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## Copyright (C) 2025 Egor Kostan
## SPDX-License-Identifier: GPL-3.0-or-later
## audio_settings.gd
##
## Audio Settings Script
## Handles UI logic, slider inputs, warning dialogs, and menu navigation.
## Web integration is now decoupled and managed by the AudioWebBridge Autoload.
extends Control
# Test flags for warning popups
var master_warning_shown: bool = false
var sfx_warning_shown: bool = false
var _intentional_exit: bool = false
# Master Volume Controls
@onready var master_slider: HSlider = $Panel/VolumeControls/Master/HSlider
@onready var mute_master: CheckButton = $Panel/VolumeControls/Master/Mute
# Music Volume Controls
@onready var music_slider: HSlider = $Panel/VolumeControls/Music/HSlider
@onready var mute_music: CheckButton = $Panel/VolumeControls/Music/Mute
# SFX Volume Controls
@onready var sfx_slider: HSlider = $Panel/VolumeControls/SFX/HSlider
@onready var mute_sfx: CheckButton = $Panel/VolumeControls/SFX/Mute
# SFX Weapon Volume Controls
@onready var weapon_slider: HSlider = $Panel/VolumeControls/SFXWeapon/HSlider
@onready var mute_weapon: CheckButton = $Panel/VolumeControls/SFXWeapon/Mute
# SFX Rotor Volume Controls
@onready var rotor_slider: HSlider = $Panel/VolumeControls/SFXRotors/HSlider
@onready var mute_rotor: CheckButton = $Panel/VolumeControls/SFXRotors/Mute
# SFX Menu Volume Controls
@onready var menu_slider: HSlider = $Panel/VolumeControls/SFXMenu/HSlider
@onready var mute_menu: CheckButton = $Panel/VolumeControls/SFXMenu/Mute
# Other UI elements
@onready var master_warning_dialog: AcceptDialog = $MasterWarningDialog
@onready var sfx_warning_dialog: AcceptDialog = $SFXWarningDialog
@onready var audio_back_button: Button = $Panel/BtnContainer/AudioBackButton
@onready var audio_reset_button: Button = $Panel/BtnContainer/AudioResetButton
# Labels
@onready var master_label: Label = $Panel/VolumeControls/Master/MasterLabel
@onready var music_label: Label = $Panel/VolumeControls/Music/MusicLabel
@onready var sfx_label: Label = $Panel/VolumeControls/SFX/SFXLabel
@onready var weapon_label: Label = $Panel/VolumeControls/SFXWeapon/SFXWeaponLabel
@onready var rotor_label: Label = $Panel/VolumeControls/SFXRotors/SFXRotorsLabel
@onready var menu_label: Label = $Panel/VolumeControls/SFXMenu/SFXMenuLabel
func _ready() -> void:
# Warning popup messages
master_warning_dialog.title = "Warning"
master_warning_dialog.dialog_text = "To adjust this volume, please unmute the Master volume first."
sfx_warning_dialog.title = "Warning"
sfx_warning_dialog.dialog_text = "To adjust this volume, please unmute the SFX volume first."
