extends CanvasLayer # TouchControlsManager - Manages mobile touch controls including virtual joystick and action buttons signal grab_pressed signal put_pressed signal special_pressed # Touch control nodes var virtual_joystick: Control var grab_button: Button var put_button: Button var special_button: Button var settings_button: Button # Settings - persisted to config file const CONFIG_PATH = "user://touch_controls_settings.cfg" var button_size: float = 70.0 var button_opacity: float = 0.7 var joystick_enabled: bool = true var touch_buttons_enabled: bool = true # Master toggle for action buttons (grab, put, special) var joystick_position: Vector2 = Vector2(120, -120) # Relative to bottom-left var button_positions: Dictionary = { "grab": Vector2(-200, -240), # Relative to bottom-right "put": Vector2(-120, -160), "special": Vector2(-200, -80) } var button_scale: float = 1.0 # Reference to main scene and player var main_scene: Node3D var local_player: Node3D func initialize(p_main: Node3D): main_scene = p_main _create_touch_ui() _load_settings() func set_player(p_player: Node3D): local_player = p_player func _create_touch_ui(): print("[TouchControls] Creating touch UI...") # Use layer 10 - above regular UI but below pause menu layer = 10 # Create main container var container = Control.new() container.name = "TouchControls" container.set_anchors_preset(Control.PRESET_FULL_RECT) container.mouse_filter = Control.MOUSE_FILTER_PASS # Pass input to children add_child(container) # Create virtual joystick (bottom-left) var joystick_script = load("res://scripts/ui/virtual_joystick.gd") virtual_joystick = Control.new() virtual_joystick.set_script(joystick_script) virtual_joystick.name = "VirtualJoystick" virtual_joystick.set_anchors_preset(Control.PRESET_BOTTOM_LEFT) # Use standard size from joystick script defaults (radius 60 -> size 160) var joy_size = Vector2(160, 160) virtual_joystick.custom_minimum_size = joy_size virtual_joystick.size = joy_size # Position relative to Bottom-Left anchor # joystick_position (120, -120) interpreted as margin from anchor # x=120 (right from left edge), y=-120 (up from bottom edge - implies bottom margin) # We want the *center* or *bottom-left* corner? # Assuming (120, -120) is top-left corner of the control relative to anchor? # Let's align bottom-left corner of control to (120, -120) from screen bottom-left # Screen Bottom-Left is (0, 1) in normalized anchors. # offset_left = 120 # offset_bottom = -120 (120px up from bottom) # offset_top = -120 - 160 = -280 # offset_right = 120 + 160 = 280 virtual_joystick.offset_left = 120 virtual_joystick.offset_top = -280 virtual_joystick.offset_right = 280 virtual_joystick.offset_bottom = -120 virtual_joystick.direction_changed.connect(_on_joystick_direction) container.add_child(virtual_joystick) # Create action buttons (bottom-right) grab_button = _create_action_button("Grab", "👋", button_positions.grab) put_button = _create_action_button("Put", "📦", button_positions.put) special_button = _create_action_button("Special", "⚡", button_positions.special) container.add_child(grab_button) container.add_child(put_button) container.add_child(special_button) # Create settings button (top-right corner) settings_button = Button.new() settings_button.name = "SettingsBtn" settings_button.text = "⚙" settings_button.set_anchors_preset(Control.PRESET_TOP_RIGHT) settings_button.offset_left = -70 # Use offsets instead of position for anchored controls settings_button.offset_right = -20 settings_button.offset_top = 70 settings_button.offset_bottom = 120 settings_button.custom_minimum_size = Vector2(50, 50) settings_button.mouse_filter = Control.MOUSE_FILTER_STOP # Ensure it receives input settings_button.pressed.connect(_on_settings_pressed) _style_button(settings_button, 0.5) container.add_child(settings_button) # Always visible now - controlled by settings toggle # Can be hidden via settings if user doesn't want touch controls on desktop visible = true func _create_action_button(button_name: String, icon: String, pos: Vector2) -> Button: var btn = Button.new() btn.name = button_name + "Btn" btn.text = icon btn.