grunk/src/ui/menus/pause_menu/pause_menu.gd

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2025-03-22 17:16:17 -06:00
extends Control
## Menu shown in-game when the user presses pause.
@export var settings_scene: PackedScene
var _freeze_input := false
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@onready var menu_list: Control = %MenuList
@onready var quit_confirm: Control = %QuitConfirm
@onready var end_game_confirm: Control = %EndGameConfirm
@onready var settings_container: Container = %SettingsContainer
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func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
Engine.time_scale = 1.0
func _unhandled_key_input(event: InputEvent) -> void:
if not _freeze_input and event.is_action_pressed("pause"):
get_viewport().set_input_as_handled()
resume()
func _unhide() -> void:
menu_list.show()
func _hide() -> void:
menu_list.hide()
func resume() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
queue_free()
func settings() -> void:
var instance: Control = settings_scene.instantiate()
settings_container.add_child(instance)
instance.tree_exited.connect(_unhide)
_hide()
func quit() -> void:
quit_confirm.show()
func cancel_quit() -> void:
quit_confirm.hide()
func confirm_quit() -> void:
get_tree().root.propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST)
func end_game() -> void:
end_game_confirm.show()
func cancel_end_game() -> void:
end_game_confirm.hide()
func confirm_end_game() -> void:
print_debug("TODO")
#world.fade_to_title()