos = Vector2.ZERO
_select_type("walk_to")
_rebuild_params("walk_to")
title = "Add Action"
popup_centered()
## Opens the editor pre-filled from a flat queue action.
func open_edit(action: Dictionary, show_reactive_options: bool = false) -> void:
_show_reactive_options = show_reactive_options
_mode = "edit"
_initial = action.duplicate(true)
var type := String(action.get("type", "walk_to"))
if type == "speak":
speech_requested.emit(_initial.duplicate(true))
return
_has_target = action.has("target") and action["target"] is Vector2
_target_pos = action.get("target", Vector2.ZERO) if _has_target else Vector2.ZERO
_prop_target_id = String(action.get("target_prop_id", ""))
_has_throw_target = action.has("target_position") and action["target_position"] is Vector2
_throw_target_pos = action.get("target_position", Vector2.ZERO) if _has_throw_target else Vector2.ZERO
_select_type(type)
_rebuild_params(type)
title = "Edit Action"
popup_centered()
## Called by the stage after a walk-target capture click.
func set_walk_target(pos: Vector2) -> void:
_has_target = true
_target_pos = pos
_update_walk_target_label()
popup_centered()
func set_prop_target(prop_id: String) -> void:
_prop_target_id = prop_id
_update_prop_target_label()
popup_centered()
func set_throw_target(pos: Vector2) -> void:
_has_throw_target = true
_throw_target_pos = pos
_update_throw_target_label()
popup_centered()
func current_action_type() -> String:
return _current_type()
func _build_ui() -> void:
var margin := MarginContainer.new()
margin.add_theme_constant_override("margin_left", 12)
margin.add_theme_constant_override("margin_right", 12)
margin.add_theme_constant_override("margin_top", 12)
margin.add_theme_constant_override("margin_bottom", 12)
add_child(margin)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 8)
margin.add_child(vbox)
var type_row := HBoxContainer.new()
vbox.add_child(type_row)
var type_label := Label.new()
type_label.text = "Type:"
type_row.add_child(type_label)
_type_option = OptionButton.new()
_type_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
for type: String in ACTION_REGISTRY.types():
_type_option.add_item("%s %s" % [ACTION_REGISTRY.icon(type), ACTION_REGISTRY.label(type)])
_type_option.item_selected.connect(_on_type_selected)
type_row.add_child(_type_option)
_params_box = VBoxContainer.new()
_params_box.add_theme_constant_override("separation", 6)
vbox.add_child(_params_box)
var buttons := HBoxContainer.new()
buttons.alignment = BoxContainer.ALIGNMENT_END
buttons.add_theme_constant_override("separation", 8)
vbox.add_child(buttons)
var cancel := Button.new()
cancel.text = "Cancel"
cancel.pressed.connect(func() -> void: cancelled.emit())
buttons.add_child(cancel)
var ok := Button.new()
ok.text = "OK"
ok.pressed.connect(_on_ok_pressed)
buttons.add_child(ok)
min_size = Vector2i(340, 200)
## Applies theme font/size overrides (mirrors AssetSelector.apply_font). Called by
## the stage after add_child so the editor's UI is already built.
func apply_font(ui_font: Font, emoji_font: Font, sizes: Dictionary) -> void:
_ui_font = ui_font
_emoji_font = emoji_font
_base_font_size = int(sizes.get("action_editor", 18))
_apply_font_recursive(self, _base_font_size)
func apply_theme(sandbox_theme: Variant) -> void:
if sandbox_theme != null: self.theme = sandbox_theme.control_theme()
func _apply_font_recursive(node: Node, size: int) -> void:
for child: Node in node.get_children():
if child is Control:
_apply_font_to(child as Control, size)
_apply_font_recursive(child, size)
func _apply_font_to(c: Control, size: int) -> void:
if c == null:
return
if _ui_font != null:
c.add_theme_font_override("font", _ui_font)
elif _emoji_font != null:
c.add_theme_font_override("font", _emoji_font)
if size > 0:
c.add_theme_font_size_override("font_size", size)
func _select_type(type: String) -> void:
var idx := ACTION_REGISTRY.types().find(type)
if idx < 0:
idx = 0
_type_option.select(idx)
func _current_type() -> String:
var types := ACTION_REGISTRY.types()
var idx := _type_option.selected
if idx < 0 or idx >= types.size():
return "walk_to"
return types[idx]
func _on_type_selected(_index: int) -> void:
if _current_type() == "speak":
speech_requested.emit(_initial.duplicate(true))
return
_rebuild_params(_current_type())
## Rebuilds the param controls for the given action type.
func _rebuild_params(type: String) -> void:
for child: Node in _params_box.get_children():
child.queue_free()
_text_edit = null
_duration_spin = null
_target_label = null
_set_target_btn = null
_prop_target_label = null
_set_prop_target_btn = null
_hand_option = null
_stop_current_check = null
match type:
"walk_to":
var trow := HBoxContainer.new()
_params_box.add_child(trow)
_target_label = Label.new()
_target_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
trow.add_child(_target_label)
_set_target_btn = Button.new()
_set_target_btn.text = "🎯 Click target…"
_set_target_btn.pressed.connect(func() -> void: target_requested.emit())
trow.add_child(_set_target_btn)
_update_walk_target_label()
"pick_up_prop":
var prop_row := HBoxContainer.new()
_params_box.add_child(prop_row)
_prop_target_label = Label.new()
_prop_target_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
prop_row.add_child(_prop_target_label)
_set_prop_target_btn = Button.new()
_set_prop_target_btn.text = "🎯 Click prop…"
_set_prop_target_btn.pressed.connect(func() -> void: target_requested.emit())
prop_row.add_child(_set_prop_target_btn)
_update_prop_target_label()
var hand_row := HBoxContainer.new()
_params_box.add_child(hand_row)
var hand_label := Label.new()
hand_label.text = "Hand:"
hand_row.add_child(hand_label)
_hand_option = OptionButton.new()
for label: String in ["Auto", "Left", "Right"]:
_hand_option.add_item(label)
var hand_idx := ["auto", "left", "right"].find(String(_initial.get("hand", "auto")))
_hand_option.select(maxi(hand_idx, 0))
hand_row.add_child(_hand_option)
"throw_prop":
var throw_row := HBoxContainer.new()
_params_box.add_child(throw_row)
_target_label = Label.new()
_target_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
throw_row.add_child(_target_label)
_set_target_btn = Button.new()
_set_target_btn.text = "🎯 Click target…"
_set_target_btn.pressed.connect(func() -> void: target_requested.emit())
throw_row.add_child(_set_target_btn)
_update_throw_target_label()
"speak":
var speech_label := Label.new()
speech_label.text = "Opening the comic speech composer…"
_params_box.add_child(speech_label)
"wait":
var wlabel := Label.new()
wlabel.text = "Duration (s):"
_params_box.add_child(wlabel)
_duration_spin = _make_duration_spin(float(_initial.get("duration", 1.0)))
_params_box.add_child(_duration_spin)
_:
# ragdoll / recover (and any future no-param action) need no fields.
pass
_apply_font_recursive(_params_box, _base_font_size)
func _make_duration_spin(value: float) -> SpinBox:
var spin := SpinBox.new()
spin.min_value = 0.1
spin.max_value = 3600.0
spin.step = 0.1
spin.value = value
spin.custom_minimum_size = Vector2(120.0, 0.0)
return spin
func _update_walk_target_label() -> void:
if _target_label == null:
return
if _has_target:
_target_label.text = "Target: (%d, %d)" % [int(roundf(_target_pos.x)), int(roundf(_target_pos.y))]
else:
_target_label.text = "Target: not set"
func _update_prop_target_label() -> void:
if _prop_target_label != null:
_prop_target_label.text = "Prop: %s" % (_prop_target_id if not _prop_target_id.is_empty() else "not set")
func _update_throw_target_label() -> void:
if _target_label == null:
return
if _has_throw_target:
_target_label.text = "Target: (%d, %d)" % [int(roundf(_throw_target_pos.x)), int(roundf(_throw_target_pos.y))]
else:
_target_label.text = "Target: not set"
func _on_ok_pressed() -> void:
var type := _current_type()
var action: Dictionary = { "type": type }
match type:
"walk_to":
if not _has_target:
# Ask the stage to capture the target before committing.
target_requested.emit()
return
action["target"] = _target_pos
"pick_up_prop":
if _prop_target_id.is_empty():
target_requested.emit()
return
var hands: Array[String] = ["auto", "left", "right"]
action["target_prop_id"] = _prop_target_id
action["hand"] = hands[_hand_option.selected] if _hand_option != null and _hand_option.selected >= 0 else "auto"
"throw_prop":
if not _has_throw_target:
target_requested.emit()
return
action["target_position"] = _throw_target_pos
"speak":
speech_requested.emit(_initial.duplicate(true))
return
"wait":
action["duration"] = _duration_spin.value if _duration_spin != null else 1.0
committed.emit(action)