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT) # Use offsets strictly for anchored positioning # pos.x and pos.y are negative offsets from bottom-right (e.g. -200, -240) btn.offset_left = pos.x btn.offset_top = pos.y btn.offset_right = pos.x + button_size btn.offset_bottom = pos.y + button_size btn.custom_minimum_size = Vector2(button_size, button_size) btn.pivot_offset = Vector2(button_size / 2, button_size / 2) # Center pivot for scaling # Connect signals btn.button_down.connect(func(): _on_button_pressed(button_name)) btn.button_up.connect(func(): _on_button_released(button_name)) _style_button(btn, button_opacity) return btn func _style_button(btn: Button, opacity: float): var style = StyleBoxFlat.new() style.bg_color = Color(0.2, 0.2, 0.25, opacity) style.border_width_left = 2 style.border_width_top = 2 style.border_width_right = 2 style.border_width_bottom = 2 style.border_color = Color(0.647, 0.996, 0.224, 0.8) style.corner_radius_top_left = 15 style.corner_radius_top_right = 15 style.corner_radius_bottom_right = 15 style.corner_radius_bottom_left = 15 btn.add_theme_stylebox_override("normal", style) var pressed_style = style.duplicate() pressed_style.bg_color = Color(0.4, 0.8, 0.4, opacity + 0.2) btn.add_theme_stylebox_override("pressed", pressed_style) var hover_style = style.duplicate() hover_style.bg_color = Color(0.3, 0.3, 0.35, opacity) btn.add_theme_stylebox_override("hover", hover_style) btn.add_theme_font_size_override("font_size", 28) func _on_joystick_direction(direction: Vector2i): if local_player and local_player.has_method("simple_move_to"): var target_pos = local_player.current_position + direction local_player.movement_manager.simple_move_to(target_pos) func _on_button_pressed(button_name: String): if not local_player: return # Visual feedback - scale up var btn: Button match button_name: "Grab": btn = grab_button "Put": btn = put_button "Special": btn = special_button if btn: var tween = create_tween() tween.tween_property(btn, "scale", Vector2(1.15, 1.15), 0.1) # Trigger action match button_name: "Grab": emit_signal("grab_pressed") if local_player.has_method("grab_item"): local_player.grab_item(local_player.current_position) "Put": emit_signal("put_pressed") if local_player.has_method("auto_put_item"): local_player.auto_put_item() "Special": emit_signal("special_pressed") var powerup_mgr = local_player.get_node_or_null("PowerUpManager") if powerup_mgr and powerup_mgr.has_method("use_special_effect"): powerup_mgr.use_special_effect() func _on_button_released(button_name: String): var btn: Button match button_name: "Grab": btn = grab_button "Put": btn = put_button "Special": btn = special_button if btn: var tween = create_tween() tween.tween_property(btn, "scale", Vector2(1.0, 1.0), 0.1) func _on_settings_pressed(): # Open settings panel in main scene if main_scene: var settings_panel = main_scene.get_node_or_null("SettingsPanel") if settings_panel: settings_panel.visible = true print("[TouchControls] Opening settings panel") else: print("[TouchControls] SettingsPanel not found in main scene") func _is_touch_device() -> bool: # Check if running on mobile return OS.has_feature("android") or OS.has_feature("ios") or OS.has_feature("web_android") or OS.has_feature("web_ios") func _load_settings(): """Load touch control settings from config file.""" var config = ConfigFile.new() var err = config.load(CONFIG_PATH) if err != OK: print("[TouchControls] No saved settings found, using defaults") return # Load settings values button_size = config.get_value("touch_controls", "button_size", 70.0) button_opacity = config.get_value("touch_controls", "button_opacity", 0.7) button_scale = config.get_value("touch_controls", "button_scale", 1.0) joystick_enabled = config.get_value("touch_controls", "joystick_enabled", true) touch_buttons_enabled = config.get_value("touch_controls", "touch_buttons_enabled", true) # Load button positions var grab_pos = config.get_value("touch_controls", "grab_position", Vector2(-200, -240)) var put_pos = config.get_value("touch_controls", "put_position", Vector2(-120, -160)) var special_pos = config.get_value("touch_controls", "special_position", Vector2(-200, -80)) button_positions = {"grab": grab_pos, "put": put_pos, "special": special_pos} # Apply loaded settings _apply_settings() print("[TouchControls] Settings loaded") func _save_settings(): """Save touch control settings to config file.""" var config = ConfigFile.new() config.set_value("touch_controls", "button_size", button_size) config.set_value("touch_controls", "button_opacity", button_opacity) config.set_value("touch_controls", "button_scale", button_scale) config.set_value("touch_controls", "joystick_enabled", joystick_enabled) config.set_value("touch_controls", "touch_buttons_enabled", touch_buttons_enabled) config.set_value("touch_controls", "grab_position", button_positions.grab) config.set_value("touch_controls", "put_position", button_positions.put) config.set_value("touch_controls", "special_position", button_positions.special) var err = config.save(CONFIG_PATH) if err != OK: push_error("[TouchControls] Failed to save settings: %s" % err) else: print("[TouchControls] Settings saved") func _apply_settings(): """Apply current settings to UI elements.""" # Apply joystick visibility if virtual_joystick: virtual_joystick.visible = joystick_enabled # Apply touch buttons visibility - dependent on master joystick_enabled switch # If joystick is disabled, ALL touch controls are hidden # Note: We ignore touch_buttons_enabled here to ensure "Enable Virtual Joystick" shows EVERYTHING as requested var buttons_visible = joystick_enabled print("[TouchControls] Applying settings: JoystickEnabled=", joystick_enabled, " ButtonsVisible=", buttons_visible) if grab_button: grab_button.visible = buttons_visible grab_button.scale = Vector2(button_scale, button_scale) # Use offsets for anchored controls, not position grab_button.offset_left = button_positions.grab.x grab_button.offset_top = button_positions.grab.y grab_button.offset_right = button_positions.grab.x + button_size grab_button.offset_bottom = button_positions.grab.y + button_size if put_button: put_button.visible = buttons_visible put_button.scale = Vector2(button_scale, button_scale) put_button.offset_left = button_positions.put.x put_button.offset_top = button_positions.put.y put_button.offset_right = button_positions.put.x + button_size put_button.offset_bottom = button_positions.put.y + button_size if special_button: special_button.visible = buttons_visible special_button.scale = Vector2(button_scale, button_scale) special_button.offset_left = button_positions.special.x special_button.offset_top = button_positions.special.y special_button.offset_right = button_positions.special.x + button_size special_button.offset_bottom = button_positions.special.y + button_size # Force layer update visible = true # ============================================================================= # Public Settings API # ============================================================================= func set_touch_buttons_enabled(enabled: bool): """Enable or disable all action buttons (grab, put, special).""" touch_buttons_enabled = enabled _apply_settings() func set_joystick_enabled(enabled: bool): """Enable or disable the virtual joystick (and all touch controls).""" joystick_enabled = enabled _apply_settings() func set_button_scale(p_scale: float): """Set scale for all action buttons.""" button_scale = p_scale _apply_settings() func set_button_position(button_name: String, new_position: Vector2): """Update position of a specific button.""" button_positions[button_name] = new_position match button_name: "grab": if grab_button: grab_button.offset_left = new_position.x grab_button.offset_top = new_position.y grab_button.offset_right = new_position.x + button_size grab_button.offset_bottom = new_position.y + button_size "put": if put_button: put_button.offset_left = new_position.x put_button.offset_top = new_position.y put_button.offset_right = new_position.x + button_size put_button.offset_bottom = new_position.y + button_size "special": if special_button: special_button.offset_left = new_position.x special_button.offset_top = new_position.y special_button.offset_right = new_position.x + button_size special_button.offset_bottom = new_position.y + button_size func get_button_positions() -> Dictionary: """Get current button positions for settings UI.""" return button_positions.duplicate() func get_settings() -> Dictionary: """Get all current settings as a dictionary.""" return { "button_size": button_size, "button_opacity": button_opacity, "button_scale": button_scale, "joystick_enabled": joystick_enabled, "touch_buttons_enabled": touch_buttons_enabled, "button_positions": button_positions.duplicate() } func show_controls(): visible = true func hide_controls(): visible = false