Files
CosmicClash/Game/scripts/main_menu.gd
T
Josh Creek c02aad66a0 fix(ui): keep menu content reachable at any window size
The main menu clipped its own title and bottom button in debug builds. The
project lays out in a hard-fixed 1920x1080 logical viewport
(window/stretch/mode="viewport"), and the only overflow strategy in the
scene was a CenterContainer, which centres its child rather than clipping
and scrolling. With DevSection visible the content measures 1133px against
1080, so roughly 53px spilled off both ends with no way to reach it — and
main_menu.gd grabs focus on a button that may itself be off-screen.

Worth recording because it is counter-intuitive: this is not
resolution-dependent. Because the viewport is fixed, a 4K display magnifies
the same clipped 1080p frame rather than giving the menu more room, so the
fix has to make the layout scroll, not scale.

Each menu is now MarginContainer > ScrollContainer > CenterContainer >
VBoxContainer. ScrollContainer sizes its child to max(own size, child
minimum), so an expanding CenterContainer keeps today's centred look when
the content is short and grows past the viewport when it is tall — which is
exactly when scrolling should start. follow_focus is on so keyboard and
controller navigation cannot strand focus off-screen. Lobby and matchmaking
share the same shape and get the same treatment before they hit the same
wall; settings gained its wrapper alongside the Controls tab.

Also stops the dev bot dropdowns widening the whole menu: they are filled
from res://bots filenames and expand horizontally, so a long checkpoint
name dragged the layout past its 420px minimum.

test_menu_layout asserts each screen's bottom-most control really sits
inside a ScrollContainer. That is a structural guard against the wrapper
being removed or a new section being added outside it — not proof that
nothing visually clips, which was checked by hand at 1000x600, 1280x720 and
1920x1080.
2026-09-06 20:41:41 +01:00

280 lines
11 KiB
GDScript

extends Control
# Main menu: one handler per game mode. Match's opponent is a curated
# Easy/Medium/Hard difficulty picker (DIFFICULTIES) rather than a raw
# checkpoint list — see TRAINING.md for promoting new tiers into
# res://bots/promoted/. Raw-checkpoint testing and Spectate (bot vs bot) are
# dev-only tools, grouped under DevSection and hidden outside debug builds so
# they disappear automatically from release exports. Selections are pushed
# into the GameSettings autoload for the target mode to read, and restored
# when returning to the menu within a session.
const BOTS_DIR := "res://bots"
# Every tier runs its promoted checkpoint at full trained capability —
# difficulty is a genuinely different policy, never the same policy
# handicapped with reaction delay or action noise. All three tiers are now
# distinct models: medium.json beats easy.json 65-22-13, and hard.json (the
# generation-5 Stage-5 policy) beats medium.json 47-32-21. Keep the tiers
# monotonic: never leave a lower tier pointing at a stronger model than the
# one above it.
const DIFFICULTIES := [
{"name": "Easy", "model": "res://bots/promoted/easy.json", "reaction_ticks": 8, "action_noise": 0.0},
{"name": "Medium", "model": "res://bots/promoted/medium.json", "reaction_ticks": 8, "action_noise": 0.0},
{"name": "Hard", "model": "res://bots/promoted/hard.json", "reaction_ticks": 8, "action_noise": 0.0},
]
@onready var difficulty_dropdown: OptionButton = %DifficultyDropdown
@onready var arena_dropdown: OptionButton = %ArenaDropdown
@onready var dev_section: Control = %DevSection
@onready var dev_bot_dropdown: OptionButton = %DevBotDropdown
@onready var bot_a_dropdown: OptionButton = %BotADropdown
@onready var bot_b_dropdown: OptionButton = %BotBDropdown
@onready var join_address_edit: LineEdit = %JoinAddressEdit
@onready var multiplayer_error_label: Label = %MultiplayerErrorLabel
@onready var connecting_overlay: Control = %ConnectingOverlay
@onready var connecting_status_label: Label = %ConnectingStatusLabel
func _ready() -> void:
AudioManager.bind_tree_buttons(self)
# An idle menu has no reason to render past the display's own refresh
# rate; gameplay scenes are uncapped again by _leave_to_gameplay below.
var refresh_rate := DisplayServer.screen_get_refresh_rate()
Engine.max_fps = int(refresh_rate) if refresh_rate > 0 else 0
_populate_difficulty_dropdown()
_populate_arena_dropdown()
dev_section.visible = OS.is_debug_build()
if dev_section.visible:
var bots := _list_bots()
_populate_dropdown(dev_bot_dropdown, bots, GameSettings.dev_bot_override_path, true)
_populate_dropdown(bot_a_dropdown, bots, GameSettings.spectate_bot_a_path)
_populate_dropdown(bot_b_dropdown, bots, GameSettings.spectate_bot_b_path)
NetworkManager.connected_to_server.connect(_on_connected_to_server)
NetworkManager.connection_failed.connect(_on_connection_failed)
%FreePlayButton.grab_focus()
# main_menu.gd's first async flow (task 1.7): Host is synchronous
# (NetworkManager.host() either succeeds immediately or fails immediately),
# but Join is not — it can take anywhere from a clean local-network round
# trip to ENet's own ~5s connect timeout to resolve, so unlike every other
# handler in this file (GameSettings.x = y; change_scene_to_file(...)) it
# needs a loading state (ConnectingOverlay), a cancel path, and a failure
# path that returns the player to a sane, retryable menu state rather than
# just hanging with no feedback.
func _process(_delta: float) -> void:
NetworkManager.poll()
func _physics_process(_delta: float) -> void:
NetworkManager.poll()
func _populate_difficulty_dropdown() -> void:
difficulty_dropdown.clear()
for tier in DIFFICULTIES:
difficulty_dropdown.add_item(tier["name"])
var selected := 0
for i in DIFFICULTIES.size():
if DIFFICULTIES[i]["name"] == GameSettings.selected_difficulty_name:
selected = i
break
difficulty_dropdown.select(selected)
# Free Play only — Match/Spectate pick a random arena in code instead.
func _populate_arena_dropdown() -> void:
arena_dropdown.clear()
for tier in ArenaRegistry.ARENAS:
arena_dropdown.add_item(tier["name"])
var selected := 0
for i in ArenaRegistry.ARENAS.size():
if ArenaRegistry.ARENAS[i]["path"] == GameSettings.selected_arena_path:
selected = i
break
arena_dropdown.select(selected)
# Lists bot checkpoints as paths relative to BOTS_DIR, including the
# top-level curriculum checkpoints and anything under promoted/.
func _list_bots() -> Array[String]:
var files: Array[String] = []
var dir := DirAccess.open(BOTS_DIR)
if dir:
for f in dir.get_files():
if f.get_extension() == "json":
files.append(f)
var promoted_dir := DirAccess.open(BOTS_DIR + "/promoted")
if promoted_dir:
for f in promoted_dir.get_files():
if f.get_extension() == "json":
files.append("promoted/" + f)
files.sort()
return files
# Fills a dropdown with bot names (metadata = full model path). When
# include_none is true, prepends a "(Use difficulty)" sentinel (metadata "")
# and defaults selection to it. Reselects `preferred_path` if it's still on
# disk, else the newest (last) bot.
func _populate_dropdown(dropdown: OptionButton, bots: Array[String], preferred_path: String, include_none: bool = false) -> void:
dropdown.clear()
# These are filled from whatever checkpoints happen to be in res://bots, so
# a long filename would otherwise widen the OptionButton (size_flags_h =
# EXPAND_FILL) and drag the whole menu past its 420px minimum width.
dropdown.clip_text = true
dropdown.fit_to_longest_item = false
if include_none:
dropdown.add_item("(Use difficulty)")
dropdown.set_item_metadata(0, "")
for f in bots:
dropdown.add_item(f.get_basename())
dropdown.set_item_metadata(dropdown.item_count - 1, BOTS_DIR + "/" + f)
if dropdown.item_count == 0:
return
dropdown.select(0 if include_none else dropdown.item_count - 1)
for i in dropdown.item_count:
if dropdown.get_item_metadata(i) == preferred_path:
dropdown.select(i)
break
func _selected_path(dropdown: OptionButton) -> String:
if dropdown.item_count > 0 and dropdown.selected >= 0:
return dropdown.get_item_metadata(dropdown.selected)
return ""
# The menu's own refresh-rate fps cap (see _ready) is a menu-only concern;
# gameplay scenes respect the player's own VideoSettings fps cap instead
# (task 0.17), which only actually caps anything when vsync is Disabled and a
# divisor is chosen — otherwise this uncaps exactly like the old hardcoded 0.
func _leave_to_gameplay(scene_path: String) -> void:
VideoSettings.apply_fps_cap()
get_tree().change_scene_to_file(scene_path)
func _on_free_play_pressed() -> void:
var chosen: Dictionary = ArenaRegistry.ARENAS[0] if arena_dropdown.selected < 0 else ArenaRegistry.ARENAS[arena_dropdown.selected]
GameSettings.selected_arena_path = chosen["path"]
_leave_to_gameplay("res://scenes/free_play.tscn")
func _on_match_pressed() -> void:
var tier: Dictionary = DIFFICULTIES[difficulty_dropdown.selected] if difficulty_dropdown.selected >= 0 else DIFFICULTIES[0]
var override_path := _selected_path(dev_bot_dropdown) if dev_section.visible else ""
GameSettings.dev_bot_override_path = override_path
GameSettings.selected_difficulty_name = tier["name"]
if override_path.is_empty():
GameSettings.selected_bot_path = tier["model"]
GameSettings.selected_bot_reaction_ticks = tier["reaction_ticks"]
GameSettings.selected_bot_action_noise = tier["action_noise"]
else:
GameSettings.selected_bot_path = override_path
GameSettings.selected_bot_reaction_ticks = -1
GameSettings.selected_bot_action_noise = -1.0
_leave_to_gameplay("res://scenes/match.tscn")
func _on_settings_pressed() -> void:
get_tree().change_scene_to_file(ScenePaths.SETTINGS)
func _on_spectate_pressed() -> void:
GameSettings.spectate_bot_a_path = _selected_path(bot_a_dropdown)
GameSettings.spectate_bot_b_path = _selected_path(bot_b_dropdown)
_leave_to_gameplay("res://scenes/spectate.tscn")
func _on_host_pressed() -> void:
_clear_multiplayer_error()
var err := NetworkManager.host()
if err != OK:
_show_multiplayer_error("Could not host: %s" % error_string(err))
return
_leave_to_lobby()
func _on_find_match_pressed() -> void:
get_tree().change_scene_to_file("res://scenes/matchmaking.tscn")
func _on_join_pressed() -> void:
_start_join()
func _on_join_address_submitted(_new_text: String) -> void:
_start_join()
# ENet's own give-up-and-fire-connection_failed schedule is not bounded to
# anything a menu should make a player wait for — verified empirically
# (tests/main_menu_test_hooks.gd's join_refused case) against a genuinely
# refused loopback connection: connection_failed never fired within 14s.
# This timer is what actually guarantees "connection-refused reaches a sane
# UI state" rather than leaving the overlay up indefinitely.
const CONNECT_TIMEOUT_SECONDS := 6.0
var _connect_timeout_token := 0 # bumped on every new attempt/cancel/resolution so a stale timer callback is a no-op
func _start_join() -> void:
_clear_multiplayer_error()
var address := join_address_edit.text.strip_edges()
if address.is_empty():
_show_multiplayer_error("Enter an IP address to join")
return
var err := NetworkManager.join(address)
if err != OK:
_show_multiplayer_error("Could not join: %s" % error_string(err))
return
connecting_status_label.text = "Connecting to %s..." % address
connecting_overlay.visible = true
_connect_timeout_token += 1
var my_token := _connect_timeout_token
get_tree().create_timer(CONNECT_TIMEOUT_SECONDS).timeout.connect(func(): _on_connect_timeout(my_token))
func _on_connect_timeout(token: int) -> void:
if token != _connect_timeout_token or not connecting_overlay.visible:
return # a newer attempt (or Cancel, or a real success/failure) already resolved this
NetworkManager.shutdown()
connecting_overlay.visible = false
_show_multiplayer_error("Connection timed out — check the address and that a server is hosting on that port")
func _on_connecting_cancel_pressed() -> void:
_connect_timeout_token += 1
NetworkManager.shutdown()
connecting_overlay.visible = false
func _on_connected_to_server() -> void:
if not connecting_overlay.visible:
return # e.g. a stray/late signal after Cancel already shut the peer down
_connect_timeout_token += 1
connecting_overlay.visible = false
_leave_to_lobby()
func _on_connection_failed() -> void:
if not connecting_overlay.visible:
return
_connect_timeout_token += 1
connecting_overlay.visible = false
_show_multiplayer_error("Connection failed — check the address and that a server is hosting on that port")
func _leave_to_lobby() -> void:
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
func _show_multiplayer_error(message: String) -> void:
multiplayer_error_label.text = message
multiplayer_error_label.visible = true
func _clear_multiplayer_error() -> void:
multiplayer_error_label.visible = false