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extends Node3D
## VR start screen UI panel.
## Renders a 2D UI in a SubViewport on a QuadMesh in VR space.
## Allows user to enter server URL/port, connect, and launch AR mode.
## Includes an in-VR numpad since the Quest system keyboard doesn't work in XR mode.
signal connect_requested(host: String, port: int)
signal launch_ar_requested()
@onready var ui_mesh: MeshInstance3D = $UIMesh
@onready var viewport: SubViewport = $UIMesh/SubViewport
@onready var host_input: LineEdit = $UIMesh/SubViewport/PanelContainer/MarginContainer/VBox/ServerRow/HostInput
@onready var port_input: LineEdit = $UIMesh/SubViewport/PanelContainer/MarginContainer/VBox/PortRow/PortInput
@onready var connect_button: Button = $UIMesh/SubViewport/PanelContainer/MarginContainer/VBox/ConnectButton
@onready var status_label: Label = $UIMesh/SubViewport/PanelContainer/MarginContainer/VBox/StatusLabel
@onready var launch_ar_button: Button = $UIMesh/SubViewport/PanelContainer/MarginContainer/VBox/LaunchARButton
@onready var vbox: VBoxContainer = $UIMesh/SubViewport/PanelContainer/MarginContainer/VBox
var _is_connected: bool = false
var _numpad_container: VBoxContainer
var _active_input: LineEdit # Which input field the numpad types into
func _ready() -> void:
add_to_group("start_screen")
connect_button.pressed.connect(_on_connect_pressed)
launch_ar_button.pressed.connect(_on_launch_ar_pressed)
# Show numpad when input fields are focused
host_input.focus_entered.connect(_on_input_focused.bind(host_input))
port_input.focus_entered.connect(_on_input_focused.bind(port_input))
# Build the in-VR numpad
_build_numpad()
# Set up the mesh material to display the SubViewport
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_texture = viewport.get_texture()
material.transparency = BaseMaterial3D.TRANSPARENCY_DISABLED
ui_mesh.material_override = material
print("[StartScreen] Ready")
func _build_numpad() -> void:
_numpad_container = VBoxContainer.new()
_numpad_container.add_theme_constant_override("separation", 6)
_numpad_container.visible = false
# Button rows: [1,2,3] [4,5,6] [7,8,9] [.,0,<-] [Clear, Done]
var rows := [
["1", "2", "3"],
["4", "5", "6"],
["7", "8", "9"],
[".", "0", "<"],
["Clear", "Done"],
]
for row in rows:
var hbox := HBoxContainer.new()
hbox.add_theme_constant_override("separation", 6)
hbox.alignment = BoxContainer.ALIGNMENT_CENTER
for key in row:
var btn := Button.new()
btn.text = key
btn.custom_minimum_size = Vector2(80, 55)
btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
if key == "Clear" or key == "Done":
btn.custom_minimum_size = Vector2(130, 55)
btn.add_theme_font_size_override("font_size", 26)
btn.pressed.connect(_on_numpad_key.bind(key))
hbox.add_child(btn)
_numpad_container.add_child(hbox)
# Insert numpad after the PortRow
var port_row_idx := port_input.get_parent().get_index()
vbox.add_child(_numpad_container)
vbox.move_child(_numpad_container, port_row_idx + 1)
func _on_input_focused(input: LineEdit) -> void:
_active_input = input
_numpad_container.visible = true
func _on_numpad_key(key: String) -> void:
if _active_input == null:
return
if key == "<":
# Backspace
var t := _active_input.text
if t.length() > 0:
_active_input.text = t.substr(0, t.length() - 1)
_active_input.caret_column = _active_input.text.length()
elif key == "Clear":
_active_input.text = ""
_active_input.caret_column = 0
elif key == "Done":
_numpad_container.visible = false
_active_input.release_focus()
_active_input = null
else:
_active_input.text += key
_active_input.caret_column = _active_input.text.length()
func _on_connect_pressed() -> void:
# Hide numpad if open
_numpad_container.visible = false
var host := host_input.text.strip_edges()
if host.is_empty():
update_status("Please enter a server address")
return
var port := int(port_input.text.strip_edges())
if port <= 0 or port > 65535:
update_status("Invalid port number")
return
update_status("Connecting to %s:%d..." % [host, port])
connect_requested.emit(host, port)
func _on_launch_ar_pressed() -> void:
launch_ar_requested.emit()
func update_status(text: String) -> void:
status_label.text = text
func set_connected(connected: bool) -> void:
_is_connected = connected
if connected:
update_status("Connected!")
connect_button.text = "Disconnect"
else:
if connect_button.text == "Disconnect":
update_status("Disconnected")
connect_button.text = "Connect to Server"
func show_screen() -> void:
visible = true
func hide_screen() -> void:
visible = false