Files
modbison/scripts/main_menu.gd
T
2026-09-18 21:55:35 +00:00

493 lines
18 KiB
GDScript

extends Control
## Main menu with login/register UI wired to the backend auth API.
##
## The AuthPanel is hidden by default. When the user clicks the LoginButton or
## RegisterButton (AuthButtonsRow, above the panel), the auth panel slides in.
## The Login and Register buttons on the AuthButtonsRow directly set the panel's
## mode, so the user can switch between Login and Register at any time while
## the panel is open.
##
## On successful auth the token is stored via ApiClient, AuthButtonsRow hides,
## the welcome label shows the username, and the Play button becomes enabled.
## The auth form fields are hidden, leaving only the welcome message visible.
##
## When returning from another scene (e.g. world_list), _ready() checks whether
## ApiClient already holds a valid token. If so, it restores the authenticated
## UI state (Play enabled, welcome message visible) instead of forcing the user
## back to the login form.
## Emitted once _ready()'s session check (has_token() + the awaited
## get_me() call) has actually resolved, whichever way -- lets a test (or
## anything else) know the UI state is trustworthy now, rather than
## guessing from a frame count or from UI properties that are ambiguous
## mid-await (e.g. AuthButtonsRow.visible is true both before the check
## resolves AND in a genuine logged-out end state).
signal auth_state_ready
# ─── UI references ────────────────────────────────────────────────────────────
var _auth_buttons_row: HBoxContainer
var _login_button: Button
var _register_button: Button
var _auth_panel: PanelContainer
var _auth_mode_label: Label
var _username_edit: LineEdit
var _password_edit: LineEdit
var _email_edit: LineEdit
var _over_18_check: CheckBox
var _auth_button: Button
var _status_label: Label
var _welcome_label: Label
var _discover_button: Button
var _play_button: Button
var _customize_button: Button
var _social_button: Button
var _chat_button: Button
var _marketplace_button: Button
var _wallet_button: Button
var _groups_button: Button
var _selling_button: Button
var _quit_button: Button
var _is_register_mode: bool = false
var _is_authenticating: bool = false
var _sign_out_button: Button = null
# ─── Lifecycle ────────────────────────────────────────────────────────────────
static func _build_label() -> String:
var f := FileAccess.open("res://assets/build_info.json", FileAccess.READ)
if f == null:
return "dev"
var d = JSON.parse_string(f.get_as_text())
if d is Dictionary:
if d.has("build_label"):
var c: String = str(d.get("commit", ""))
if not c.is_empty():
return "%s (%s)" % [d.get("build_label"), c]
return str(d.get("build_label"))
var v: String = str(d.get("version", ""))
if not v.is_empty():
return "MVP Build %s (%s)" % [v, d.get("commit", "?")]
return "%s %s" % [d.get("checkpoint", "?"), d.get("commit", "?")]
return "dev"
static func _update_fs_button(btn: Button) -> void:
if DisplayServer.get_name() == "headless":
btn.text = "⛶ Fullscreen (F11)"
return
var m := DisplayServer.window_get_mode()
if m == DisplayServer.WINDOW_MODE_FULLSCREEN or m == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN:
btn.text = "🗗 Windowed (F11)"
else:
btn.text = "⛶ Fullscreen (F11)"
func _ready() -> void:
var v := Label.new()
var bl := _build_label()
v.text = bl if bl.begins_with("MVP Build") or bl == "dev" else ("build %s" % bl)
v.add_theme_color_override("font_color", Color(1, 1, 1, 0.7))
v.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.85))
v.add_theme_constant_override("outline_size", 4)
v.add_theme_font_size_override("font_size", 12)