# Connect dialog close signals for flag reset
if not master_warning_dialog.confirmed.is_connected(_reset_master_warning_shown):
master_warning_dialog.confirmed.connect(_reset_master_warning_shown)
if not master_warning_dialog.canceled.is_connected(_reset_master_warning_shown):
master_warning_dialog.canceled.connect(_reset_master_warning_shown)
if not sfx_warning_dialog.confirmed.is_connected(_reset_sfx_warning_shown):
sfx_warning_dialog.confirmed.connect(_reset_sfx_warning_shown)
if not sfx_warning_dialog.canceled.is_connected(_reset_sfx_warning_shown):
sfx_warning_dialog.canceled.connect(_reset_sfx_warning_shown)
# --- Connect UI Signals ---
_connect_bus_ui(
mute_master,
master_slider,
_on_master_mute_toggled,
_on_master_volume_control_gui_input,
AudioManager.master_muted
)
_connect_bus_ui(
mute_music,
music_slider,
_on_music_mute_toggled,
_on_music_volume_control_gui_input,
AudioManager.music_muted
)
_connect_bus_ui(
mute_sfx,
sfx_slider,
_on_sfx_mute_toggled,
_on_sfx_volume_control_gui_input,
AudioManager.sfx_muted
)
_connect_bus_ui(
mute_weapon,
weapon_slider,
_on_weapon_mute_toggled,
_on_weapon_volume_control_gui_input,
AudioManager.weapon_muted
)
_connect_bus_ui(
mute_rotor,
rotor_slider,
_on_rotor_mute_toggled,
_on_rotor_volume_control_gui_input,
AudioManager.rotors_muted
)
_connect_bus_ui(
mute_menu,
menu_slider,
_on_menu_mute_toggled,
_on_menu_volume_control_gui_input,
AudioManager.menu_muted
)
# Connect specific mute button warning interceptors
if not mute_music.gui_input.is_connected(_on_music_mute_gui_input):
mute_music.gui_input.connect(_on_music_mute_gui_input)
if not mute_sfx.gui_input.is_connected(_on_sfx_mute_gui_input):
mute_sfx.gui_input.connect(_on_sfx_mute_gui_input)
if not mute_weapon.gui_input.is_connected(_on_weapon_mute_gui_input):
mute_weapon.gui_input.connect(_on_weapon_mute_gui_input)
if not mute_rotor.gui_input.is_connected(_on_rotor_mute_gui_input):
mute_rotor.gui_input.connect(_on_rotor_mute_gui_input)
if not mute_menu.gui_input.is_connected(_on_menu_mute_gui_input):
mute_menu.gui_input.connect(_on_menu_mute_gui_input)
# Buttons
# To this:
if not audio_back_button.pressed.is_connected(_on_back_button_pressed):
audio_back_button.pressed.connect(_on_back_button_pressed)
if not audio_reset_button.pressed.is_connected(_on_audio_reset_button_pressed):
audio_reset_button.pressed.connect(_on_audio_reset_button_pressed)
tree_exited.connect(_on_tree_exited)
process_mode = Node.PROCESS_MODE_ALWAYS
_sync_ui_from_manager()
# Initial Focus
var menu_controls: Array[Control] = [
master_slider,
mute_master,
music_slider,
mute_music,
sfx_slider,
mute_sfx,
weapon_slider,
mute_weapon,
rotor_slider,
mute_rotor,
menu_slider,
mute_menu,
audio_back_button,
audio_reset_button
]
Globals.ensure_initial_focus(master_slider, menu_controls, "Audio Settings")
# 1. Listen for changes coming from Playwright/Web
AudioManager.volume_changed.connect(_on_global_volume_changed)
AudioManager.mute_toggled.connect(_on_global_mute_toggled)
# Apply the hierarchy locks immediately when the menu opens
_update_ui_interactivity()
# --- WEB BRIDGE CONNECTIONS ---
var web_bridge: Node = get_node_or_null("/root/AudioWebBridge")
if web_bridge:
# Show the HTML overlays when the menu opens
web_bridge.toggle_dom_visibility(true)
# Listen for the browser's Back button!
if not web_bridge.web_back_requested.is_connected(_on_back_button_pressed):
web_bridge.web_back_requested.connect(_on_back_button_pressed)
