class_name BuildDrawerThumb extends Control
## Procedural preview thumbnail for one BuildDrawer tool button.
##
## Each tool_id dispatches to a small _draw call that renders a recognisable
## silhouette of the entity that tool builds.  All shapes live inside a 40×40
## box centred in this control's size — the parent button supplies the panel
## frame; this widget only paints the icon.
##
## Cheaper than instantiating live entity scenes into SubViewports; pure draw
## calls, no allocations, recomputes only when the button repaints.

## Tool identifier — drives the shape dispatch in _draw.
var tool_id: StringName = &""


func _draw() -> void:
	var c := size / 2.0 + Vector2(0, -2)  # slight upward bias for label clearance
	# Soft shadow under every thumb (subtle depth cue against the parchment).
	draw_circle(c + Vector2(0, 12), 14.0, Color(0, 0, 0, 0.08))
	var outline := Color(0.10, 0.07, 0.05, 0.85)
	match tool_id:
		&"build_wall_stone":
			# Grey brick wall with staggered courses.
			var brick := Color(0.62, 0.60, 0.58)
			var brick_hi := Color(0.78, 0.76, 0.72)
			var mortar := Color(0.30, 0.28, 0.26)
			var r := Rect2(c.x - 16, c.y - 16, 32, 32)
			draw_rect(r, brick)
			# Three brick courses, staggered seams.
			for i in 3:
				var y: float = r.position.y + i * 11 + 4
				draw_line(Vector2(r.position.x, y), Vector2(r.end.x, y), mortar, 1.0)
			# Vertical seams (staggered per row).
			for i in 3:
				var y: float = r.position.y + i * 11 + 4
				var stagger: float = 0.0 if i % 2 == 0 else 8.0
				var x_offs: Array[float] = [-8.0, 0.0, 8.0]
				for x_off in x_offs:
					var x: float = c.x + x_off + stagger
					if x >= r.position.x and x <= r.end.x:
						draw_line(Vector2(x, y - 11), Vector2(x, y), mortar, 1.0)
			# Top edge highlight.
			draw_rect(Rect2(r.position.x, r.position.y, r.size.x, 3), brick_hi)
			draw_rect(r, outline, false, 1.0)
		&"build_wall_wood":
			# Brown wood-plank wall, 3 vertical planks.
			var wood := Color(0.65, 0.45, 0.25)
			var wood_dark := Color(0.42, 0.27, 0.12)
			var r := Rect2(c.x - 16, c.y - 16, 32, 32)
			draw_rect(r, wood)
			draw_line(Vector2(c.x - 5.5, r.position.y), Vector2(c.x - 5.5, r.end.y), wood_dark, 1.0)
			draw_line(Vector2(c.x + 5.5, r.position.y), Vector2(c.x + 5.5, r.end.y), wood_dark, 1.0)
			# Knot details (small dots).
			draw_circle(Vector2(c.x - 11, c.y - 6), 1.2, wood_dark)
			draw_circle(Vector2(c.x + 1, c.y + 4), 1.2, wood_dark)
			draw_rect(r, outline, false, 1.0)
		&"build_floor_wood":
			# Tan floorboard plan-view — 4 planks horizontal with grain.
			var board := Color(0.78, 0.58, 0.32)
			var board_dark := Color(0.50, 0.32, 0.16)
			var r := Rect2(c.x - 16, c.y - 12, 32, 24)
			draw_rect(r, board)
			for i in 1.0:
				pass  # placeholder loop
			draw_line(Vector2(r.position.x, c.y - 6), Vector2(r.end.x, c.y - 6), board_dark, 1.0)
			draw_line(Vector2(r.position.x, c.y), Vector2(r.end.x, c.y), board_dark, 1.0)
			draw_line(Vector2(r.position.x, c.y + 6), Vector2(r.end.x, c.y + 6), board_dark, 1.0)
			draw_rect(r, outline, false, 1.0)
		&"build_floor_stone":