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class_name QueuePanel
extends PopupPanel
## QueuePanel - Action Queue editor popup (Phase 3c.2).
##
## Shows all queued actions for one stickman, in order, with edit / delete /
## drag-reorder controls. Mutations go through the StickmanRig queue API
## (queue_action / remove_action / insert_action / clear_queue), which already
## emits `queue_changed` and redraws the director overlay. Editing and adding
## delegate to the stage via signals so this panel stays decoupled.
const ACTION_REGISTRY := preload("res://scripts/stage/action_registry.gd")
const STICKMAN_RIG := preload("res://scripts/characters/stickman/stickman_rig.gd")
const ACTION_RUNNER := preload("res://scripts/characters/stickman/stickman_action_runner.gd")
signal edit_requested(index: int)
signal delete_requested(index: int)
signal add_requested()
signal clear_requested()
var rig: StickmanRig = null
var _title_label: Label = null
var _list: VBoxContainer = null
var _empty_label: Label = null
var _rows: Array[PanelContainer] = []
## Drag-reorder state.
var _drag_index: int = -1
var _drag_target: int = -1
## Theme font overrides (set via apply_font from sandbox_theme.json). Size 0 = no
## override (engine default); Font null = no override.
var _ui_font: Font = null
var _emoji_font: Font = null
var _base_font_size: int = 0
var _row_font_size: int = 0
var _title_font_size: int = 0
var _title_font: Font = null
func _ready() -> void:
exclusive = true
popup_window = true
_build_ui()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if (event as InputEventKey).keycode == KEY_ESCAPE:
hide()
## Attaches a rig and rebuilds the row list.
func setup(r: StickmanRig) -> void:
rig = r
refresh()
func refresh() -> void:
if _list == null:
return
for child: Node in _list.get_children():
if child != _empty_label:
child.queue_free()
_rows.clear()
_drag_index = -1
_drag_target = -1
var queue_view: Array[Dictionary] = []
if rig != null and is_instance_valid(rig):
queue_view = rig.get_queue_view()
_title_label.text = "Stickman: %s" % (String(rig.name) if rig != null and is_instance_valid(rig) else "?")
_empty_label.visible = queue_view.is_empty()
for i: int in queue_view.size():
var entry: Dictionary = queue_view[i]
_rows.append(_make_row(i, entry.get("action", {}), int(entry.get("status", ACTION_RUNNER.QueueStatus.NOT_STARTED))))
func _build_ui() -> void:
title = "Action Queue"
var margin := MarginContainer.new()
margin.add_theme_constant_override("margin_left", 12)
margin.add_theme_constant_override("margin_right", 12)
margin.add_theme_constant_override("margin_top", 12)
margin.add_theme_constant_override("margin_bottom", 12)
add_child(margin)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 8)
margin.add_child(vbox)
var title_bar := HBoxContainer.new()
vbox.add_child(title_bar)
_title_label = Label.new()
_title_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_title_label.text = "Stickman: ?"
title_bar.add_child(_title_label)
var close_btn := Button.new()
close_btn.text = "× Close"
close_btn.pressed.connect(hide)
title_bar.add_child(close_btn)
var scroll := ScrollContainer.new()
scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
scroll.custom_minimum_size = Vector2(0.0, 260.0)
vbox.add_child(scroll)
_list = VBoxContainer.new()
_list.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_list.add_theme_constant_override("separation", 4)
scroll.add_child(_list)
_empty_label = Label.new()
_empty_label.text = "Queue is empty."
_empty_label.modulate = Color(1.0, 1.0, 1.0, 0.5)
_list.add_child(_empty_label)
var footer := HBoxContainer.new()
footer.add_theme_constant_override("separation", 8)
vbox.add_child(footer)
var add_btn := Button.new()
add_btn.text = "➕ Add Action"
add_btn.pressed.connect(func() -> void: add_requested.emit())
footer.add_child(add_btn)
var clear_btn := Button.new()
clear_btn.text = "🗑 Clear All"
clear_btn.pressed.connect(func() -> void: clear_requested.emit())
footer.add_child(clear_btn)
min_size = Vector2i(460, 360)
func _make_row(index: int, action: Dictionary, status: int) -> PanelContainer:
var panel := PanelContainer.new()
panel.add_theme_stylebox_override("panel", _row_style(Color(0.0, 0.0, 0.0, 0.0)))
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 6)
panel.add_child(row)
var number := Label.new()
number.text = str(index + 1)
row.add_child(number)
var summary := Label.new()
summary.size_flags_horizontal = Control.SIZE_EXPAND_FILL
summary.text = "%s %s" % [ACTION_REGISTRY.icon(String(action.get("type", ""))), ACTION_REGISTRY.summarize(action)]
row.add_child(summary)
var status_label := Label.new()
status_label.text = _status_label(status)
status_label.modulate = Color(1.0, 1.0, 1.0, 0.65) if status == ACTION_RUNNER.QueueStatus.COMPLETED or status == ACTION_RUNNER.QueueStatus.INTERRUPTED else Color.WHITE
row.add_child(status_label)
var edit := Button.new()
edit.text = "✎"
edit.tooltip_text = "Edit"
edit.disabled = status == ACTION_RUNNER.QueueStatus.COMPLETED or status == ACTION_RUNNER.QueueStatus.INTERRUPTED
edit.pressed.connect(func() -> void: edit_requested.emit(index))
row.add_child(edit)
var remove := Button.new()
remove.text = "✕"
remove.tooltip_text = "Delete"
remove.pressed.connect(func() -> void: delete_requested.emit(index))
row.add_child(remove)
var drag := Button.new()
drag.text = "≡"
drag.tooltip_text = "Drag to reorder"
drag.disabled = status == ACTION_RUNNER.QueueStatus.ACTIVE or status == ACTION_RUNNER.QueueStatus.COMPLETED or status == ACTION_RUNNER.QueueStatus.INTERRUPTED
drag.mouse_default_cursor_shape = Control.CURSOR_MOVE
drag.gui_input.connect(_on_drag_handle_gui_input.bind(index))
row.add_child(drag)
# Parent the row into the list and apply the theme font/size overrides. Without
# add_child the row never renders and drag-reorder has no geometry to work with.
_list.add_child(panel)
_apply_font_recursive(panel, _row_font_size)
return panel
## Applies theme font/size overrides (mirrors AssetSelector.apply_font). Called by
## the stage after add_child so the panel's UI is already built. `sizes` carries the
## parsed per-widget size / title / row sizes, the panel-title bold flag, and the
## resolved bold/italic Font variants.
func apply_font(ui_font: Font, emoji_font: Font, sizes: Dictionary) -> void:
_ui_font = ui_font
_emoji_font = emoji_font
_base_font_size = int(sizes.get("queue_panel", 18))
_row_font_size = int(sizes.get("panel_row", 16))
_title_font_size = int(sizes.get("panel_title", 18))
var title_bold := bool(sizes.get("panel_title_bold", true))
var bold_font: Font = sizes.get("bold_font", null)
_title_font = bold_font if title_bold and bold_font != null else ui_font
_apply_font_recursive(self, _base_font_size)
if _title_label != null:
_apply_font_to(_title_label, _title_font_size, _title_font)
if _empty_label != null:
_apply_font_to(_empty_label, _row_font_size)
func apply_theme(sandbox_theme: Variant) -> void:
if sandbox_theme != null: self.theme = sandbox_theme.control_theme()
func _apply_font_recursive(node: Node, size: int) -> void:
for child: Node in node.get_children():
if child is Control:
_apply_font_to(child as Control, size)
_apply_font_recursive(child, size)
func _apply_font_to(c: Control, size: int, font: Font = null) -> void:
if c == null:
return
if font != null:
c.add_theme_font_override("font", font)
elif _ui_font != null:
c.add_theme_font_override("font", _ui_font)
elif _emoji_font != null:
c.add_theme_font_override("font", _emoji_font)
if size > 0:
c.add_theme_font_size_override("font_size", size)
func _row_style(bg: Color) -> StyleBoxFlat:
var sb := StyleBoxFlat.new()
sb.bg_color = bg
sb.set_corner_radius_all(4)
sb.content_margin_left = 6.0
sb.content_margin_right = 6.0
sb.content_margin_top = 2.0
sb.content_margin_bottom = 2.0
return sb
func _status_label(status: int) -> String:
match status:
ACTION_RUNNER.QueueStatus.COMPLETED:
return "✓ Done"
ACTION_RUNNER.QueueStatus.INTERRUPTED:
return "↯ Interrupted"
ACTION_RUNNER.QueueStatus.ACTIVE:
return "▶ Active"
ACTION_RUNNER.QueueStatus.PENDING:
return "• Pending"
_:
return ""
func _on_drag_handle_gui_input(event: InputEvent, index: int) -> void:
if event is InputEventMouseButton and (event as InputEventMouseButton).button_index == MOUSE_BUTTON_LEFT:
if (event as InputEventMouseButton).pressed:
_drag_index = index
_drag_target = index
_refresh_drag_highlight()
else:
_commit_drag()
elif event is InputEventMouseMotion and _drag_index >= 0:
_update_drag_target()
func _update_drag_target() -> void:
var mouse_y := _list.get_local_mouse_position().y
var best := _drag_target
var best_d := INF
for i: int in _rows.size():
var row := _rows[i]
var d := absf((row.position.y + row.size.y * 0.5) - mouse_y)
if d < best_d:
best_d = d
best = i
if best != _drag_target:
_drag_target = best
_refresh_drag_highlight()
func _refresh_drag_highlight() -> void:
for i: int in _rows.size():
var bg := Color(0.0, 0.0, 0.0, 0.0)
if _drag_index >= 0 and i == _drag_target:
bg = Color(0.15, 0.4, 0.9, 0.4)
(_rows[i] as PanelContainer).add_theme_stylebox_override("panel", _row_style(bg))
func _commit_drag() -> void:
var from := _drag_index
var to := _drag_target
_drag_index = -1
_drag_target = -1
_refresh_drag_highlight()
if from < 0 or to < 0 or from == to:
return
_move_action(from, to)
refresh()
## Moves the action at `from` to `to` in the rig's queue (indices in the
## pre-removal space), using the existing remove/insert API.
func _move_action(from: int, to: int) -> void:
if rig == null or not is_instance_valid(rig):
return
var queue := rig.get_queue()
if from < 0 or from >= queue.size() or to < 0 or to >= queue.size():
return
rig.move_action(from, to)
+1
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@@ -0,0 +1 @@
uid://bkkscjlbhfmdq
+400
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@@ -0,0 +1,400 @@
class_name RuleEditor
extends PopupPanel
## RuleEditor - Rule property editor popup (Phase 3c).
##
## Two modes:
## * "full" - trigger type + target + actions are all editable.
## * "consequence" - trigger is read-only; only the actions are editable.
##
## Trigger targets and action actors are captured on the stage via the
## `trigger_target_requested` / `action_add_requested` / `action_edit_requested`
## signals; the stage hides this popup, captures a click, then calls
## `set_trigger_target()` / `set_action()` and re-pops it.
const ACTION_REGISTRY := preload("res://scripts/stage/action_registry.gd")
const TRIGGER_REGISTRY := preload("res://scripts/stage/trigger_registry.gd")
signal committed(rule: Dictionary)
signal cancelled()
signal trigger_target_requested(trigger_type: String)
signal action_add_requested()
signal action_edit_requested(index: int)
var _mode: String = "full"
var _rule_id: int = -1
var _trigger: Dictionary = {}
var _actions: Array[Dictionary] = []
var _trigger_box: VBoxContainer = null
var _type_option: OptionButton = null
var _target_row: HBoxContainer = null
var _target_label: Label = null
var _set_target_btn: Button = null
var _action_type_option: OptionButton = null
var _trigger_readonly_label: Label = null
var _actions_box: VBoxContainer = null
var _empty_actions_label: Label = null
## Theme font overrides (set via apply_font from sandbox_theme.json). Size 0 = no
## override (engine default); Font null = no override.
var _ui_font: Font = null
var _emoji_font: Font = null
var _base_font_size: int = 0
func _ready() -> void:
exclusive = true
popup_window = true
_build_ui()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if (event as InputEventKey).keycode == KEY_ESCAPE:
cancelled.emit()
## Opens the full editor pre-filled from a stored rule.
func open_full(rule: Dictionary) -> void:
_mode = "full"
_load_rule(rule)
title = "Edit Rule"
popup_centered()
## Opens the consequence-only editor (trigger read-only) from a stored rule.
func open_consequence(rule: Dictionary) -> void:
_mode = "consequence"
_load_rule(rule)
title = "Edit Rule"
popup_centered()
## Called by the stage after a trigger-target capture click. `target_id` is the
## instance id (or -1 for waypoint triggers), `params` holds type-specific data.
func set_trigger_target(target_id: int, params: Dictionary) -> void:
_trigger["target"] = target_id
_trigger["params"] = params
_refresh_trigger()
popup_centered()
## Called by the stage after an action is collected. `index` < 0 appends.
func set_action(index: int, action: Dictionary) -> void:
if index < 0:
_actions.append(action)
else:
_actions[index] = action
_refresh_actions()
popup_centered()
## Returns the rule-action at `index` (or {} when out of range). Used by the
## stage to pre-fill the ActionEditor when editing an existing rule action.
func get_action(index: int) -> Dictionary:
if index < 0 or index >= _actions.size():
return {}
return _actions[index].duplicate(true)
func _load_rule(rule: Dictionary) -> void:
_rule_id = int(rule.get("id", -1))
_trigger = (rule.get("trigger", {}) as Dictionary).duplicate(true)
_actions.clear()
for a: Dictionary in rule.get("actions", []):
_actions.append(a.duplicate(true))
var type := String(_trigger.get("type", "arrived_at_waypoint"))
if not TRIGGER_REGISTRY.has_type(type):
type = "arrived_at_waypoint"
_select_type(type)
_refresh_trigger()
_refresh_actions()
func _build_ui() -> void:
var margin := MarginContainer.new()
margin.add_theme_constant_override("margin_left", 12)
margin.add_theme_constant_override("margin_right", 12)
margin.add_theme_constant_override("margin_top", 12)
margin.add_theme_constant_override("margin_bottom", 12)
add_child(margin)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 8)
margin.add_child(vbox)
# Trigger section.
var trigger_header := Label.new()
trigger_header.text = "Trigger:"
vbox.add_child(trigger_header)
_trigger_box = VBoxContainer.new()
_trigger_box.add_theme_constant_override("separation", 6)
vbox.add_child(_trigger_box)
_trigger_readonly_label = Label.new()
_trigger_readonly_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_trigger_box.add_child(_trigger_readonly_label)
var type_row := HBoxContainer.new()
_trigger_box.add_child(type_row)
var type_label := Label.new()
type_label.text = "When:"
type_row.add_child(type_label)
_type_option = OptionButton.new()
_type_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
for type: String in TRIGGER_REGISTRY.types():
_type_option.add_item("%s %s" % [TRIGGER_REGISTRY.icon(type), TRIGGER_REGISTRY.label(type)])
_type_option.item_selected.connect(_on_type_selected)
type_row.add_child(_type_option)
_target_row = HBoxContainer.new()
_trigger_box.add_child(_target_row)
_target_label = Label.new()
_target_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_target_row.add_child(_target_label)
_set_target_btn = Button.new()
_set_target_btn.text = "🎯 Click target…"
_set_target_btn.pressed.connect(_on_set_trigger_target)
_target_row.add_child(_set_target_btn)
_action_type_option = OptionButton.new()
_action_type_option.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_action_type_option.add_item("Any action", 0)
for type: String in ACTION_REGISTRY.types():
_action_type_option.add_item("%s %s" % [ACTION_REGISTRY.icon(type), ACTION_REGISTRY.label(type)])
_target_row.add_child(_action_type_option)
# Actions section.
var actions_header := Label.new()
actions_header.text = "Actions:"
vbox.add_child(actions_header)
_actions_box = VBoxContainer.new()
_actions_box.add_theme_constant_override("separation", 4)
vbox.add_child(_actions_box)
_empty_actions_label = Label.new()
_empty_actions_label.text = "No actions yet."
