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>
This commit is contained in:
megaproxy 2026-05-12 12:06:38 +01:00
parent b9093dd24b
commit 0b2e0fcd03
11 changed files with 300 additions and 1 deletions

View file

@ -227,6 +227,26 @@ func _collect_to_dict() -> Dictionary:
# ── interaction ───────────────────────────────────────────────────────────────
func _unhandled_input(event: InputEvent) -> void:
# Comma — toggle settings menu. Guard: don't open if already in a modal
# (this IS the modal, so just toggle based on current visibility).
if event.is_action_pressed("open_settings"):
if _dim != null and _dim.visible:
_set_visible(false)
Audit.log("settings_menu", "hotkey close")
else:
open()
Audit.log("settings_menu", "hotkey open")
get_viewport().set_input_as_handled()
return
# Escape — close if open (discards edits, same as Cancel button).
if event.is_action_pressed("cancel") and _dim != null and _dim.visible:
Audit.log("settings_menu", "escape: cancelled")
_set_visible(false)
get_viewport().set_input_as_handled()
return
func _on_save_pressed() -> void:
GameState.apply_settings(_collect_to_dict())
Audit.log("settings_menu", "settings saved")
@ -241,6 +261,9 @@ func _on_cancel_pressed() -> void:
# ── visibility ────────────────────────────────────────────────────────────────
func _set_visible(v: bool) -> void:
# Toggle CanvasLayer.visible so the dim Control (MOUSE_FILTER_STOP) does not
# eat _unhandled_input mouse events for the world below when modal is hidden.
visible = v
if _dim != null:
_dim.visible = v
if _panel != null: