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:
parent
b9093dd24b
commit
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11 changed files with 300 additions and 1 deletions
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@ -53,7 +53,7 @@ pause={
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}
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}
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speed_cycle={
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speed_cycle={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":70,"physical_keycode":0,"key_label":0,"unicode":70,"location":0,"echo":false,"script":null)
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]
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]
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}
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}
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speed_normal={
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speed_normal={
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@ -81,6 +81,73 @@ cancel={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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]
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}
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}
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pan_up={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":87,"location":0,"echo":false,"script":null),
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Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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pan_down={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":83,"location":0,"echo":false,"script":null),
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Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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pan_left={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"key_label":0,"unicode":65,"location":0,"echo":false,"script":null),
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Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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pan_right={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"key_label":0,"unicode":68,"location":0,"echo":false,"script":null),
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Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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zoom_in={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":61,"physical_keycode":0,"key_label":0,"unicode":61,"location":0,"echo":false,"script":null),
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Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194453,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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zoom_out={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":45,"physical_keycode":0,"key_label":0,"unicode":45,"location":0,"echo":false,"script":null),
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Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194452,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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center_on_selection={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194316,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null),
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Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":67,"physical_keycode":0,"key_label":0,"unicode":67,"location":0,"echo":false,"script":null)
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]
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}
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pawn_next={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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open_build={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":66,"physical_keycode":0,"key_label":0,"unicode":66,"location":0,"echo":false,"script":null)
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]
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}
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open_log={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":76,"physical_keycode":0,"key_label":0,"unicode":76,"location":0,"echo":false,"script":null)
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]
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}
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open_priorities={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":80,"physical_keycode":0,"key_label":0,"unicode":80,"location":0,"echo":false,"script":null)
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]
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}
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open_settings={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":44,"physical_keycode":0,"key_label":0,"unicode":44,"location":0,"echo":false,"script":null)
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]
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}
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[rendering]
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[rendering]
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@ -62,6 +62,10 @@ var log_button: Button = null
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func _ready() -> void:
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func _ready() -> void:
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layer = 19
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layer = 19
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_build_ui()
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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.
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visible = false
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_root.visible = false
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_root.visible = false
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EventBus.alert_added.connect(_on_alert_added)
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EventBus.alert_added.connect(_on_alert_added)
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@ -86,6 +90,7 @@ func _exit_tree() -> void:
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func open() -> void:
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func open() -> void:
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_rebuild_list()
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_rebuild_list()
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visible = true
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_root.visible = true
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_root.visible = true
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_unread_count = 0
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_unread_count = 0
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_update_badge()
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_update_badge()
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@ -93,6 +98,7 @@ func open() -> void:
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func close() -> void:
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func close() -> void:
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visible = false
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_root.visible = false
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_root.visible = false
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Audit.log("alerts_log", "closed")
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Audit.log("alerts_log", "closed")
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@ -277,6 +283,22 @@ func _pan_to(tile: Vector2i) -> void:
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close()
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close()
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func _unhandled_input(event: InputEvent) -> void:
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# L — toggle the alerts log.
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if event.is_action_pressed("open_log"):
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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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func _on_backdrop_input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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close()
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close()
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Audit.log("build_drawer", "tool cancelled")
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Audit.log("build_drawer", "tool cancelled")
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# ── keyboard input ───────────────────────────────────────────────────────────
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func _unhandled_input(event: InputEvent) -> void:
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# B — toggle the build drawer.
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if event.is_action_pressed("open_build"):
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toggle()
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get_viewport().set_input_as_handled()
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return
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# Escape — close if open (panel Escape runs before Selection deselect).
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if event.is_action_pressed("cancel") and _open:
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close()
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get_viewport().set_input_as_handled()
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return
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# ── helpers — visibility ─────────────────────────────────────────────────────
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# ── helpers — visibility ─────────────────────────────────────────────────────
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func _set_panel_visible(v: bool) -> void:
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func _set_panel_visible(v: bool) -> void:
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pass
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pass
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func _unhandled_input(event: InputEvent) -> void:
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# _set_visible drives _panel.visible, not CanvasLayer.visible — use _panel as the gate.