_empty_actions_label.modulate = Color(1.0, 1.0, 1.0, 0.5)
_actions_box.add_child(_empty_actions_label)
var add_action := Button.new()
add_action.text = "➕ Add Action"
add_action.pressed.connect(func() -> void: action_add_requested.emit())
vbox.add_child(add_action)
# Footer buttons.
var buttons := HBoxContainer.new()
buttons.alignment = BoxContainer.ALIGNMENT_END
buttons.add_theme_constant_override("separation", 8)
vbox.add_child(buttons)
var cancel := Button.new()
cancel.text = "Cancel"
cancel.pressed.connect(func() -> void: cancelled.emit())
buttons.add_child(cancel)
var ok := Button.new()
ok.text = "OK"
ok.pressed.connect(_on_ok_pressed)
buttons.add_child(ok)
min_size = Vector2i(420, 320)
## Applies theme font/size overrides (mirrors AssetSelector.apply_font). Called by
## the stage after add_child so the editor's UI is already built.
func apply_font(ui_font: Font, emoji_font: Font, sizes: Dictionary) -> void:
_ui_font = ui_font
_emoji_font = emoji_font
_base_font_size = int(sizes.get("rule_editor", 18))
_apply_font_recursive(self, _base_font_size)
func apply_theme(sandbox_theme: Variant) -> void:
if sandbox_theme != null: self.theme = sandbox_theme.control_theme()
func _apply_font_recursive(node: Node, size: int) -> void:
for child: Node in node.get_children():
if child is Control:
_apply_font_to(child as Control, size)
_apply_font_recursive(child, size)
func _apply_font_to(c: Control, size: int) -> void:
if c == null:
return
if _ui_font != null:
c.add_theme_font_override("font", _ui_font)
elif _emoji_font != null:
c.add_theme_font_override("font", _emoji_font)
if size > 0:
c.add_theme_font_size_override("font_size", size)
func _select_type(type: String) -> void:
var idx := TRIGGER_REGISTRY.types().find(type)
if idx < 0:
idx = 0
_type_option.select(idx)
func _current_type() -> String:
var types := TRIGGER_REGISTRY.types()
var idx := _type_option.selected
if idx < 0 or idx >= types.size():
return "arrived_at_waypoint"
return types[idx]
func _on_type_selected(_index: int) -> void:
var type := _current_type()
_trigger["type"] = type
_trigger["target"] = -1
_trigger["params"] = {}
_refresh_trigger()
func _on_set_trigger_target() -> void:
trigger_target_requested.emit(_current_type())
## Refreshes the trigger controls to match the current mode + type.
func _refresh_trigger() -> void:
if _type_option == null:
return
var type := String(_trigger.get("type", "arrived_at_waypoint"))
var full: bool = _mode == "full"
_trigger_readonly_label.visible = not full
_type_option.visible = full
_target_row.visible = full
if not full:
_trigger_readonly_label.text = "When: %s %s" % [_actor_name(int(_trigger.get("source", -1))), TRIGGER_REGISTRY.summarize(_trigger)]
return
# Show only the target control relevant to this trigger type.
_set_target_btn.visible = false
_action_type_option.visible = false
_target_label.text = ""
match TRIGGER_REGISTRY.target_type(type):
"waypoint":
var params: Dictionary = _trigger.get("params", {})
var wp: Vector2 = params.get("waypoint_pos", Vector2.INF)
_target_label.text = "Target: waypoint (%d, %d)" % [int(roundf(wp.x)), int(roundf(wp.y))] if wp.is_finite() else "Target: waypoint (not set)"
_set_target_btn.visible = true
"action_type":
var ap: Dictionary = _trigger.get("params", {})
var want := String(ap.get("action_type", ""))
_action_type_option.visible = true
_select_action_type(want)
"area":
_target_label.text = "Target: %s" % _node_name(int(_trigger.get("target", -1)))
_set_target_btn.visible = true
"prop":
_target_label.text = "Target: %s" % _node_name(int(_trigger.get("target", -1)))
_set_target_btn.visible = true
_:
pass
func _select_action_type(want: String) -> void:
if want.is_empty():
_action_type_option.select(0)
return
var types := ACTION_REGISTRY.types()
var idx := types.find(want)
_action_type_option.select(idx + 1 if idx >= 0 else 0)
## Reads the action_type dropdown value back into the trigger params.
func _sync_action_type() -> void:
var sel := _action_type_option.selected
var params: Dictionary = _trigger.get("params", {})
if sel <= 0:
params.erase("action_type")
else:
var types := ACTION_REGISTRY.types()
if sel - 1 < types.size():
params["action_type"] = types[sel - 1]
_trigger["params"] = params
func _refresh_actions() -> void:
if _actions_box == null:
return
# Remove previous rows, keeping the empty-state label.
for child: Node in _actions_box.get_children():
if child != _empty_actions_label:
child.queue_free()
_empty_actions_label.visible = _actions.is_empty()
for i: int in _actions.size():
_actions_box.add_child(_make_action_row(i, _actions[i]))
_apply_font_recursive(_actions_box, _base_font_size)
func _make_action_row(index: int, action: Dictionary) -> Control:
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 6)
var number := Label.new()
number.text = str(index + 1)
row.add_child(number)
var summary := Label.new()
summary.size_flags_horizontal = Control.SIZE_EXPAND_FILL
summary.text = "%s %s %s" % [
ACTION_REGISTRY.icon(String(action.get("type", ""))),
_actor_name(int(action.get("target", -1))),
ACTION_REGISTRY.summarize(action),
]
row.add_child(summary)
var edit := Button.new()
edit.text = "✎"
edit.pressed.connect(func() -> void: action_edit_requested.emit(index))
row.add_child(edit)
var remove := Button.new()
remove.text = "✕"
remove.pressed.connect(func() -> void: _remove_action(index))
row.add_child(remove)
return row
func _remove_action(index: int) -> void:
if index < 0 or index >= _actions.size():
return
_actions.remove_at(index)
_refresh_actions()
func _on_ok_pressed() -> void:
if _mode == "full":
if _current_type() == "action_finished":
_sync_action_type()
_trigger["type"] = _current_type()
var rule := {
"id": _rule_id,
"trigger": _trigger.duplicate(true),
"actions": _actions.duplicate(true),
}
committed.emit(rule)
func _actor_name(id: int) -> String:
if id <= 0:
# -1 is the "no source / no actor" sentinel; instance_from_id(-1) would
# spam an engine error, so resolve the display name only for real ids.
return "?"
var node := instance_from_id(id)
if node is Node and is_instance_valid(node):
return String((node as Node).name)
return "?"
func _node_name(id: int) -> String:
return _actor_name(id)
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class_name RulePanel
extends PopupPanel
## RulePanel - Rule list editor popup (Phase 3c.4).
##
## Shows a list of rules (already filtered by the stage: by source stickman or
## by waypoint), with edit / delete / drag-reorder controls and Add Rule / Clear
## All. Mutations delegate to the stage via signals; reordering emits the new
## order of the *displayed* rules' ids, which the stage maps back onto its
## full `_event_rules` array (preserving un-filtered rules' positions).
const ACTION_REGISTRY := preload("res://scripts/stage/action_registry.gd")
const TRIGGER_REGISTRY := preload("res://scripts/stage/trigger_registry.gd")
signal edit_requested(rule_id: int)
signal delete_requested(rule_id: int)
signal add_requested()
signal clear_requested()
signal reorder_requested(ordered_ids: Array[int])
var _title_label: Label = null
var _list: VBoxContainer = null
var _empty_label: Label = null
var _rows: Array[PanelContainer] = []
var _rules: Array[Dictionary] = []
var _drag_index: int = -1
var _drag_target: int = -1
## Theme font overrides (set via apply_font from sandbox_theme.json). Size 0 = no
## override (engine default); Font null = no override.
var _ui_font: Font = null
var _emoji_font: Font = null
var _base_font_size: int = 0
var _row_font_size: int = 0
var _title_font_size: int = 0
var _title_font: Font = null
func _ready() -> void:
exclusive = true
popup_window = true
_build_ui()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if (event as InputEventKey).keycode == KEY_ESCAPE:
hide()
## Updates the displayed rule list + title without popping up.
func set_rules(rules: Array[Dictionary], title_hint: String) -> void:
_rules = rules.duplicate(true)
_title_label.text = title_hint
refresh()
## Attaches a filtered rule list + a source hint, rebuilds the rows and pops up.
func show_rules(rules: Array[Dictionary], title_hint: String) -> void:
set_rules(rules, title_hint)
popup_centered()
func refresh() -> void:
if _list == null:
return
for child: Node in _list.get_children():
if child != _empty_label:
child.queue_free()
_rows.clear()
_drag_index = -1
_drag_target = -1
_empty_label.visible = _rules.is_empty()
for i: int in _rules.size():
_rows.append(_make_row(i, _rules[i]))
func _build_ui() -> void:
title = "Rules"
var margin := MarginContainer.new()
margin.add_theme_constant_override("margin_left", 12)
margin.add_theme_constant_override("margin_right", 12)
margin.add_theme_constant_override("margin_top", 12)
margin.add_theme_constant_override("margin_bottom", 12)
add_child(margin)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 8)
margin.add_child(vbox)
var title_bar := HBoxContainer.new()
vbox.add_child(title_bar)
_title_label = Label.new()
_title_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_title_label.text = "Source: ?"
title_bar.add_child(_title_label)
var close_btn := Button.new()
close_btn.text = "× Close"
close_btn.pressed.connect(hide)
title_bar.add_child(close_btn)
var scroll := ScrollContainer.new()
scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
scroll.custom_minimum_size = Vector2(0.0, 260.0)
vbox.add_child(scroll)
_list = VBoxContainer.new()
_list.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_list.add_theme_constant_override("separation", 4)
scroll.add_child(_list)
_empty_label = Label.new()
_empty_label.text = "No rules."
_empty_label.modulate = Color(1.0, 1.0, 1.0, 0.5)
_list.add_child(_empty_label)
var footer := HBoxContainer.new()
footer.add_theme_constant_override("separation", 8)
vbox.add_child(footer)
var add_btn := Button.new()
add_btn.text = "➕ Add Rule"
add_btn.pressed.connect(func() -> void: add_requested.emit())
footer.add_child(add_btn)
var clear_btn := Button.new()
clear_btn.text = "🗑 Clear All"
clear_btn.pressed.connect(func() -> void: clear_requested.emit())
footer.add_child(clear_btn)
min_size = Vector2i(520, 360)
func _make_row(index: int, rule: Dictionary) -> PanelContainer:
var panel := PanelContainer.new()
panel.add_theme_stylebox_override("panel", _row_style(Color(0.0, 0.0, 0.0, 0.0)))
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 6)
panel.add_child(row)
var number := Label.new()
number.text = str(index + 1)
row.add_child(number)
var body := VBoxContainer.new()
body.size_flags_horizontal = Control.SIZE_EXPAND_FILL
row.add_child(body)
body.add_child(_make_label(_trigger_summary(rule)))
var actions := _action_summaries(rule)
if actions.is_empty():
body.add_child(_make_label("→ (no actions)", true))
else:
for text: String in actions:
body.add_child(_make_label(text, true))
var edit := Button.new()
edit.text = "✎"
edit.tooltip_text = "Edit"
edit.pressed.connect(func() -> void: edit_requested.emit(int(rule.get("id", -1))))
row.add_child(edit)
var remove := Button.new()
remove.text = "✕"
remove.tooltip_text = "Delete"
remove.pressed.connect(func() -> void: delete_requested.emit(int(rule.get("id", -1))))
row.add_child(remove)
var drag := Button.new()
drag.text = "≡"
drag.tooltip_text = "Drag to reorder"
drag.mouse_default_cursor_shape = Control.CURSOR_MOVE
drag.gui_input.connect(_on_drag_handle_gui_input.bind(index))
row.add_child(drag)
# Parent the row into the list and apply the theme font/size overrides. Without
# add_child the row never renders and drag-reorder has no geometry to work with.
_list.add_child(panel)
_apply_font_recursive(panel, _row_font_size)
return panel
## Applies theme font/size overrides (mirrors AssetSelector.apply_font). Called by
## the stage after add_child so the panel's UI is already built.
func apply_font(ui_font: Font, emoji_font: Font, sizes: Dictionary) -> void:
_ui_font = ui_font
_emoji_font = emoji_font
_base_font_size = int(sizes.get("rule_panel", 18))
_row_font_size = int(sizes.get("panel_row", 16))
_title_font_size = int(sizes.get("panel_title", 18))
var title_bold := bool(sizes.get("panel_title_bold", true))
var bold_font: Font = sizes.get("bold_font", null)
_title_font = bold_font if title_bold and bold_font != null else ui_font
_apply_font_recursive(self, _base_font_size)
if _title_label != null:
_apply_font_to(_title_label, _title_font_size, _title_font)
if _empty_label != null:
_apply_font_to(_empty_label, _row_font_size)
func apply_theme(sandbox_theme: Variant) -> void:
if sandbox_theme != null: self.theme = sandbox_theme.control_theme()
func _apply_font_recursive(node: Node, size: int) -> void:
for child: Node in node.get_children():
if child is Control:
_apply_font_to(child as Control, size)
_apply_font_recursive(child, size)
func _apply_font_to(c: Control, size: int, font: Font = null) -> void:
if c == null:
return
if font != null:
c.add_theme_font_override("font", font)
elif _ui_font != null:
c.add_theme_font_override("font", _ui_font)
elif _emoji_font != null:
c.add_theme_font_override("font", _emoji_font)
if size > 0:
c.add_theme_font_size_override("font_size", size)
func _make_label(text: String, dim: bool = false) -> Label:
var lbl := Label.new()
lbl.text = text
if dim:
lbl.modulate = Color(1.0, 1.0, 1.0, 0.7)
return lbl
func _trigger_summary(rule: Dictionary) -> String:
var trigger: Dictionary = rule.get("trigger", {})
var type := String(trigger.get("type", ""))
return "%s %s %s" % [
TRIGGER_REGISTRY.icon(type),
_actor_name(int(trigger.get("source", -1))),
TRIGGER_REGISTRY.label(type),
]
func _action_summaries(rule: Dictionary) -> Array[String]:
var out: Array[String] = []
for a: Dictionary in rule.get("actions", []):
out.append("→ %s %s %s" % [
ACTION_REGISTRY.icon(String(a.get("type", ""))),
_actor_name(int(a.get("target", -1))),
ACTION_REGISTRY.summarize(a),
])
return out
func _row_style(bg: Color) -> StyleBoxFlat:
var sb := StyleBoxFlat.new()
sb.bg_color = bg
sb.set_corner_radius_all(4)
sb.content_margin_left = 6.0
sb.content_margin_right = 6.0
sb.content_margin_top = 2.0
sb.content_margin_bottom = 2.0
return sb
func _on_drag_handle_gui_input(event: InputEvent, index: int) -> void:
if event is InputEventMouseButton and (event as InputEventMouseButton).button_index == MOUSE_BUTTON_LEFT:
if (event as InputEventMouseButton).pressed:
_drag_index = index
_drag_target = index
_refresh_drag_highlight()
else:
_commit_drag()
elif event is InputEventMouseMotion and _drag_index >= 0:
_update_drag_target()
func _update_drag_target() -> void:
var mouse_y := _list.get_local_mouse_position().y
var best := _drag_target
var best_d := INF
for i: int in _rows.size():
var row := _rows[i]
var d := absf((row.position.y + row.size.y * 0.5) - mouse_y)
if d < best_d:
best_d = d
best = i
if best != _drag_target:
_drag_target = best
_refresh_drag_highlight()
func _refresh_drag_highlight() -> void:
for i: int in _rows.size():
var bg := Color(0.0, 0.0, 0.0, 0.0)
if _drag_index >= 0 and i == _drag_target:
bg = Color(0.15, 0.4, 0.9, 0.4)
(_rows[i] as PanelContainer).add_theme_stylebox_override("panel", _row_style(bg))
func _commit_drag() -> void:
var from := _drag_index
var to := _drag_target
_drag_index = -1
_drag_target = -1
_refresh_drag_highlight()
if from < 0 or to < 0 or from == to or from >= _rules.size() or to >= _rules.size():
return
var moved: Dictionary = _rules[from]
_rules.remove_at(from)
_rules.insert(to, moved)
var ordered: Array[int] = []
for r: Dictionary in _rules:
ordered.append(int(r.get("id", -1)))
refresh()
reorder_requested.emit(ordered)
func _actor_name(id: int) -> String:
if id <= 0:
# -1 is the "no source / no actor" sentinel; instance_from_id(-1) would
# spam an engine error, so resolve the display name only for real ids.
return "?"
var node := instance_from_id(id)
if node is Node and is_instance_valid(node):
return String((node as Node).name)
return "?"