			# Grey paving stones — 2×2 grid with cross-mortar.
			var stone := Color(0.65, 0.63, 0.60)
			var mortar := Color(0.35, 0.33, 0.30)
			var r := Rect2(c.x - 16, c.y - 12, 32, 24)
			draw_rect(r, stone)
			draw_line(Vector2(c.x, r.position.y), Vector2(c.x, r.end.y), mortar, 1.0)
			draw_line(Vector2(r.position.x, c.y), Vector2(r.end.x, c.y), mortar, 1.0)
			draw_rect(r, outline, false, 1.0)
		&"build_door":
			# Wooden door — rounded-top arch silhouette with a handle dot.
			var door := Color(0.55, 0.35, 0.15)
			var door_hi := Color(0.75, 0.50, 0.25)
			var handle := Color(0.95, 0.80, 0.20)
			# Body
			var pts: PackedVector2Array = PackedVector2Array([
				Vector2(c.x - 10, c.y + 16), Vector2(c.x - 10, c.y - 6),
				Vector2(c.x - 8, c.y - 12), Vector2(c.x, c.y - 16),
				Vector2(c.x + 8, c.y - 12), Vector2(c.x + 10, c.y - 6),
				Vector2(c.x + 10, c.y + 16),
			])
			draw_colored_polygon(pts, door)
			# Inner plank seam.
			draw_line(Vector2(c.x, c.y - 14), Vector2(c.x, c.y + 14), door_hi, 1.0)
			# Handle.
			draw_circle(Vector2(c.x + 5, c.y + 4), 1.5, handle)
			draw_polyline(pts + PackedVector2Array([pts[0]]), outline, 1.0)
		&"build_crate":
			# Wooden crate — brown box with X cross-bracing on the front.
			var wood := Color(0.65, 0.42, 0.18)
			var wood_dark := Color(0.42, 0.27, 0.10)
			var r := Rect2(c.x - 14, c.y - 12, 28, 24)
			draw_rect(r, wood)
			# Top edge bevel.
			draw_rect(Rect2(r.position.x, r.position.y, r.size.x, 3), Color(0.85, 0.62, 0.30))
			# X cross-bracing.
			draw_line(r.position, r.end, wood_dark, 2.0)
			draw_line(Vector2(r.position.x, r.end.y), Vector2(r.end.x, r.position.y), wood_dark, 2.0)
			draw_rect(r, outline, false, 1.0)
		&"build_bed":
			# Top-down bed view — wood frame, pillow top, blanket body.
			var frame := Color(0.55, 0.35, 0.15)
			var blanket := Color(0.55, 0.42, 0.78)
			var pillow := Color(0.95, 0.93, 0.85)
			var r := Rect2(c.x - 12, c.y - 14, 24, 28)
			# Frame.
			draw_rect(r, frame)
			# Blanket inside (slightly inset).
			draw_rect(Rect2(r.position.x + 2, r.position.y + 8, r.size.x - 4, r.size.y - 10), blanket)
			# Pillow at top.
			draw_rect(Rect2(r.position.x + 2, r.position.y + 2, r.size.x - 4, 5), pillow)
			# Outline.
			draw_rect(r, outline, false, 1.0)
		&"build_torch":
			# Wall torch — vertical brown shaft with orange flame above.
			var shaft := Color(0.45, 0.28, 0.12)
			var bracket := Color(0.35, 0.35, 0.38)
			var flame_outer := Color(0.95, 0.40, 0.05)
			var flame_inner := Color(1.00, 0.85, 0.30)
			# Wall bracket
			draw_rect(Rect2(c.x - 8, c.y + 6, 16, 4), bracket)
			# Torch shaft.
			draw_rect(Rect2(c.x - 2, c.y - 6, 4, 14), shaft)
			# Flame teardrop.
			draw_circle(Vector2(c.x, c.y - 10), 5.0, flame_outer)
			draw_circle(Vector2(c.x, c.y - 12), 2.5, flame_inner)
			# Smoke wisp.
			draw_line(Vector2(c.x, c.y - 16), Vector2(c.x + 2, c.y - 20), Color(0.70, 0.70, 0.70, 0.6), 1.0)
		&"build_workbench_carpenter":
			# Wood bench with saw on top, two legs visible.
			var plank_top := Color(0.78, 0.55, 0.30)
			var plank_front := Color(0.55, 0.38, 0.22)
			var leg := Color(0.32, 0.22, 0.10)
			var saw_blade := Color(0.82, 0.82, 0.85)
			var saw_handle := Color(0.55, 0.30, 0.15)
			# Legs.
			draw_rect(Rect2(c.x - 14, c.y, 3, 16), leg)
			draw_rect(Rect2(c.x + 11, c.y, 3, 16), leg)
			# Bench body.
			draw_rect(Rect2(c.x - 16, c.y - 4, 32, 8), plank_front)
			draw_rect(Rect2(c.x - 16, c.y - 8, 32, 4), plank_top)
			# Saw blade.
			draw_rect(Rect2(c.x - 4, c.y - 12, 12, 2), saw_blade)
			draw_rect(Rect2(c.x + 8, c.y - 13, 4, 4), saw_handle)
			draw_rect(Rect2(c.x - 16, c.y - 12, 32, 16), outline, false, 1.0)
		&"build_workbench_smelter":
			# Stone furnace with ember opening + smoke from chimney.
			var stone := Color(0.55, 0.55, 0.55)
			var stone_front := Color(0.42, 0.42, 0.43)
			var ember := Color(0.98, 0.55, 0.10)
			var ember_core := Color(1.00, 0.85, 0.30)
			var chimney := Color(0.32, 0.30, 0.30)
			var smoke := Color(0.75, 0.73, 0.70, 0.7)
			# Stone body.
			draw_rect(Rect2(c.x - 14, c.y - 8, 28, 22), stone_front)
			draw_rect(Rect2(c.x - 14, c.y - 11, 28, 4), stone)
			# Ember mouth.
			draw_rect(Rect2(c.x - 7, c.y - 2, 14, 8), Color(0.18, 0.10, 0.06))
			draw_rect(Rect2(c.x - 5, c.y, 10, 4), ember)
			draw_rect(Rect2(c.x - 3, c.y + 1, 6, 2), ember_core)
			# Chimney + smoke.
			draw_rect(Rect2(c.x + 4, c.y - 16, 5, 6), chimney)
			draw_line(Vector2(c.x + 6, c.y - 18), Vector2(c.x + 5, c.y - 23), smoke, 1.5)
			draw_rect(Rect2(c.x - 14, c.y - 11, 28, 25), outline, false, 1.0)
		&"build_workbench_millstone":
			# Wood frame + round grindstone wheel.
			var frame_front := Color(0.42, 0.26, 0.12)
			var frame_top := Color(0.55, 0.36, 0.18)
			var wheel := Color(0.55, 0.53, 0.50)
			var wheel_rim := Color(0.20, 0.18, 0.16)
			var wheel_dark := Color(0.34, 0.32, 0.30)
			# Frame.
			draw_rect(Rect2(c.x - 14, c.y + 2, 28, 12), frame_front)
			draw_rect(Rect2(c.x - 14, c.y - 1, 28, 5), frame_top)
			# Wheel.
			draw_circle(c + Vector2(0, -4), 11.0, wheel_rim)
			draw_circle(c + Vector2(0, -4), 9.5, wheel)
			# Front-face shadow (lower half).
			draw_rect(Rect2(c.x - 9, c.y - 4, 18, 9), wheel_dark)
			# Center pin.
			draw_circle(c + Vector2(0, -4), 2.0, Color(0.18, 0.16, 0.14))
			draw_rect(Rect2(c.x - 14, c.y - 15, 28, 29), outline, false, 1.0)
		&"build_workbench_hearth":
			# Tall stone fireplace with wood mantle + flame.
			var stone := Color(0.60, 0.58, 0.55)
			var stone_dark := Color(0.42, 0.40, 0.38)
			var mantle := Color(0.50, 0.34, 0.20)
			var opening := Color(0.10, 0.05, 0.02)
			var flame_outer := Color(0.95, 0.40, 0.05)
			var flame_inner := Color(1.00, 0.85, 0.30)
			var log_wood := Color(0.55, 0.32, 0.15)