# Listen for the browser's Reset button!
if not web_bridge.web_reset_requested.is_connected(_on_audio_reset_button_pressed):
web_bridge.web_reset_requested.connect(_on_audio_reset_button_pressed)
func _on_back_button_pressed() -> void:
Globals.log_message("Audio Settings: Back button pressed.", Globals.LogLevel.DEBUG)
_intentional_exit = true
# 1. Safely hide the Audio HTML DOM
var web_bridge: Node = get_node_or_null("/root/AudioWebBridge")
if web_bridge:
web_bridge.toggle_dom_visibility(false)
# 2. Restore the previous menu AND its HTML DOM AND focus
if Globals.hidden_menus.size() > 0:
var prev_menu: Node = Globals.hidden_menus.pop_back()
if is_instance_valid(prev_menu):
prev_menu.show()
# --- Focus Restoration (Moved here from the old function!) ---
if prev_menu.has_method("grab_focus_on_audio_settings_button"):
prev_menu.call("grab_focus_on_audio_settings_button")
elif prev_menu.name == "Panel" or prev_menu is Panel:
var start_button: Button = prev_menu.get_node_or_null("VBoxContainer/StartButton")
if is_instance_valid(start_button):
# FIX: Changed from triple-nested call_deferred to a single call
start_button.call_deferred("grab_focus")
# --- HTML DOM Restoration ---
if prev_menu.has_method("toggle_dom_visibility"):
prev_menu.toggle_dom_visibility(true)
elif "_web_bridge" in prev_menu and prev_menu.get("_web_bridge") != null:
var prev_bridge: Node = prev_menu.get("_web_bridge")
if prev_bridge.has_method("toggle_dom_visibility"):
prev_bridge.toggle_dom_visibility(true)
elif web_bridge and web_bridge.has_method("restore_options_menu_dom"):
# Clean fallback via the bridge! (Replaces the raw JS evals)
web_bridge.restore_options_menu_dom()
else:
# --- Fallback to previous scene ---
if Globals.previous_scene != "":
get_tree().change_scene_to_file(Globals.previous_scene)
queue_free()
## Syncs the disabled/editable state of all UI elements based on the hierarchy rules
func _update_ui_interactivity() -> void:
var is_master_muted: bool = AudioManager.master_muted
# 1. MASTER HIERARCHY
master_slider.editable = not is_master_muted
# 2. LEVEL 1 CHILDREN (Music & SFX)
# Mute buttons are disabled if Master is muted.
# Sliders are disabled if Master is muted OR their own bus is muted.
mute_music.disabled = is_master_muted
music_slider.editable = not (is_master_muted or AudioManager.music_muted)
mute_sfx.disabled = is_master_muted
sfx_slider.editable = not (is_master_muted or AudioManager.sfx_muted)
# 3. LEVEL 2 CHILDREN (SFX Sub-buses: Weapon, Rotors, Menu)
var is_sfx_hierarchy_muted: bool = is_master_muted or AudioManager.sfx_muted
mute_weapon.disabled = is_sfx_hierarchy_muted
weapon_slider.editable = not (is_sfx_hierarchy_muted or AudioManager.weapon_muted)
# Note: Double check your @onready var name for the rotors mute button (mute_rotors vs mute_rotor)
mute_rotor.disabled = is_sfx_hierarchy_muted
rotor_slider.editable = not (is_sfx_hierarchy_muted or AudioManager.rotors_muted)
mute_menu.disabled = is_sfx_hierarchy_muted
menu_slider.editable = not (is_sfx_hierarchy_muted or AudioManager.menu_muted)
## Updates the visual Godot HSliders when Playwright changes the AudioManager
func _on_global_volume_changed(bus_name: String, volume: float) -> void:
match bus_name:
AudioConstants.BUS_MASTER:
master_slider.set_value_no_signal(volume)
AudioConstants.BUS_MUSIC:
music_slider.set_value_no_signal(volume)
AudioConstants.BUS_SFX:
sfx_slider.set_value_no_signal(volume)
AudioConstants.BUS_SFX_WEAPON:
weapon_slider.set_value_no_signal(volume)
AudioConstants.BUS_SFX_ROTORS:
rotor_slider.set_value_no_signal(volume)
AudioConstants.BUS_SFX_MENU:
menu_slider.set_value_no_signal(volume)
## Updates the visual Godot CheckButtons when Playwright mutes the AudioManager
func _on_global_mute_toggled(bus_name: String, is_muted: bool) -> void:
# In your Godot UI, if a button is "pressed", it means the audio is UNMUTED.
var is_pressed: bool = not is_muted
match bus_name:
AudioConstants.BUS_MASTER:
mute_master.set_pressed_no_signal(is_pressed)
AudioConstants.BUS_MUSIC:
mute_music.set_pressed_no_signal(is_pressed)
AudioConstants.BUS_SFX:
mute_sfx.set_pressed_no_signal(is_pressed)
AudioConstants.BUS_SFX_WEAPON:
mute_weapon.set_pressed_no_signal(is_pressed)
AudioConstants.BUS_SFX_ROTORS:
mute_rotor.set_pressed_no_signal(is_pressed)
AudioConstants.BUS_SFX_MENU:
mute_menu.set_pressed_no_signal(is_pressed)
# Refresh the UI locks after applying the new mute state
_update_ui_interactivity()
func _connect_bus_ui(
mute_btn: CheckButton,
slider: HSlider,
mute_callback: Callable,
gui_callback: Callable,
is_muted: bool
) -> void:
if not mute_btn.toggled.is_connected(mute_callback):
mute_btn.toggled.connect(mute_callback)
# FIX: Use set_pressed_no_signal so it doesn't trigger the callback during setup
mute_btn.set_pressed_no_signal(not is_muted)
if not slider.gui_input.is_connected(gui_callback):
slider.gui_input.connect(gui_callback)
func _process(_delta: float) -> void:
_update_label_colors()
func _update_label_colors() -> void:
var yellow := Color("f5f50d")
var white := Color("ffffff")
master_label.modulate = (
yellow if (master_slider.has_focus() or mute_master.has_focus()) else white
)
music_label.modulate = yellow if (music_slider.has_focus() or mute_music.has_focus()) else white
sfx_label.modulate = yellow if (sfx_slider.has_focus() or mute_sfx.has_focus()) else white
weapon_label.modulate = (
yellow if (weapon_slider.has_focus() or mute_weapon.has_focus()) else white
)
rotor_label.modulate = yellow if (rotor_slider.has_focus() or mute_rotor.has_focus()) else white
menu_label.modulate = yellow if (menu_slider.has_focus() or mute_menu.has_focus()) else white
# ==========================================
# MASTER VOLUME
# ==========================================
func _on_master_volume_control_gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and AudioManager.master_muted:
if event.button_index == MOUSE_BUTTON_LEFT:
mute_master.button_pressed = true
get_viewport().set_input_as_handled()
func _on_master_mute_toggled(toggled_on: bool) -> void:
AudioManager.set_muted(AudioConstants.BUS_MASTER, not toggled_on)
_update_ui_interactivity() # Single source of truth updates everything
AudioManager.apply_volume_to_bus(
AudioConstants.BUS_MASTER, AudioManager.master_volume, AudioManager.master_muted
)
AudioManager.save_volumes()
# ==========================================
# MUSIC VOLUME
# ==========================================
func _on_music_volume_control_gui_input(event: InputEvent) -> void:
_handle_slider_gui_input(
event,
AudioManager.master_muted,
false,
AudioManager.music_muted,
mute_music,
master_warning_dialog,
sfx_warning_dialog
)
func _on_music_mute_toggled(toggled_on: bool) -> void:
AudioManager.set_muted(AudioConstants.BUS_MUSIC, not toggled_on)
_update_ui_interactivity()
AudioManager.apply_volume_to_bus(
AudioConstants.BUS_MUSIC, AudioManager.music_volume, AudioManager.music_muted
)
AudioManager.save_volumes()
func _on_music_mute_gui_input(event: InputEvent) -> void:
_handle_mute_gui_input(
event, AudioManager.master_muted, false, master_warning_dialog, sfx_warning_dialog
)
# ==========================================
# SFX VOLUME
# ==========================================
func _on_sfx_volume_control_gui_input(event: InputEvent) -> void:
_handle_slider_gui_input(
event,
AudioManager.master_muted,
false,
AudioManager.sfx_muted,
mute_sfx,
master_warning_dialog,
sfx_warning_dialog
)
func _on_sfx_mute_toggled(toggled_on: bool) -> void:
AudioManager.set_muted(AudioConstants.BUS_SFX, not toggled_on)
_update_ui_interactivity()
AudioManager.apply_volume_to_bus(
AudioConstants.BUS_SFX, AudioManager.sfx_volume, AudioManager.sfx_muted
)
AudioManager.save_volumes()
func _on_sfx_mute_gui_input(event: InputEvent) -> void:
_handle_mute_gui_input(
event, AudioManager.master_muted, false, master_warning_dialog, sfx_warning_dialog
)
# ==========================================
# WEAPON VOLUME
# ==========================================
func _on_weapon_volume_control_gui_input(event: InputEvent) -> void:
_handle_slider_gui_input(
event,
AudioManager.master_muted,
AudioManager.sfx_muted,
AudioManager.weapon_muted,
mute_weapon,
master_warning_dialog,
sfx_warning_dialog
)
func _on_weapon_mute_toggled(toggled_on: bool) -> void:
AudioManager.set_muted(AudioConstants.BUS_SFX_WEAPON, not toggled_on)
_update_ui_interactivity()
AudioManager.apply_volume_to_bus(
AudioConstants.BUS_SFX_WEAPON, AudioManager.weapon_volume, AudioManager.weapon_muted
)
AudioManager.save_volumes()
func _on_weapon_mute_gui_input(event: InputEvent) -> void:
_handle_mute_gui_input(
event,
AudioManager.master_muted,
AudioManager.sfx_muted,
master_warning_dialog,
sfx_warning_dialog
)
# ==========================================
# ROTORS VOLUME
# ==========================================
func _on_rotor_volume_control_gui_input(event: InputEvent) -> void:
_handle_slider_gui_input(
event,
AudioManager.master_muted,
AudioManager.sfx_muted,
AudioManager.rotors_muted,
mute_rotor,
master_warning_dialog,
sfx_warning_dialog
)
func _on_rotor_mute_toggled(toggled_on: bool) -> void:
AudioManager.set_muted(AudioConstants.BUS_SFX_ROTORS, not toggled_on)
_update_ui_interactivity()
AudioManager.apply_volume_to_bus(
AudioConstants.BUS_SFX_ROTORS, AudioManager.rotors_volume, AudioManager.rotors_muted
)
AudioManager.save_volumes()
func _on_rotor_mute_gui_input(event: InputEvent) -> void:
_handle_mute_gui_input(
event,
AudioManager.master_muted,
AudioManager.sfx_muted,
master_warning_dialog,
sfx_warning_dialog
)
# ==========================================
# MENU VOLUME
# ==========================================
func _on_menu_volume_control_gui_input(event: InputEvent) -> void:
_handle_slider_gui_input(
event,
AudioManager.master_muted,
AudioManager.sfx_muted,
AudioManager.menu_muted,
mute_menu,
master_warning_dialog,
sfx_warning_dialog
)
func _on_menu_mute_toggled(toggled_on: bool) -> void:
AudioManager.set_muted(AudioConstants.BUS_SFX_MENU, not toggled_on)
_update_ui_interactivity()
AudioManager.apply_volume_to_bus(
AudioConstants.BUS_SFX_MENU, AudioManager.menu_volume, AudioManager.menu_muted
)
AudioManager.save_volumes()
func _on_menu_mute_gui_input(event: InputEvent) -> void:
_handle_mute_gui_input(
event,
AudioManager.master_muted,
AudioManager.sfx_muted,
master_warning_dialog,
sfx_warning_dialog
)
# ==========================================
# UI UPDATES & NAVIGATION
# ==========================================
func _on_audio_reset_button_pressed() -> void:
Globals.log_message("Audio reset pressed.", Globals.LogLevel.DEBUG)
AudioManager.reset_volumes()
# Force the UI to visually sync with the newly reset AudioManager
_sync_ui_from_manager()
# 2. Sync The Ghost (HTML DOM overlays for Playwright)
var web_bridge: Node = get_node_or_null("/root/AudioWebBridge")
if web_bridge and web_bridge.has_method("sync_all_to_dom"):
web_bridge.sync_all_to_dom()
func _sync_ui_from_manager() -> void:
mute_master.set_pressed_no_signal(not AudioManager.master_muted)
master_slider.set_value_no_signal(AudioManager.master_volume)
mute_music.set_pressed_no_signal(not AudioManager.music_muted)
music_slider.set_value_no_signal(AudioManager.music_volume)
mute_sfx.set_pressed_no_signal(not AudioManager.sfx_muted)
sfx_slider.set_value_no_signal(AudioManager.sfx_volume)
mute_weapon.set_pressed_no_signal(not AudioManager.weapon_muted)
weapon_slider.set_value_no_signal(AudioManager.weapon_volume)
mute_rotor.set_pressed_no_signal(not AudioManager.rotors_muted)
rotor_slider.set_value_no_signal(AudioManager.rotors_volume)
mute_menu.set_pressed_no_signal(not AudioManager.menu_muted)
menu_slider.set_value_no_signal(AudioManager.menu_volume)
# Delegate all lock/unlock hierarchy logic to the single source of truth
_update_ui_interactivity()
func _on_tree_exited() -> void:
# --- CLEANUP: Disconnect from Autoloads to prevent memory leaks/errors ---
if AudioManager.volume_changed.is_connected(_on_global_volume_changed):
AudioManager.volume_changed.disconnect(_on_global_volume_changed)
if AudioManager.mute_toggled.is_connected(_on_global_mute_toggled):
AudioManager.mute_toggled.disconnect(_on_global_mute_toggled)
# FIX: Safely grab the web bridge during teardown without absolute path crashing
var web_bridge: Node = null
if is_inside_tree():
web_bridge = get_node_or_null("/root/AudioWebBridge")
elif Engine.get_main_loop() is SceneTree: # Ultimate fallback for tests
web_bridge = (Engine.get_main_loop() as SceneTree).root.get_node_or_null("AudioWebBridge")
if web_bridge:
if web_bridge.web_back_requested.is_connected(_on_back_button_pressed):
web_bridge.web_back_requested.disconnect(_on_back_button_pressed)
if web_bridge.web_reset_requested.is_connected(_on_audio_reset_button_pressed):
web_bridge.web_reset_requested.disconnect(_on_audio_reset_button_pressed)
# -------------------------------------------------------------------------
if _intentional_exit:
return
if not Globals.hidden_menus.is_empty():
var prev_menu: Node = Globals.hidden_menus.pop_back()
if is_instance_valid(prev_menu):
prev_menu.visible = true
# ==========================================
# WARNING DIALOG HELPERS
# ==========================================
func _handle_slider_gui_input(
event: InputEvent,
master_muted: bool,
sfx_muted: bool,
bus_muted: bool,
mute_button: CheckButton,
master_dialog: AcceptDialog,
sfx_dialog: AcceptDialog
) -> void:
var is_mouse_click: bool = (
event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT
)
var is_ui_accept: bool = event.is_action_pressed("ui_accept")
if is_mouse_click or is_ui_accept:
if master_muted:
master_dialog.popup_centered()
master_warning_shown = true
get_viewport().set_input_as_handled()
elif sfx_muted:
sfx_dialog.popup_centered()
sfx_warning_shown = true
get_viewport().set_input_as_handled()
elif bus_muted:
mute_button.button_pressed = true
func _handle_mute_gui_input(
event: InputEvent,
master_muted: bool,
sfx_muted: bool,
master_dialog: AcceptDialog,
sfx_dialog: AcceptDialog
) -> void:
var is_mouse_click: bool = (
event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT
)
var is_ui_accept: bool = event.is_action_pressed("ui_accept")
if is_mouse_click or is_ui_accept:
if master_muted:
master_dialog.popup_centered()
master_warning_shown = true
get_viewport().set_input_as_handled()
elif sfx_muted:
sfx_dialog.popup_centered()
sfx_warning_shown = true
get_viewport().set_input_as_handled()
func _reset_master_warning_shown() -> void:
master_warning_shown = false
func _reset_sfx_warning_shown() -> void:
sfx_warning_shown = false