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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@ -14,6 +14,7 @@ const CLICK_MAX_DURATION_MS: int = 300
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var _pathfinder: Pathfinder = null
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var _selected_pawn: Pawn = null
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var _camera = null # Camera2D (CameraRig) — set via bind_camera(); duck-typed to avoid circular preload
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# When Designation paint mode is active this flag is raised by Designation so
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# Selection does not also try to select/move on the same click.
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@ -29,13 +30,57 @@ func bind(pathfinder: Pathfinder) -> void:
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_pathfinder = pathfinder
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## Inject the CameraRig so Tab-cycle and center-on-selection can pan to the
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## selected pawn's tile. Call from world.gd after selection.bind().
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func bind_camera(rig) -> void:
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_camera = rig
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func selected() -> Pawn:
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return _selected_pawn
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func _unhandled_input(event: InputEvent) -> void:
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# ── Keyboard: Tab → cycle pawns (Shift+Tab reverses) ───────────────────────
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if event.is_action_pressed("pawn_next"):
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# Read shift from the event itself (set by the OS on the key event); more
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# reliable than Input.is_key_pressed(KEY_SHIFT) which doesn't reflect modifier
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# state from synthetic input events (MCP test injections).
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var reverse: bool = event is InputEventKey and event.shift_pressed
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_cycle_pawn(-1 if reverse else 1)
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get_viewport().set_input_as_handled()
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return
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# ── Keyboard: C / Home → center camera on selected pawn ─────────────────────
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if event.is_action_pressed("center_on_selection"):
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if _selected_pawn != null and _camera != null:
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_camera.pan_to_tile(_selected_pawn.tile)
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Audit.log("selection", "center_on_selection → %s" % _selected_pawn.tile)
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get_viewport().set_input_as_handled()
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return
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# ── Keyboard: Escape → deselect (lowest-priority; consumed last) ─────────────
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# Designation._input handles Escape first; panels handle it in _unhandled_input
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# before reaching here. If we still see it and have a selection, consume it.
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if event.is_action_pressed("cancel") and _selected_pawn != null:
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_deselect()
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get_viewport().set_input_as_handled()
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Audit.log("selection", "escape: deselected")
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return
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# ── Mouse: only handle button events below ───────────────────────────────────
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if not (event is InputEventMouseButton):
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return
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# ── Right-click: cancel designation (if active) or deselect pawn ─────────────
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if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
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# Designation cancellation is handled by Designation._input; if we see
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# this right-click, no designation was active. Deselect any selected pawn.
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if _selected_pawn != null:
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_deselect()
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get_viewport().set_input_as_handled()
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return
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if event.button_index != MOUSE_BUTTON_LEFT:
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return
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# Designation paint mode owns input while active; Selection steps aside.
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@ -102,3 +147,36 @@ func _select(pawn: Pawn) -> void:
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pawn.set_selected(true)
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EventBus.pawn_selected.emit(pawn)
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Audit.log("selection", "selected %s at %s" % [pawn.pawn_name, pawn.tile])
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## Clear the current selection without selecting another pawn.
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func _deselect() -> void:
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if _selected_pawn == null:
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return
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_selected_pawn.set_selected(false)
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EventBus.pawn_deselected.emit()
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Audit.log("selection", "deselected %s" % _selected_pawn.pawn_name)
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_selected_pawn = null
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## Cycle the selection forward (dir=1) or backward (dir=-1) through World.pawns.
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## Wraps around. If no pawn currently selected, picks World.pawns[0].
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## Pans the camera to the newly selected pawn's tile.
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func _cycle_pawn(dir: int) -> void:
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var pawns: Array = World.pawns
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if pawns.is_empty():
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return
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var next_pawn: Pawn
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if _selected_pawn == null:
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next_pawn = pawns[0]
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else:
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var idx: int = pawns.find(_selected_pawn)
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if idx == -1:
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next_pawn = pawns[0]
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else:
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idx = posmod(idx + dir, pawns.size())
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next_pawn = pawns[idx]
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_select(next_pawn)
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if _camera != null:
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_camera.pan_to_tile(next_pawn.tile)
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Audit.log("selection", "pawn_cycle dir=%d → %s" % [dir, next_pawn.pawn_name])
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