			# Stone surround.
			draw_rect(Rect2(c.x - 14, c.y - 16, 28, 32), stone)
			draw_line(Vector2(c.x - 14, c.y - 8), Vector2(c.x + 14, c.y - 8), stone_dark, 1.0)
			# Mantle band.
			draw_rect(Rect2(c.x - 14, c.y - 6, 28, 3), mantle)
			# Opening.
			draw_rect(Rect2(c.x - 9, c.y - 2, 18, 18), opening)
			# Log.
			draw_rect(Rect2(c.x - 6, c.y + 10, 12, 3), log_wood)
			# Flame.
			draw_rect(Rect2(c.x - 4, c.y + 4, 8, 6), flame_outer)
			draw_rect(Rect2(c.x - 3, c.y + 1, 6, 4), flame_outer)
			draw_rect(Rect2(c.x - 2, c.y + 4, 4, 4), flame_inner)
			draw_rect(Rect2(c.x - 14, c.y - 16, 28, 32), outline, false, 1.0)
		&"build_workbench_cremation_pyre":
			# Charred wood pile with ember glow + ash smoke.
			var base_top := Color(0.30, 0.22, 0.12)
			var base_front := Color(0.22, 0.15, 0.08)
			var ember := Color(0.95, 0.45, 0.10)
			var ash_grey := Color(0.70, 0.68, 0.65, 0.7)
			draw_rect(Rect2(c.x - 14, c.y - 4, 28, 16), base_front)
			draw_rect(Rect2(c.x - 14, c.y - 8, 28, 4), base_top)
			draw_rect(Rect2(c.x - 9, c.y + 2, 18, 4), ember)
			# Smoke wisps.
			draw_rect(Rect2(c.x - 5, c.y - 14, 2, 6), ash_grey)
			draw_rect(Rect2(c.x + 1, c.y - 16, 2, 8), ash_grey)
			draw_rect(Rect2(c.x + 5, c.y - 12, 2, 4), ash_grey)
			draw_rect(Rect2(c.x - 14, c.y - 8, 28, 20), outline, false, 1.0)
		&"paint_stockpile":
			# Green tile with dashed boundary — a designated stockpile zone.
			var fill := Color(0.35, 0.65, 0.30, 0.45)
			var border := Color(0.20, 0.45, 0.15)
			var r := Rect2(c.x - 14, c.y - 12, 28, 24)
			draw_rect(r, fill)
			# Dashed border: 4 dashes per side.
			for i in 4:
				draw_line(Vector2(r.position.x + i * 7, r.position.y),
					Vector2(r.position.x + i * 7 + 4, r.position.y), border, 2.0)
				draw_line(Vector2(r.position.x + i * 7, r.end.y),
					Vector2(r.position.x + i * 7 + 4, r.end.y), border, 2.0)
			for i in 3:
				draw_line(Vector2(r.position.x, r.position.y + i * 8),
					Vector2(r.position.x, r.position.y + i * 8 + 4), border, 2.0)
				draw_line(Vector2(r.end.x, r.position.y + i * 8),
					Vector2(r.end.x, r.position.y + i * 8 + 4), border, 2.0)
		&"graveyard":
			# Dark earth tile + grave cross marker.
			var earth := Color(0.35, 0.28, 0.20)
			var earth_hi := Color(0.50, 0.40, 0.28)
			var cross := Color(0.78, 0.78, 0.76)
			var r := Rect2(c.x - 14, c.y - 12, 28, 24)
			draw_rect(r, earth)
			draw_line(Vector2(r.position.x, r.position.y + 3), Vector2(r.end.x, r.position.y + 3), earth_hi, 1.0)
			# Cross (gravestone marker).
			draw_rect(Rect2(c.x - 1.5, c.y - 8, 3, 18), cross)
			draw_rect(Rect2(c.x - 6, c.y - 4, 12, 3), cross)
			draw_rect(r, outline, false, 1.0)
		&"chop":
