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extends Control
class_name MenuManager

@onready var menus = {
	"main": $MainMenu,
	"credits": $CreditsMenu,
	"settings": $SettingsMenu
}
@onready var transition = $SceneTransition

var menu_stack = ["main"]

func _ready():
	Global.focus_first_button(menus[menu_stack.back()])
	
	if Global.fade_next:
		Global.fade_next = false
		transition.fade_in()

func _input(_event):
	if Input.is_action_just_pressed("ui_cancel") && menu_stack.size() > 1:
		go_back()

func goto(menu_name: String):
	show_menu(menu_name)
	menu_stack.push_back(menu_name)
	print("Go to called. Stack: " + str(menu_stack))

func go_back():
	menu_stack.pop_back()
	if menu_stack.is_empty():
		Global.showError("Menu stack empty")
	show_menu(menu_stack.back())
	print("Go back called. Stack: " + str(menu_stack))

func show_menu(menu_name: String):
	for k in menus.keys():
		if k == menu_name:
			menus[k].show()
			if menus[k].has_method("prepare"):
				menus[k].prepare() # Optionally run some code
			Global.focus_first_button(menus[k])
		else:
			menus[k].hide()