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if _panel == null or not _panel.visible:
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return
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if event.is_action_pressed("cancel"):
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# If the version-mismatch sub-dialog is open, dismiss it first.
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if _warn_panel != null and _warn_panel.visible:
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_on_warn_cancel()
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else:
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_close()
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get_viewport().set_input_as_handled()
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# ── public API ────────────────────────────────────────────────────────────────
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# ── public API ────────────────────────────────────────────────────────────────
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func open() -> void:
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func open() -> void:
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func _set_visible(v: bool) -> void:
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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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# (The warning sub-dialog visibility is managed separately and lives inside.)
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visible = v or (_warn_panel != null and _warn_panel.visible)
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if _dim != null:
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if _dim != null:
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_dim.visible = v
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_dim.visible = v
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if _panel != null:
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if _panel != null:
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# ── interaction ───────────────────────────────────────────────────────────────
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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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func _on_save_pressed() -> void:
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GameState.apply_settings(_collect_to_dict())
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GameState.apply_settings(_collect_to_dict())
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Audit.log("settings_menu", "settings saved")
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Audit.log("settings_menu", "settings saved")
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# ── visibility ────────────────────────────────────────────────────────────────
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# ── visibility ────────────────────────────────────────────────────────────────
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func _set_visible(v: bool) -> void:
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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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if _dim != null:
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_dim.visible = v
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_dim.visible = v
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if _panel != null:
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if _panel != null:
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# ── helpers ──────────────────────────────────────────────────────────────────
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# ── helpers ──────────────────────────────────────────────────────────────────
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func _set_visible(v: bool) -> void:
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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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if _dim != null:
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_dim.visible = v
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_dim.visible = v
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if _panel != null:
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if _panel != null:
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@ -69,6 +69,11 @@ var _cells: Array = []
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func _ready() -> void:
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func _ready() -> void:
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layer = 17
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layer = 17
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_build_ui()
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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
|
||||||
_root.visible = false
|
_root.visible = false
|
||||||
Audit.log("work_priority_ui", "WorkPriorityMatrix ready")
|
Audit.log("work_priority_ui", "WorkPriorityMatrix ready")
|
||||||
|
|
||||||
|
|
@ -78,12 +83,14 @@ func _ready() -> void:
|
||||||
## Open the matrix panel and rebuild the grid from current pawn state.
|
## Open the matrix panel and rebuild the grid from current pawn state.
|
||||||
func open() -> void:
|
func open() -> void:
|
||||||
_rebuild_grid()
|
_rebuild_grid()
|
||||||
|
visible = true
|
||||||
_root.visible = true
|
_root.visible = true
|
||||||
Audit.log("work_priority_ui", "opened (pawns=%d)" % World.pawns.size())
|
Audit.log("work_priority_ui", "opened (pawns=%d)" % World.pawns.size())
|
||||||
|
|
||||||
|
|
||||||
## Close the panel.
|
## Close the panel.
|
||||||
func close() -> void:
|
func close() -> void:
|
||||||
|
visible = false
|
||||||
_root.visible = false
|
_root.visible = false
|
||||||
Audit.log("work_priority_ui", "closed")
|
Audit.log("work_priority_ui", "closed")
|
||||||
|
|
||||||
|
|
@ -222,6 +229,22 @@ func _on_cell_pressed(pawn, category: StringName, btn: Button) -> void:
|
||||||
Audit.log("work_priority_ui", "%s: %s → %d" % [pawn.pawn_name, String(category), next])
|
Audit.log("work_priority_ui", "%s: %s → %d" % [pawn.pawn_name, String(category), next])