			# Axe head + handle silhouette over a green target tile.
			var grass := Color(0.35, 0.65, 0.30, 0.35)
			var handle := Color(0.55, 0.35, 0.15)
			var blade := Color(0.78, 0.80, 0.85)
			var blade_dark := Color(0.45, 0.48, 0.52)
			draw_rect(Rect2(c.x - 14, c.y - 12, 28, 24), grass)
			# Handle (diagonal).
			draw_line(Vector2(c.x - 8, c.y + 10), Vector2(c.x + 6, c.y - 8), handle, 3.0)
			# Axe head.
			var ax_pts: PackedVector2Array = PackedVector2Array([
				Vector2(c.x + 2, c.y - 12), Vector2(c.x + 12, c.y - 6),
				Vector2(c.x + 8, c.y), Vector2(c.x - 2, c.y - 4),
			])
			draw_colored_polygon(ax_pts, blade)
			draw_polyline(ax_pts + PackedVector2Array([ax_pts[0]]), blade_dark, 1.0)
		&"mine":
			# Pickaxe over a grey stone tile.
			var stone := Color(0.62, 0.60, 0.58, 0.4)
			var handle := Color(0.55, 0.35, 0.15)
			var head := Color(0.48, 0.48, 0.52)
			var head_dark := Color(0.28, 0.28, 0.32)
			draw_rect(Rect2(c.x - 14, c.y - 12, 28, 24), stone)
			# Handle.
			draw_line(Vector2(c.x - 8, c.y + 10), Vector2(c.x + 6, c.y - 8), handle, 3.0)
			# Two-pointed pickaxe head.
			var pk_pts: PackedVector2Array = PackedVector2Array([
				Vector2(c.x - 6, c.y - 12), Vector2(c.x + 12, c.y - 6),
				Vector2(c.x + 4, c.y - 2), Vector2(c.x, c.y - 6),
				Vector2(c.x - 4, c.y - 4),
			])
			draw_colored_polygon(pk_pts, head)
			draw_polyline(pk_pts + PackedVector2Array([pk_pts[0]]), head_dark, 1.0)
		&"dig_grave":
			# Shovel + earth mound.
			var earth := Color(0.35, 0.25, 0.15)
			var earth_hi := Color(0.55, 0.40, 0.25)
			var handle := Color(0.55, 0.35, 0.15)
			var blade := Color(0.55, 0.55, 0.60)
			# Earth mound at bottom.
			var mound: PackedVector2Array = PackedVector2Array([
				Vector2(c.x - 14, c.y + 12), Vector2(c.x + 14, c.y + 12),
				Vector2(c.x + 8, c.y + 4), Vector2(c.x - 8, c.y + 4),
			])
			draw_colored_polygon(mound, earth)
			draw_line(Vector2(c.x - 6, c.y + 6), Vector2(c.x + 6, c.y + 6), earth_hi, 1.0)
			# Shovel handle.
			draw_line(Vector2(c.x - 8, c.y + 10), Vector2(c.x + 4, c.y - 10), handle, 3.0)
			# Shovel blade.
			var sh_pts: PackedVector2Array = PackedVector2Array([
				Vector2(c.x + 3, c.y - 12), Vector2(c.x + 10, c.y - 10),
				Vector2(c.x + 10, c.y - 4), Vector2(c.x + 4, c.y - 4),
			])
			draw_colored_polygon(sh_pts, blade)
		&"no_roof":
			# Open square with up-arrow (cancel-roof designation).
			var sky := Color(0.55, 0.75, 0.95, 0.4)
			var border := Color(0.20, 0.40, 0.65)
			var arrow := Color(0.95, 0.95, 0.95)
			# Square outline (dashed corners) representing the cell.
			draw_rect(Rect2(c.x - 14, c.y - 12, 28, 24), sky)