# Full-width strip pinned to the bottom, text right-aligned. A bare
# BOTTOM_RIGHT preset + .position on a zero-size Label collapses the rect
# and nothing renders -- which is why this never showed up.
v.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
v.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
v.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
v.offset_left = 8
v.offset_right = -10
v.offset_top = -28
v.offset_bottom = -6
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(v)
var fs_btn := Button.new()
fs_btn.set_anchors_preset(Control.PRESET_TOP_RIGHT)
fs_btn.offset_left = -160
fs_btn.offset_top = 10
fs_btn.offset_right = -10
fs_btn.offset_bottom = 38
fs_btn.add_theme_font_size_override("font_size", 12)
_update_fs_button(fs_btn)
fs_btn.pressed.connect(func():
Session.toggle_fullscreen()
_update_fs_button(fs_btn)
)
add_child(fs_btn)
var ctrl_btn := Button.new()
ctrl_btn.name = "ControlsButton"
ctrl_btn.set_anchors_preset(Control.PRESET_TOP_RIGHT)
ctrl_btn.offset_left = -300
ctrl_btn.offset_top = 10
ctrl_btn.offset_right = -170
ctrl_btn.offset_bottom = 38
ctrl_btn.text = "⌨️ Controls"
ctrl_btn.add_theme_font_size_override("font_size", 12)
ctrl_btn.pressed.connect(_on_controls_button_pressed)
add_child(ctrl_btn)
# Cache node references.
_auth_buttons_row = $CenterContainer/VBoxContainer/AuthButtonsRow
_login_button = $CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton
_register_button = $CenterContainer/VBoxContainer/AuthButtonsRow/RegisterButton
_auth_panel = $CenterContainer/VBoxContainer/AuthPanel
_auth_mode_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthModeLabel
_username_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/UsernameEdit
_password_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/PasswordEdit
_email_edit = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/EmailEdit
if _email_edit and not _email_edit.text_submitted.is_connected(_on_auth_button_pressed):
_email_edit.text_submitted.connect(_on_auth_button_pressed)
_over_18_check = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/Over18Check
_auth_button = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthButton
_status_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/AuthStatusLabel
_welcome_label = $CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox/WelcomeLabel
_discover_button = $CenterContainer/VBoxContainer.get_node_or_null("DiscoverButton")
_play_button = $CenterContainer/VBoxContainer/PlayButton
_customize_button = $CenterContainer/VBoxContainer/CustomizeButton
_social_button = $CenterContainer/VBoxContainer.get_node_or_null("SocialButton")
_chat_button = $CenterContainer/VBoxContainer.get_node_or_null("ChatButton")
_marketplace_button = $CenterContainer/VBoxContainer.get_node_or_null("MarketplaceButton")
_wallet_button = $CenterContainer/VBoxContainer.get_node_or_null("WalletButton")
_groups_button = $CenterContainer/VBoxContainer.get_node_or_null("GroupsButton")
_selling_button = $CenterContainer/VBoxContainer.get_node_or_null("SellingButton")
_quit_button = $CenterContainer/VBoxContainer/QuitButton
# Default to navigation being gated. When a token exists, the async session
# check below may take several frames (a real get_me() round-trip);
# keeping the button disabled until validation succeeds prevents a fast
# click from navigating to world_list with an expired/invalid token.
_set_nav_enabled(false)
# Check whether a valid session already exists (e.g. user logged in,
# navigated to world_list, then clicked Back). If so, restore the
# authenticated UI state instead of forcing the login form again.
if ApiClient.has_token():
var me_result: Dictionary = await ApiClient.get_me()
if me_result.ok and me_result.data is Dictionary:
var username: String = str((me_result.data as Dictionary).get("username", ""))
if username != "":
_show_authenticated(username)
await _prime_avatar()
auth_state_ready.emit()
return
# Token missing or invalid — fall through to logged-out state.
_reset_to_logged_out()
auth_state_ready.emit()
func _set_nav_enabled(enabled: bool) -> void:
var buttons = [
_discover_button, _play_button, _customize_button, _social_button,
_chat_button, _marketplace_button, _wallet_button, _groups_button, _selling_button
]
for b in buttons:
if b != null and is_instance_valid(b):
b.disabled = not enabled
## Restore the UI to the authenticated state (Play enabled, welcome message
## visible, auth buttons hidden). AuthPanel itself stays visible -- the
## welcome label lives inside it, so hiding the panel hides the label too
## even when the label's own `visible` is true (real bug, 2026-08-20: a
## review caught the panel being hidden here while the label claimed to be
## visible, which is a no-op UI-wise since Control.visible doesn't override
## an ancestor's hidden state).
func _show_authenticated(username: String) -> void:
_auth_panel.visible = true
_status_label.visible = false
_welcome_label.text = "Welcome, %s!" % username
_welcome_label.visible = true
# Hide the same full set of form fields _on_auth_complete() hides right
# after a fresh login/register -- this path (session restore on scene
# reload, e.g. after Play -> Back) used to only hide EmailEdit/
# Over18Check, leaving UsernameEdit/PasswordEdit/AuthButton/
# AuthModeLabel visible on top of the welcome message. Real bug: Play
# was enabled and the welcome label was correct, so it wasn't caught by
# checks for those alone -- the login fields being back on screen is
# what a user actually sees as "it's making me log in again."
_username_edit.visible = false
_password_edit.visible = false
_email_edit.visible = false
_over_18_check.visible = false
_auth_button.visible = false
_auth_mode_label.visible = false
_set_nav_enabled(true)
_auth_buttons_row.visible = false
if _sign_out_button == null or not is_instance_valid(_sign_out_button):
_sign_out_button = Button.new()
_sign_out_button.name = "SignOutButton"
_sign_out_button.text = "Sign Out"
_sign_out_button.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
_sign_out_button.add_theme_font_size_override("font_size", 12)
_sign_out_button.pressed.connect(_on_sign_out_pressed)
$CenterContainer/VBoxContainer/AuthPanel/MarginContainer/AuthVBox.add_child(_sign_out_button)
_sign_out_button.visible = true
print("Restored authenticated session for: ", username)
## Reset the UI to the logged-out state (Play disabled, auth panel hidden,
## login/register buttons visible).
func _reset_to_logged_out() -> void:
_auth_panel.visible = false
_status_label.visible = false
_welcome_label.visible = false
if _sign_out_button != null and is_instance_valid(_sign_out_button):
_sign_out_button.visible = false
_email_edit.visible = false
_over_18_check.visible = false
_over_18_check.button_pressed = true
_set_nav_enabled(false)
_update_auth_mode_ui()
func _on_sign_out_pressed() -> void:
ApiClient.clear_token()
_reset_to_logged_out()
_auth_buttons_row.visible = true
_clear_status()
# ─── Navigation ───────────────────────────────────────────────────────────────
func _on_discover_button_pressed() -> void:
if _discover_button != null and _discover_button.disabled:
return
get_tree().change_scene_to_file("res://scenes/discovery_ui.tscn")
func _on_play_button_pressed() -> void:
if _play_button.disabled:
return
get_tree().change_scene_to_file("res://scenes/world_list.tscn")
func _on_customize_button_pressed() -> void:
if _customize_button.disabled:
return
get_tree().change_scene_to_file("res://scenes/avatar_customization.tscn")
func _on_social_button_pressed() -> void:
if _social_button != null and _social_button.disabled:
return
get_tree().change_scene_to_file("res://scenes/friends_presence_ui.tscn")
func _on_chat_button_pressed() -> void:
if _chat_button != null and _chat_button.disabled:
return
get_tree().change_scene_to_file("res://scenes/chat_ui.tscn")
func _on_marketplace_button_pressed() -> void:
if _marketplace_button != null and _marketplace_button.disabled:
return
get_tree().change_scene_to_file("res://scenes/marketplace_ui.tscn")
func _on_wallet_button_pressed() -> void:
if _wallet_button != null and _wallet_button.disabled:
return
get_tree().change_scene_to_file("res://scenes/wallet_ui.tscn")
func _on_groups_button_pressed() -> void:
if _groups_button != null and _groups_button.disabled:
return
get_tree().change_scene_to_file("res://scenes/groups_ui.tscn")
func _on_selling_button_pressed() -> void:
if _selling_button != null and _selling_button.disabled:
return
get_tree().change_scene_to_file("res://scenes/selling_payout_ui.tscn")
func _on_quit_button_pressed() -> void:
get_tree().quit()
# ─── Auth panel toggle ────────────────────────────────────────────────────────
func _on_login_button_pressed() -> void:
"""Show the auth panel in login mode, called from AuthButtonsRow/LoginButton."""
_auth_panel.visible = true
_is_register_mode = false
_update_auth_mode_ui()
_clear_status()
_username_edit.grab_focus()
func _on_register_button_pressed() -> void:
"""Show the auth panel in register mode, called from AuthButtonsRow/RegisterButton."""
