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No commits in common. "c20ce4054a0e57a4f1dd28a0326ab01c1ac7e480" and "8c1e6a1ffc25f2c788d364e9ebc8f059b42a766d" have entirely different histories.

2 changed files with 6 additions and 39 deletions

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@ -144,50 +144,16 @@ func _on_board_focused() -> void:
give_lore_feedback()
## Finalizes board state before closing (ends drags, cleans up transitions)
func _finalize_board_state() -> void:
print_debug("CardBoard: Finalizing board state before closing (context: %d)" % current_context)
# End any active drag operations
if current_context == DRAG and is_instance_valid(currently_active_node):
if currently_active_node.is_dragged:
print_debug(" Ending active drag for: %s" % currently_active_node.name)
_end_drag(currently_active_node)
# Stop dragging for all items (safety net in case _end_drag didn't catch everything)
for child in dropzone.get_children():
if (child is Card or child is StickyNote) and child.is_dragged:
print_debug(" Force-stopping drag for: %s" % child.name)
child.is_dragged = false
# Also check cards for attached stickies that might be dragged
for child in dropzone.get_children():
if child is Card:
var attached_sticky = child.get_attached_sticky_note()
if attached_sticky and attached_sticky.is_dragged:
print_debug(" Force-stopping drag for attached sticky: %s" % attached_sticky.name)
attached_sticky.is_dragged = false
# Return stickies to panels if in ASSIGN mode
if current_context == ASSIGN:
print_debug(" Returning stickies to panels (was in ASSIGN mode)")
_return_sticky_notes_to_panels()
# Reset context to NAVIGATE
current_context = NAVIGATE
print_debug("CardBoard: Board state finalized")
## Called when board loses focus
func _on_board_unfocused() -> void:
visible = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if is_node_ready():
# Finalize any drag operations before closing
_finalize_board_state()
process_mode = Node.PROCESS_MODE_DISABLED
# Stop any active dragging
for sticky in dropzone.get_children():
if sticky is StickyNote:
sticky.is_dragged = false
func reclaim_lost_focus(_thief):

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@ -126,6 +126,7 @@ func play_story() -> void:
Scenes.end_sequence(interaction_ui.scene_id) # todo: maybe later?
Scenes.player_enable.emit(true)
active = true
expand()
func play_board() -> void:
@ -137,7 +138,7 @@ func play_board() -> void:
# Hide the CanvasLayer when done
canvas_layer.hide()
Scenes.player_enable.emit(true)
active = true
expand()