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extends Control
## StickmanEditor - Main controller for the Stickman Studio editor.
##
## Manages menu actions (save/load/clear), coordinates all body part panels
## and the whole stickman preview, and handles JSON serialization/deserialization.
##
## Phase 2: FILE_VERSION "1.1", backward-compatible loading of "1.0" files,
## cross-panel selection coordination.
## Phase 3: Edit/View menus, grid configuration, settings persistence,
## snap-to-grid, Reset Views.
## Phase 4: v1.2 JSON with multi-shape shapes[] array, rotation, scale per part.
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const ContentPathsScript := preload("res://scripts/shared/content_paths.gd")
const BODY_PART_NAMES: PackedStringArray = [
"head", "torso",
"left_upper_arm", "left_lower_arm",
"right_upper_arm", "right_lower_arm",
"left_upper_leg", "left_lower_leg",
"right_upper_leg", "right_lower_leg"
]
const BODY_PART_DISPLAY: Dictionary = {
"head": "Head",
"torso": "Torso",
"left_upper_arm": "Left Upper Arm",
"left_lower_arm": "Left Lower Arm",
"right_upper_arm": "Right Upper Arm",
"right_lower_arm": "Right Lower Arm",
"left_upper_leg": "Left Upper Leg",
"left_lower_leg": "Left Lower Leg",
"right_upper_leg": "Right Upper Leg",
"right_lower_leg": "Right Lower Leg",
}
const DEFAULT_POSITIONS: Dictionary = {
"head": Vector2(150, 40),
"torso": Vector2(150, 100),
"left_upper_arm": Vector2(140, 105),
"left_lower_arm": Vector2(130, 150),
"right_upper_arm": Vector2(160, 105),
"right_lower_arm": Vector2(170, 150),
"left_upper_leg": Vector2(142, 160),
"left_lower_leg": Vector2(135, 210),
"right_upper_leg": Vector2(158, 160),
"right_lower_leg": Vector2(165, 210),
}
const FILE_VERSION := "1.5"
const FILE_FILTER := "*.stk ; Stickman Files"
const SUPPORTED_VERSIONS: Array[String] = ["1.0", "1.1", "1.2", "1.3", "1.4", "1.5"]
# Phase 8: rig proportions (scenes/characters/stickman/stickman_rig.tscn rest pose — see spec §2).
const PROPORTIONS: Dictionary = {
"upper_arm_length": 168.0,
"lower_arm_length": 200.0,
"upper_leg_length": 200.0,
"lower_leg_length": 200.0,
"torso_length": 391.5,
}
const X_AXIS_PARTS: PackedStringArray = [
"left_upper_arm", "left_lower_arm", "right_upper_arm", "right_lower_arm",
]
# Phase 9 Round 5: map each body part to its silhouette-guide joint (see
# whole_stickman_preview.gd GUIDE_JOINTS). Used to compute the per-part
# guide_offset (bbox center − guide joint, preview space) at save time.
const GUIDE_JOINT_FOR_PART: Dictionary = {
"head": "Neck",
"torso": "Hips",
"left_upper_arm": "LeftShoulder",
"left_lower_arm": "LeftElbow",
"right_upper_arm": "RightShoulder",
"right_lower_arm": "RightElbow",
"left_upper_leg": "Hips",
"left_lower_leg": "LeftKnee",
"right_upper_leg": "Hips",
"right_lower_leg": "RightKnee",
}
const SETTINGS_PATH := "user://settings.json"
const SETTINGS_VERSION := "1.0"
const DEFAULT_GRID_SIZE := 15
const MIN_GRID_SIZE := 1
const MAX_GRID_SIZE := 100
# ---------------------------------------------------------------------------
# On-ready node references
# ---------------------------------------------------------------------------
@onready var _stickman_name_edit: LineEdit = %StickmanNameEdit
@onready var _menu_bar: MenuBar = %MenuBar
@onready var _body_part_panels: Dictionary = {} ## { String : BodyPartPanel }
@onready var _whole_preview: WholeStickmanPreview = %WholeStickmanPreview
@onready var _save_dialog: FileDialog = %SaveDialog
@onready var _load_dialog: FileDialog = %LoadDialog
@onready var _clear_confirm: ConfirmationDialog = %ClearConfirmDialog
@onready var _error_dialog: AcceptDialog = %ErrorDialog
@onready var _grid_config_dialog: ConfirmationDialog = %GridConfigDialog
@onready var _grid_size_spin_box: SpinBox = %GridSizeSpinBox
@onready var _status_cursor_coords: Label = %CursorCoords
@onready var _status_snap_status: Label = %SnapStatus
# ---------------------------------------------------------------------------
# Grid / snap state
# ---------------------------------------------------------------------------
var _grid_size: int = DEFAULT_GRID_SIZE
var _snap_enabled: bool = false
# Phase 5: shape clipboard
var _shape_clipboard: Dictionary = {}
# Phase 6: recent colors
var _recent_colors: Array[String] = []
# Phase 7: pose silhouette guide (default ON per user decision)
var _show_guide: bool = true
var _edit_menu: PopupMenu
var _view_menu: PopupMenu
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
_setup_menu_bar()
_setup_dialogs()
_populate_body_part_panels()
_whole_preview.part_moved.connect(_on_preview_part_moved)
_whole_preview.set_body_parts(_collect_all_shape_data())
_load_settings()
_update_snap_status_label()
_broadcast_settings()
_broadcast_recent_colors()
if not _grid_config_dialog.confirmed.is_connected(_on_grid_config_confirmed):
_grid_config_dialog.confirmed.connect(_on_grid_config_confirmed)
func _process(_delta: float) -> void:
var mouse_pos := get_global_mouse_position()
for part_name: String in BODY_PART_NAMES:
var panel: BodyPartPanel = _body_part_panels.get(part_name) as BodyPartPanel
if panel and panel.is_cursor_over_drawing(mouse_pos):
var world_pos := panel.global_to_world(mouse_pos)
_status_cursor_coords.text = "X: %d Y: %d" % [int(world_pos.x), int(world_pos.y)]
return
if _whole_preview.is_cursor_over_preview(mouse_pos):
var world_pos := _whole_preview.global_to_world(mouse_pos)
_status_cursor_coords.text = "X: %d Y: %d" % [int(world_pos.x), int(world_pos.y)]
return
_status_cursor_coords.text = ""
# ---------------------------------------------------------------------------
# Menu & Dialog setup
# ---------------------------------------------------------------------------
func _setup_menu_bar() -> void:
var file_menu: PopupMenu = PopupMenu.new()
file_menu.name = "FileMenu"
file_menu.add_item("Save", 0)
file_menu.add_item("Load", 1)
file_menu.add_separator()
file_menu.add_item("Clear", 2)
file_menu.id_pressed.connect(_on_file_menu_id_pressed)
_menu_bar.add_child(file_menu)
_menu_bar.set_menu_title(_menu_bar.get_menu_count() - 1, "File")
_edit_menu = PopupMenu.new()
_edit_menu.name = "EditMenu"
_edit_menu.add_item("Configure Grid...", 0)
_edit_menu.add_separator()
_edit_menu.add_item(_snap_menu_label(), 1)
_edit_menu.id_pressed.connect(_on_edit_menu_id_pressed)
_edit_menu.about_to_popup.connect(_on_edit_menu_about_to_popup)
_menu_bar.add_child(_edit_menu)
_menu_bar.set_menu_title(_menu_bar.get_menu_count() - 1, "Edit")
var view_menu: PopupMenu = PopupMenu.new()
view_menu.name = "ViewMenu"
view_menu.add_item("Reset Views", 0)
view_menu.add_separator()
view_menu.add_item(_guide_menu_label(), 1)
view_menu.id_pressed.connect(_on_view_menu_id_pressed)
view_menu.about_to_popup.connect(_on_view_menu_about_to_popup)
_menu_bar.add_child(view_menu)
_menu_bar.set_menu_title(_menu_bar.get_menu_count() - 1, "View")
_view_menu = view_menu
func _setup_dialogs() -> void:
var content_dir: String = ProjectSettings.globalize_path(ContentPathsScript.STICKMEN_DIR)
_save_dialog.current_dir = content_dir
_load_dialog.current_dir = content_dir
_save_dialog.file_selected.connect(_on_save_file_selected)
_load_dialog.file_selected.connect(_on_load_file_selected)
_clear_confirm.confirmed.connect(_on_clear_confirmed)
# ---------------------------------------------------------------------------
# Body-part panel population
# ---------------------------------------------------------------------------
func _populate_body_part_panels() -> void:
var left_col: VBoxContainer = %LeftColumn
var center_col: VBoxContainer = %CenterColumn
var body_part_scene: PackedScene = load("res://scenes/editors/stickman/body_part_panel.tscn")
var left_names: Array[String] = ["head", "left_upper_arm", "left_lower_arm", "left_upper_leg", "left_lower_leg"]
var center_names: Array[String] = ["torso", "right_upper_arm", "right_lower_arm", "right_upper_leg", "right_lower_leg"]
for part_name: String in left_names:
var panel: BodyPartPanel = body_part_scene.instantiate() as BodyPartPanel
panel.part_name = part_name
panel.display_name = BODY_PART_DISPLAY[part_name]
panel.shape_changed.connect(_on_body_part_shape_changed.bind(part_name))
panel.shape_selected.connect(_on_body_part_shape_selected.bind(part_name))
panel.shape_copy_requested.connect(_on_shape_copy_requested.bind(part_name))
panel.shape_paste_requested.connect(_on_shape_paste_requested.bind(part_name))
panel.color_selected.connect(_on_color_selected.bind(part_name))
_body_part_panels[part_name] = panel
left_col.add_child(panel)
for part_name: String in center_names:
var panel: BodyPartPanel = body_part_scene.instantiate() as BodyPartPanel
panel.part_name = part_name
panel.display_name = BODY_PART_DISPLAY[part_name]
panel.shape_changed.connect(_on_body_part_shape_changed.bind(part_name))
panel.shape_selected.connect(_on_body_part_shape_selected.bind(part_name))
panel.shape_copy_requested.connect(_on_shape_copy_requested.bind(part_name))
panel.shape_paste_requested.connect(_on_shape_paste_requested.bind(part_name))
panel.color_selected.connect(_on_color_selected.bind(part_name))
_body_part_panels[part_name] = panel
center_col.add_child(panel)
# ---------------------------------------------------------------------------
# Signal handlers - menus
# ---------------------------------------------------------------------------
func _on_file_menu_id_pressed(id: int) -> void:
match id:
0: # Save
_save_dialog.popup_centered_ratio(0.6)
1: # Load
_load_dialog.popup_centered_ratio(0.6)
2: # Clear
_clear_confirm.popup_centered()
func _on_edit_menu_id_pressed(id: int) -> void:
match id:
0: # Configure Grid...
_grid_size_spin_box.value = float(_grid_size)
_grid_config_dialog.popup_centered()
1: # Snap to Grid (checkable)
_snap_enabled = not _snap_enabled
if _edit_menu:
var idx := _edit_menu.get_item_index(1)
if idx >= 0:
_edit_menu.set_item_text(idx, _snap_menu_label())
_save_settings()
_broadcast_settings()
_update_snap_status_label()
func _on_edit_menu_about_to_popup() -> void:
if _edit_menu:
var idx := _edit_menu.get_item_index(1)
if idx >= 0:
_edit_menu.set_item_text(idx, _snap_menu_label())
func _on_view_menu_id_pressed(id: int) -> void:
match id:
0: # Reset Views
for panel in _body_part_panels.values():
if panel is BodyPartPanel:
(panel as BodyPartPanel).reset_view()
_whole_preview.reset_view()
1: # Hide/Show Pose Guide
_show_guide = not _show_guide
_save_settings()
_broadcast_settings()
_update_guide_menu_item()
func _on_view_menu_about_to_popup() -> void:
_update_guide_menu_item()
func _update_guide_menu_item() -> void:
if _view_menu:
var idx := _view_menu.get_item_index(1)
if idx >= 0:
_view_menu.set_item_text(idx, _guide_menu_label())
func _guide_menu_label() -> String:
return "Hide Pose Guide" if _show_guide else "Show Pose Guide"
func _on_grid_config_confirmed() -> void:
_grid_size = int(_grid_size_spin_box.value)
_grid_size = clampi(_grid_size, MIN_GRID_SIZE, MAX_GRID_SIZE)
_save_settings()
_broadcast_settings()
func _on_save_file_selected(path: String) -> void:
path = ContentPathsScript.canonicalize(path)
if not path.ends_with(".stk"):
path += ".stk"
var data := _build_json_data()
var json_text := JSON.stringify(data, "\t", false)
var file := FileAccess.open(path, FileAccess.WRITE)
if file == null:
_show_error("Failed to save file: " + str(FileAccess.get_open_error()))
return
file.store_string(json_text)
file.close()
func _on_load_file_selected(path: String) -> void:
path = ContentPathsScript.canonicalize(path)
if not FileAccess.file_exists(path):
_show_error("File not found: " + path)
return
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
_show_error("Failed to open file: " + str(FileAccess.get_open_error()))
return
var json_text := file.get_as_text()
file.close()
var json: Variant = JSON.parse_string(json_text)
if json == null:
_show_error("Failed to parse JSON from file: " + path)
return
var err: String = _apply_json_data(json)
if not err.is_empty():
_show_error(err)
return
func _on_clear_confirmed() -> void:
_clear_all()
func _show_error(message: String) -> void:
_error_dialog.dialog_text = message
_error_dialog.popup_centered()
# ---------------------------------------------------------------------------
# Signal handlers - body-part panels
# ---------------------------------------------------------------------------
func _on_body_part_shape_changed(_new_data: Array, part_name: String) -> void:
_whole_preview.set_body_parts(_collect_all_shape_data())
if _new_data.is_empty():
_whole_preview.set_part_position(part_name, DEFAULT_POSITIONS.get(part_name, Vector2.ZERO))
_whole_preview.set_part_rotation(part_name, 0.0)
_whole_preview.set_part_scale(part_name, Vector2(1.0, 1.0))
_broadcast_clipboard_state()
func _on_body_part_shape_selected(part_name: String) -> void:
for other_name: String in BODY_PART_NAMES:
if other_name != part_name:
var panel: BodyPartPanel = _body_part_panels.get(other_name) as BodyPartPanel
if panel:
panel.deselect()
func _on_preview_part_moved(_part_name: String, _new_position: Vector2) -> void:
pass
# ---------------------------------------------------------------------------
# Data collection / JSON helpers
# ---------------------------------------------------------------------------
func _compute_part_pivot_length(shapes_arr: Array, part_name: String) -> Dictionary:
var min_x := INF
var min_y := INF
var max_x := -INF
var max_y := -INF
for sd in shapes_arr:
if not sd is Dictionary:
continue
for p in (sd as Dictionary).get("points", []):
if not p is Dictionary:
continue
var px: float = float((p as Dictionary).get("x", 0.0))
var py: float = float((p as Dictionary).get("y", 0.0))
min_x = minf(min_x, px)
min_y = minf(min_y, py)
max_x = maxf(max_x, px)
max_y = maxf(max_y, py)
if min_x > max_x or min_y > max_y:
return { "pivot": { "x": 0.0, "y": 0.0 }, "length": 0.0 }
var pivot := { "x": (min_x + max_x) * 0.5, "y": (min_y + max_y) * 0.5 }
var length: float
if X_AXIS_PARTS.has(part_name):
length = max_x - min_x
else:
length = max_y - min_y
return { "pivot": pivot, "length": length }
func _collect_all_shape_data() -> Dictionary:
var all_data: Dictionary = {}
for part_name: String in BODY_PART_NAMES:
var panel = _body_part_panels.get(part_name)
if panel:
var shapes_arr: Array = panel.get_shape_data()
var pos := _whole_preview.get_part_position(part_name)
var rot := _whole_preview.get_part_rotation(part_name)
var scl := _whole_preview.get_part_scale(part_name)
var pl := _compute_part_pivot_length(shapes_arr, part_name)
var pivot_vector := Vector2(float(pl["pivot"]["x"]), float(pl["pivot"]["y"]))
var joint_preview := _whole_preview.get_guide_joint_preview(GUIDE_JOINT_FOR_PART[part_name])
var guide_offset := (pos + pivot_vector) - joint_preview
all_data[part_name] = {
"shapes": shapes_arr,
"position": {"x": pos.x, "y": pos.y},
"rotation": rot,
"scale": {"x": scl.x, "y": scl.y},
"pivot": pl["pivot"],
"length": pl["length"],
"guide_offset": {"x": guide_offset.x, "y": guide_offset.y},
}
return all_data
func _build_json_data() -> Dictionary:
var time_str := Time.get_datetime_string_from_system()
var body_parts: Dictionary = _collect_all_shape_data()
return {
"version": FILE_VERSION,
"stickman_name": _stickman_name_edit.text.strip_edges(),
"part_order": _whole_preview.get_part_order(),
"proportions": PROPORTIONS.duplicate(),
"body_parts": body_parts,
"metadata": {
"created_at": time_str,
"modified_at": time_str,
}
}
func _apply_json_data(json: Variant) -> String:
if not json is Dictionary:
return "Invalid file format: root must be a dictionary."
