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

@ -159,6 +159,27 @@ func cells() -> Array[Vector2i]:
# ── input ────────────────────────────────────────────────────────────────────
## _input runs before _unhandled_input so Escape / right-click tool-cancel takes
## priority over Selection's deselect and over panel close-handlers.
func _input(event: InputEvent) -> void:
if _tool == TOOL_NONE:
return
# Escape — cancel the active tool; consume so lower handlers don't also fire.
if event.is_action_pressed("cancel"):
set_active_tool(TOOL_NONE)
get_viewport().set_input_as_handled()
Audit.log("designation", "escape: tool cancelled")
return
# Right-click — also cancel the active tool (RTS convention).
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
set_active_tool(TOOL_NONE)
get_viewport().set_input_as_handled()
Audit.log("designation", "right-click: tool cancelled")
return
func _unhandled_input(event: InputEvent) -> void:
if _tool == TOOL_NONE or _paint_layer == null:
return