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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@ -69,6 +69,11 @@ var _cells: Array = []
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func _ready() -> void:
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layer = 17
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_build_ui()
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# Hide the whole CanvasLayer when closed so the Backdrop ColorRect (which
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# has MOUSE_FILTER_STOP for click-outside-to-close) does not eat mouse
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# events in `_unhandled_input` for the world below. Toggling _root.visible
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# alone leaves the Backdrop alive and intercepting clicks.
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visible = false
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_root.visible = false
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Audit.log("work_priority_ui", "WorkPriorityMatrix ready")
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@ -78,12 +83,14 @@ func _ready() -> void:
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## Open the matrix panel and rebuild the grid from current pawn state.
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func open() -> void:
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_rebuild_grid()
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visible = true
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_root.visible = true
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Audit.log("work_priority_ui", "opened (pawns=%d)" % World.pawns.size())
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## Close the panel.
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func close() -> void:
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visible = false
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_root.visible = false
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Audit.log("work_priority_ui", "closed")
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@ -222,6 +229,22 @@ func _on_cell_pressed(pawn, category: StringName, btn: Button) -> void:
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Audit.log("work_priority_ui", "%s: %s → %d" % [pawn.pawn_name, String(category), next])
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func _unhandled_input(event: InputEvent) -> void:
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# P — toggle the work priority matrix.
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if event.is_action_pressed("open_priorities"):
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if _root != null and _root.visible:
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close()
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else:
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open()
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get_viewport().set_input_as_handled()
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return
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# Escape — close if open.
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if event.is_action_pressed("cancel") and _root != null and _root.visible:
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close()
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get_viewport().set_input_as_handled()
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return
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func _on_backdrop_input(event: InputEvent) -> void:
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# Tap on the backdrop (outside the panel) closes the matrix.
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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