extends Control class_name Menu # Copyright (c) 2019-2021 Péter Magyar # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. export(int, "Character Select", "Character Create") var start_menu : int = 0 export (NodePath) var character_selector_scene : NodePath export (NodePath) var charcer_creation_scenes : NodePath export (NodePath) var option_buttons_path : NodePath enum StartMenuTypes { CHARACTER_SELECT, CHARACTER_CREATE } var _menu : int = 0 var _viewport : Viewport = null func _ready() -> void: switch_to_menu(start_menu) func _enter_tree() -> void: #find the viewport var n : Node = self while n: n = n.get_parent() if n is Viewport: _viewport = n as Viewport _viewport.connect("gui_focus_changed", self, "_on_control_focus_changed") break func _exit_tree(): if _viewport: _viewport.disconnect("gui_focus_changed", self, "_on_control_focus_changed") _viewport = null func _on_control_focus_changed(node : Control) -> void: if !node: if _menu == StartMenuTypes.CHARACTER_SELECT: get_node(character_selector_scene).focus() else: get_node(character_selector_scene).focus() func switch_to_menu(menu : int) -> void: _menu = menu if menu == StartMenuTypes.CHARACTER_SELECT: get_node(character_selector_scene).show() get_node(option_buttons_path).show() else: get_node(character_selector_scene).hide() if menu == StartMenuTypes.CHARACTER_CREATE: get_node(charcer_creation_scenes).show() get_node(option_buttons_path).hide() else: get_node(charcer_creation_scenes).hide() func _on_About_pressed() -> void: pass # Replace with function body.