var dict: Dictionary = json as Dictionary
var version: String = dict.get("version", "")
if version not in SUPPORTED_VERSIONS:
return "Unsupported file version: '%s' (expected '1.0', '1.1', '1.2', '1.3', '1.4', or '1.5')" % version
_stickman_name_edit.text = dict.get("stickman_name", "")
var body_parts: Variant = dict.get("body_parts")
if not body_parts is Dictionary:
return "Invalid file format: 'body_parts' must be a dictionary."
var body_dict: Dictionary = body_parts as Dictionary
_clear_all_panels()
var positions: Dictionary = {}
for part_name: String in BODY_PART_NAMES:
var part_data: Variant = body_dict.get(part_name)
var panel = _body_part_panels.get(part_name) as BodyPartPanel
if part_data is Dictionary:
var pd: Dictionary = part_data as Dictionary
if pd.has("shapes"):
# v1.2 format: shapes array already in correct structure
if panel:
panel.set_shape_data(pd["shapes"])
else:
# v1.0/v1.1 format: single shape dict at top level, wrap in array
if version == "1.0":
if not pd.has("closed"):
var st: String = str(pd.get("shape_type", ""))
pd["closed"] = (st == "rectangle" or st == "circle")
if not pd.has("vertex_flags"):
pd["vertex_flags"] = []
if panel:
panel.set_shape_data(pd)
# Position (all versions)
var pos_variant: Variant = pd.get("position")
if pos_variant is Dictionary:
var pos_dict: Dictionary = pos_variant as Dictionary
positions[part_name] = Vector2(
float(pos_dict.get("x", 0)),
float(pos_dict.get("y", 0))
)
else:
positions[part_name] = DEFAULT_POSITIONS.get(part_name, Vector2.ZERO)
# Rotation (v1.2+, defaults to 0 for older versions)
_whole_preview.set_part_rotation(part_name, float(pd.get("rotation", 0.0)))
# Scale (v1.2+, defaults to 1.0 for older versions)
var scl_variant: Variant = pd.get("scale")
if scl_variant is Dictionary:
var sd: Dictionary = scl_variant as Dictionary
_whole_preview.set_part_scale(part_name, Vector2(
float(sd.get("x", 1.0)), float(sd.get("y", 1.0))))
else:
_whole_preview.set_part_scale(part_name, Vector2(1.0, 1.0))
else:
positions[part_name] = DEFAULT_POSITIONS.get(part_name, Vector2.ZERO)
_whole_preview.set_part_rotation(part_name, 0.0)
_whole_preview.set_part_scale(part_name, Vector2(1.0, 1.0))
var loaded_order: Variant = dict.get("part_order")
if loaded_order is Array:
_whole_preview.set_part_order(loaded_order as Array)
_whole_preview.reset_view()
_whole_preview.set_all_part_positions(positions)
_whole_preview.set_body_parts(_collect_all_shape_data())
return ""
# ---------------------------------------------------------------------------
# Clear helpers
# ---------------------------------------------------------------------------
func _clear_all_panels() -> void:
for part_name: String in BODY_PART_NAMES:
var panel = _body_part_panels.get(part_name)
if panel:
panel.clear_shape()
func _clear_all() -> void:
_clear_all_panels()
_whole_preview.clear_all()
_whole_preview.set_all_part_positions(DEFAULT_POSITIONS.duplicate())
_stickman_name_edit.text = ""
_shape_clipboard.clear()
_broadcast_clipboard_state()
# ---------------------------------------------------------------------------
# Phase 5: Shape clipboard
# ---------------------------------------------------------------------------
func _on_shape_copy_requested(shape_dict: Dictionary, _part_name: String) -> void:
_shape_clipboard = shape_dict.duplicate(true)
_broadcast_clipboard_state()
func _broadcast_clipboard_state() -> void:
for panel in _body_part_panels.values():
if panel is BodyPartPanel:
(panel as BodyPartPanel).set_has_clipboard(not _shape_clipboard.is_empty())
func _broadcast_recent_colors() -> void:
for panel in _body_part_panels.values():
if panel is BodyPartPanel:
(panel as BodyPartPanel).set_recent_colors(_recent_colors)
func _paste_shape_into_panel(part_name: String, world_pos: Vector2) -> void:
if _shape_clipboard.is_empty():
return
var panel = _body_part_panels.get(part_name)
if panel:
panel.paste_shape(_shape_clipboard, world_pos)
func _on_shape_paste_requested(world_pos: Vector2, part_name: String) -> void:
_paste_shape_into_panel(part_name, world_pos)
func _on_color_selected(color: Color, _part_name: String) -> void:
var hex_str := color.to_html()
var idx := _recent_colors.find(hex_str)
if idx >= 0:
_recent_colors.remove_at(idx)
_recent_colors.insert(0, hex_str)
while _recent_colors.size() > 8:
_recent_colors.pop_back()
_save_settings()
_broadcast_recent_colors()
# ---------------------------------------------------------------------------
# Phase 3: Settings persistence
# ---------------------------------------------------------------------------
func _load_settings() -> void:
if not FileAccess.file_exists(SETTINGS_PATH):
return
var file := FileAccess.open(SETTINGS_PATH, FileAccess.READ)
if file == null:
return
var json_text := file.get_as_text()
file.close()
var json: Variant = JSON.parse_string(json_text)
if not json is Dictionary:
return
var d := json as Dictionary
_grid_size = int(d.get("grid_size", DEFAULT_GRID_SIZE))
_snap_enabled = bool(d.get("snap_to_grid", false))
_show_guide = bool(d.get("show_pose_guide", true))
_grid_size = clampi(_grid_size, MIN_GRID_SIZE, MAX_GRID_SIZE)
var raw_colors: Variant = d.get("recent_colors", [])
if raw_colors is Array:
var arr: Array = raw_colors as Array
for c in arr:
if c is String:
_recent_colors.append(c as String)
while _recent_colors.size() > 8:
_recent_colors.pop_back()
if _edit_menu:
var idx := _edit_menu.get_item_index(1)
if idx >= 0:
_edit_menu.set_item_text(idx, _snap_menu_label())
if _view_menu:
_update_guide_menu_item()
func _save_settings() -> void:
var data := {
"version": SETTINGS_VERSION,
"grid_size": _grid_size,
"snap_to_grid": _snap_enabled,
"recent_colors": _recent_colors,
"show_pose_guide": _show_guide,
}
var file := FileAccess.open(SETTINGS_PATH, FileAccess.WRITE)
if file:
file.store_string(JSON.stringify(data, "\t", false))
file.close()
func _broadcast_settings() -> void:
for panel in _body_part_panels.values():
if panel is BodyPartPanel:
var p := panel as BodyPartPanel
p.set_grid_size(_grid_size)
p.set_snap_enabled(_snap_enabled)
_whole_preview.set_grid_size(_grid_size)
_whole_preview.set_snap_enabled(_snap_enabled)
_whole_preview.set_show_guide(_show_guide)
func _snap_menu_label() -> String:
return "[√] Snap to Grid" if _snap_enabled else "Snap to Grid"
func _update_snap_status_label() -> void:
_status_snap_status.text = "SNAP: ON" if _snap_enabled else "SNAP: OFF"
@@ -0,0 +1 @@
uid://dlacmxk257ro
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@@ -0,0 +1 @@
uid://codv3g6qw1tef