			# Corner brackets.
			var corners: Array = [
				[Vector2(c.x - 14, c.y - 12), Vector2(1, 0), Vector2(0, 1)],
				[Vector2(c.x + 14, c.y - 12), Vector2(-1, 0), Vector2(0, 1)],
				[Vector2(c.x - 14, c.y + 12), Vector2(1, 0), Vector2(0, -1)],
				[Vector2(c.x + 14, c.y + 12), Vector2(-1, 0), Vector2(0, -1)],
			]
			for corner in corners:
				var pos: Vector2 = corner[0]
				var dx: Vector2 = corner[1]
				var dy: Vector2 = corner[2]
				draw_line(pos, pos + dx * 5.0, border, 2.0)
				draw_line(pos, pos + dy * 5.0, border, 2.0)
			# Up arrow centred.
			draw_line(Vector2(c.x, c.y + 6), Vector2(c.x, c.y - 6), arrow, 2.0)
			draw_line(Vector2(c.x, c.y - 6), Vector2(c.x - 4, c.y - 2), arrow, 2.0)
			draw_line(Vector2(c.x, c.y - 6), Vector2(c.x + 4, c.y - 2), arrow, 2.0)
		&"paint_quarry":
			# Stone block on wood frame + small pile of cut stones beside.
			var frame := Color(0.42, 0.26, 0.12)
			var frame_top := Color(0.55, 0.36, 0.18)
			var stone := Color(0.65, 0.63, 0.60)
			var stone_hi := Color(0.82, 0.80, 0.76)
			var stone_dark := Color(0.32, 0.30, 0.28)
			var chisel_steel := Color(0.78, 0.80, 0.85)
			# Wood frame base.
			draw_rect(Rect2(c.x - 14, c.y + 6, 28, 8), frame)
			draw_rect(Rect2(c.x - 14, c.y + 3, 28, 3), frame_top)
			# Large stone block on top.
			draw_rect(Rect2(c.x - 10, c.y - 8, 14, 11), stone)
			draw_rect(Rect2(c.x - 10, c.y - 8, 14, 3), stone_hi)
			# Chisel marks (3 short dark lines on the stone face).
			draw_line(Vector2(c.x - 6, c.y - 3), Vector2(c.x - 4, c.y - 3), stone_dark, 1.0)
			draw_line(Vector2(c.x - 2, c.y - 3), Vector2(c.x, c.y - 3), stone_dark, 1.0)
			draw_line(Vector2(c.x + 2, c.y - 3), Vector2(c.x - 0, c.y - 3), stone_dark, 1.0)
			# Pile of cut stones beside the block.
			draw_rect(Rect2(c.x + 6, c.y, 4, 3), stone)
			draw_rect(Rect2(c.x + 8, c.y - 3, 3, 3), stone_hi)
			# Chisel tool on top of block.
			draw_rect(Rect2(c.x - 4, c.y - 12, 2, 4), chisel_steel)
			draw_rect(Rect2(c.x - 5, c.y - 13, 4, 2), frame_top)
		&"plant_tree":
			# Green sapling sprout rising from dirt — signals manual tree planting.
			var dirt := Color(0.45, 0.32, 0.18)
			var dirt_hi := Color(0.62, 0.46, 0.28)
			var stem := Color(0.35, 0.22, 0.10)
			var leaf_a := Color(0.30, 0.65, 0.20)
			var leaf_b := Color(0.25, 0.55, 0.18)
			# Dirt base rectangle.
			draw_rect(Rect2(c.x - 14, c.y + 2, 28, 14), dirt)
			draw_line(Vector2(c.x - 14, c.y + 5), Vector2(c.x + 14, c.y + 5), dirt_hi, 1.0)
			# Stem.
			draw_line(Vector2(c.x, c.y + 2), Vector2(c.x, c.y - 8), stem, 2.0)
			# Three leaf dots at top of stem.
			draw_circle(Vector2(c.x, c.y - 10), 4.0, leaf_a)
			draw_circle(Vector2(c.x - 5, c.y - 6), 3.0, leaf_b)
			draw_circle(Vector2(c.x + 5, c.y - 5), 3.0, leaf_b)
		_:
			# Unknown tool — small grey placeholder.
			draw_rect(Rect2(c.x - 12, c.y - 12, 24, 24), Color(0.50, 0.50, 0.50))
			draw_rect(Rect2(c.x - 12, c.y - 12, 24, 24), outline, false, 1.0)