_auth_panel.visible = true
_is_register_mode = true
_update_auth_mode_ui()
_clear_status()
_username_edit.grab_focus()
func _update_auth_mode_ui() -> void:
"""Update labels and field visibility based on login vs register mode."""
if _is_register_mode:
_auth_mode_label.text = "Register"
_auth_button.text = "Register"
_email_edit.visible = true
_over_18_check.visible = true
else:
_auth_mode_label.text = "Login"
_auth_button.text = "Login"
_email_edit.visible = false
_over_18_check.visible = false
# ─── Auth submission ──────────────────────────────────────────────────────────
func _on_auth_button_pressed(_text: String = "") -> void:
"""Handle login or register button press."""
if _is_authenticating:
return
# Validate inputs.
var username := _username_edit.text.strip_edges()
var password := _password_edit.text
if username == "":
_show_status("Username is required.")
return
if password == "":
_show_status("Password is required.")
return
if _is_register_mode:
var email := _email_edit.text.strip_edges()
if email == "":
_show_status("Email is required.")
return
if not _over_18_check.button_pressed:
_show_status("You must confirm you are 18 or older to register.")
return
_auth_button.disabled = true
_auth_button.text = "Registering..."
_is_authenticating = true
_clear_status()
var result := await ApiClient.register(username, email, password, true)
await _on_auth_complete(result)
else:
_auth_button.disabled = true
_auth_button.text = "Logging in..."
_is_authenticating = true
_clear_status()
var result := await ApiClient.login(username, password)
await _on_auth_complete(result)
func _on_auth_complete(result: Dictionary) -> void:
"""Handle the result of a login or register call."""
_auth_button.disabled = false
_auth_button.text = "Register" if _is_register_mode else "Login"
_is_authenticating = false
if result.ok:
# Update the UI to the authenticated state first, synchronously, so
# the player sees "Welcome" + an enabled Play immediately -- then
# prime the avatar (a catalog load + a loadout fetch) in the
# background. A slow or failing prime must never gate getting in.
_username_edit.visible = false
_password_edit.visible = false
_email_edit.visible = false
_over_18_check.visible = false
_auth_button.visible = false
_auth_mode_label.visible = false
_status_label.visible = false
_welcome_label.text = "Welcome, %s!" % _username_edit.text.strip_edges()
_welcome_label.visible = true
_set_nav_enabled(true)
_auth_buttons_row.visible = false
print("Auth successful. Token stored.")
await _prime_avatar()
else:
# Failure — show backend error detail.
_show_status(result.detail)
# ─── Avatar priming ───────────────────────────────────────────────────────────
## After a successful auth, load the asset catalog and the player's saved
## loadout so the in-world player renders as their avatar. Best-effort: a
## failure here just means the player falls back to the default capsule, it
## never blocks getting into the game.
func _prime_avatar() -> void:
if not Engine.has_singleton("AvatarSystem") and get_node_or_null("/root/AvatarSystem") == null:
return
var avatars = get_node_or_null("/root/AvatarSystem")
if avatars == null:
return
if not await avatars.ensure_catalog():
push_warning("main_menu: avatar catalog failed to load; using fallback look")
return
var res: Dictionary = await ApiClient.get_avatar_loadout()
if res.ok and res.data is Dictionary and (res.data as Dictionary).has("data"):
avatars.set_loadout_from_dict((res.data as Dictionary)["data"])
elif FileAccess.file_exists("user://loadout.json"):
var f := FileAccess.open("user://loadout.json", FileAccess.READ)
if f != null:
var txt := f.get_as_text()
f.close()
var dict: Variant = JSON.parse_string(txt)
if dict is Dictionary:
avatars.set_loadout_from_dict(dict as Dictionary)
elif not avatars.has_loadout():
# No saved loadout reachable -- fall back to the catalog's first base body.
var bases: Array = avatars.get_assets_for_slot("base_body")
if bases.size() > 0:
avatars.set_loadout_from_dict({"base_body": bases[0], "slots": {}})
# ─── Status helpers ───────────────────────────────────────────────────────────
func _show_status(message: String) -> void:
_status_label.text = message
_status_label.visible = true
func _clear_status() -> void:
_status_label.text = ""
_status_label.visible = false
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
if has_node("ControlsModal"):
get_node("ControlsModal").queue_free()
get_viewport().set_input_as_handled()
return
if _auth_panel != null and _auth_panel.visible and not ApiClient.has_token():
_auth_panel.visible = false
_auth_buttons_row.visible = true
_clear_status()
get_viewport().set_input_as_handled()
func _on_controls_button_pressed() -> void:
if has_node("ControlsModal"):
return
var modal := preload("res://scripts/controls_modal.gd").new()
add_child(modal)