2025-03-22 17:16:17 -06:00
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extends Control
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## Menu shown in-game when the user presses pause.
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@export var settings_scene: PackedScene
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var _freeze_input := false
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2025-03-22 19:16:52 -06:00
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@onready var menu_list: Control = %MenuList
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@onready var quit_confirm: Control = %QuitConfirm
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@onready var end_game_confirm: Control = %EndGameConfirm
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@onready var settings_container: Container = %SettingsContainer
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2025-03-22 17:16:17 -06:00
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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Engine.time_scale = 1.0
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func _unhandled_key_input(event: InputEvent) -> void:
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if not _freeze_input and event.is_action_pressed("pause"):
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get_viewport().set_input_as_handled()
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resume()
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func _unhide() -> void:
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menu_list.show()
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func _hide() -> void:
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menu_list.hide()
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func resume() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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queue_free()
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func settings() -> void:
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var instance: Control = settings_scene.instantiate()
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settings_container.add_child(instance)
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instance.tree_exited.connect(_unhide)
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_hide()
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func quit() -> void:
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quit_confirm.show()
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func cancel_quit() -> void:
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quit_confirm.hide()
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func confirm_quit() -> void:
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get_tree().root.propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST)
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func end_game() -> void:
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end_game_confirm.show()
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func cancel_end_game() -> void:
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end_game_confirm.hide()
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func confirm_end_game() -> void:
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print_debug("TODO")
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#world.fade_to_title()
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