PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect
Adds full PC keyboard+mouse support on top of existing touch controls. Touch paths untouched. All input goes through named actions in project.godot. Bindings: - WASD / arrows: camera pan (speed scales with zoom) - = / -: keyboard zoom in/out - C / Home: center on selected pawn - Tab / Shift+Tab: cycle through pawns (pans camera to selection) - B / L / P / ,: toggle BuildDrawer / AlertsLog / WorkPriorityMatrix / Settings - Escape: cancel active designation tool > close topmost panel > deselect pawn - Right-click: cancel active tool or deselect pawn (RTS convention) - F: speed_cycle (action restored; handler still TODO) - pawn_prev action removed; Shift+Tab read via event.shift_pressed inline Escape priority enforced by Designation._input running before _unhandled_input plus each panel consuming its own cancel action when visible. Also fixes a pre-existing pre-Phase-17 bug: WorkPriorityMatrix, AlertsLog, StorytellerModal, LoadMenu, and SettingsMenu had MOUSE_FILTER_STOP Controls (Backdrop / Dim) that remained input-active when the panel was "closed" — their open/close paths only toggled _root.visible / _panel.visible, never CanvasLayer.visible. World mouse events (right-click deselect, left-click pawn-select) were silently eaten. Now each _set_visible / open / close toggles self.visible (the CanvasLayer) so input dispatch shuts off properly. Verified end-to-end via MCP runtime: WASD pan, zoom keys, Tab+Shift+Tab cycle, B-open + Escape-close, right-click deselect, left-click pawn-select all working in sequence with no input bleed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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11 changed files with 300 additions and 1 deletions
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@ -227,6 +227,26 @@ func _collect_to_dict() -> Dictionary:
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# ── interaction ───────────────────────────────────────────────────────────────
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func _unhandled_input(event: InputEvent) -> void:
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# Comma — toggle settings menu. Guard: don't open if already in a modal
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# (this IS the modal, so just toggle based on current visibility).
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if event.is_action_pressed("open_settings"):
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if _dim != null and _dim.visible:
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_set_visible(false)
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Audit.log("settings_menu", "hotkey close")
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else:
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open()
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Audit.log("settings_menu", "hotkey open")
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get_viewport().set_input_as_handled()
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return
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# Escape — close if open (discards edits, same as Cancel button).
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if event.is_action_pressed("cancel") and _dim != null and _dim.visible:
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Audit.log("settings_menu", "escape: cancelled")
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_set_visible(false)
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get_viewport().set_input_as_handled()
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return
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func _on_save_pressed() -> void:
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GameState.apply_settings(_collect_to_dict())
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Audit.log("settings_menu", "settings saved")
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@ -241,6 +261,9 @@ func _on_cancel_pressed() -> void:
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# ── visibility ────────────────────────────────────────────────────────────────
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func _set_visible(v: bool) -> void:
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# Toggle CanvasLayer.visible so the dim Control (MOUSE_FILTER_STOP) does not
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# eat _unhandled_input mouse events for the world below when modal is hidden.
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visible = v
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if _dim != null:
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_dim.visible = v
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if _panel != null:
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