|
||||||
|
|
||||||
|
|
||||||
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
|
# P — toggle the work priority matrix.
|
||||||
|
if event.is_action_pressed("open_priorities"):
|
||||||
|
if _root != null and _root.visible:
|
||||||
|
close()
|
||||||
|
else:
|
||||||
|
open()
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
return
|
||||||
|
# Escape — close if open.
|
||||||
|
if event.is_action_pressed("cancel") and _root != null and _root.visible:
|
||||||
|
close()
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
return
|
||||||
|
|
||||||
|
|
||||||
func _on_backdrop_input(event: InputEvent) -> void:
|
func _on_backdrop_input(event: InputEvent) -> void:
|
||||||
# Tap on the backdrop (outside the panel) closes the matrix.
|
# Tap on the backdrop (outside the panel) closes the matrix.
|
||||||
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||||
|
|
|
||||||
|
|
@ -29,12 +29,26 @@ func _ready() -> void:
|
||||||
zoom = Vector2(target_zoom, target_zoom)
|
zoom = Vector2(target_zoom, target_zoom)
|
||||||
|
|
||||||
|
|
||||||
|
## Pan speed in world pixels per second at zoom 1.0.
|
||||||
|
## Scales inversely with zoom so on-screen apparent speed feels constant.
|
||||||
|
const PAN_SPEED_PX_PER_SEC: float = 600.0
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
# Lerp zoom toward target each render frame.
|
# Lerp zoom toward target each render frame.
|
||||||
# Plain 0.15 factor is correct at 60 fps; frame-rate independent form used for safety.
|
# Plain 0.15 factor is correct at 60 fps; frame-rate independent form used for safety.
|
||||||
var t: float = 1.0 - pow(1.0 - 0.15, delta * 60.0)
|
var t: float = 1.0 - pow(1.0 - 0.15, delta * 60.0)
|
||||||
zoom = zoom.lerp(Vector2(target_zoom, target_zoom), t)
|
zoom = zoom.lerp(Vector2(target_zoom, target_zoom), t)
|
||||||
|
|
||||||
|
# Keyboard pan — WASD / arrow keys. Strength gives an analogue-stick-style
|
||||||
|
# value (0..1) so held-key is continuous and action-just-pressed is not needed.
|
||||||
|
var pan_input := Vector2(
|
||||||
|
Input.get_action_strength("pan_right") - Input.get_action_strength("pan_left"),
|
||||||
|
Input.get_action_strength("pan_down") - Input.get_action_strength("pan_up"),
|
||||||
|
)
|
||||||
|
if pan_input != Vector2.ZERO:
|
||||||
|
position += pan_input.normalized() * (PAN_SPEED_PX_PER_SEC / zoom.x) * delta
|
||||||
|
|
||||||
|
|
||||||
func _unhandled_input(event: InputEvent) -> void:
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
# --- Pinch-zoom via magnify gesture (trackpad + native touch pinch) ---
|
# --- Pinch-zoom via magnify gesture (trackpad + native touch pinch) ---
|
||||||
|
|
@ -42,6 +56,16 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||||
target_zoom = clampf(target_zoom * event.factor, MIN_ZOOM, MAX_ZOOM)
|
target_zoom = clampf(target_zoom * event.factor, MIN_ZOOM, MAX_ZOOM)
|
||||||
return
|
return
|
||||||
|
|
||||||
|
# --- Keyboard zoom (= / + / KP_ADD and - / KP_SUBTRACT) ---
|
||||||
|
if event.is_action_pressed("zoom_in"):
|
||||||
|
target_zoom = clampf(target_zoom * 1.1, MIN_ZOOM, MAX_ZOOM)
|
||||||
|
Audit.log("camera", "zoom_in → %.2f" % target_zoom)
|
||||||
|
return
|
||||||
|
if event.is_action_pressed("zoom_out"):
|
||||||
|
target_zoom = clampf(target_zoom / 1.1, MIN_ZOOM, MAX_ZOOM)
|
||||||
|
Audit.log("camera", "zoom_out → %.2f" % target_zoom)
|
||||||
|
return
|
||||||
|
|
||||||
# --- Scroll-wheel zoom (desktop) ---
|
# --- Scroll-wheel zoom (desktop) ---
|
||||||
if event is InputEventMouseButton:
|
if event is InputEventMouseButton:
|
||||||
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
|
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
|
||||||
|
|
|
||||||
|
|
@ -159,6 +159,27 @@ func cells() -> Array[Vector2i]:
|
||||||
|
|
||||||
# ── input ────────────────────────────────────────────────────────────────────
|
# ── 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:
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
if _tool == TOOL_NONE or _paint_layer == null:
|
if _tool == TOOL_NONE or _paint_layer == null:
|
||||||
return
|
return
|
||||||
|
|
|
||||||
|
|
@ -14,6 +14,7 @@ const CLICK_MAX_DURATION_MS: int = 300
|
||||||
|
|
||||||
var _pathfinder: Pathfinder = null
|
var _pathfinder: Pathfinder = null
|
||||||
var _selected_pawn: Pawn = null
|
var _selected_pawn: Pawn = null
|
||||||
|
var _camera = null # Camera2D (CameraRig) — set via bind_camera(); duck-typed to avoid circular preload
|
||||||
|
|
||||||
# When Designation paint mode is active this flag is raised by Designation so
|
# When Designation paint mode is active this flag is raised by Designation so
|
||||||
# Selection does not also try to select/move on the same click.
|
# Selection does not also try to select/move on the same click.
|
||||||
|
|
@ -29,13 +30,57 @@ func bind(pathfinder: Pathfinder) -> void:
|
||||||
_pathfinder = pathfinder
|
_pathfinder = pathfinder
|
||||||
|
|
||||||
|
|
||||||
|
## Inject the CameraRig so Tab-cycle and center-on-selection can pan to the
|
||||||
|
## selected pawn's tile. Call from world.gd after selection.bind().
|
||||||
|
func bind_camera(rig) -> void:
|
||||||
|
_camera = rig
|
||||||
|
|
||||||
|
|
||||||
func selected() -> Pawn:
|
func selected() -> Pawn:
|
||||||
return _selected_pawn
|
return _selected_pawn
|
||||||
|
|
||||||
|
|
||||||
func _unhandled_input(event: InputEvent) -> void:
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
|
# ── Keyboard: Tab → cycle pawns (Shift+Tab reverses) ───────────────────────
|
||||||
|
if event.is_action_pressed("pawn_next"):
|
||||||
|
# Read shift from the event itself (set by the OS on the key event); more
|
||||||
|
# reliable than Input.is_key_pressed(KEY_SHIFT) which doesn't reflect modifier
|
||||||
|
# state from synthetic input events (MCP test injections).
|
||||||
|
var reverse: bool = event is InputEventKey and event.shift_pressed
|
||||||
|
_cycle_pawn(-1 if reverse else 1)
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
return
|
||||||
|
|
||||||
|
# ── Keyboard: C / Home → center camera on selected pawn ─────────────────────
|
||||||
|
if event.is_action_pressed("center_on_selection"):
|
||||||
|
if _selected_pawn != null and _camera != null:
|
||||||
|
_camera.pan_to_tile(_selected_pawn.tile)
|
||||||
|
Audit.log("selection", "center_on_selection → %s" % _selected_pawn.tile)
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
return
|
||||||
|
|
||||||
|
# ── Keyboard: Escape → deselect (lowest-priority; consumed last) ─────────────
|
||||||
|
# Designation._input handles Escape first; panels handle it in _unhandled_input
|
||||||
|
# before reaching here. If we still see it and have a selection, consume it.
|
||||||
|
if event.is_action_pressed("cancel") and _selected_pawn != null:
|
||||||
|
_deselect()
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
Audit.log("selection", "escape: deselected")
|
||||||
|
return
|
||||||
|
|
||||||
|
# ── Mouse: only handle button events below ───────────────────────────────────
|
||||||
if not (event is InputEventMouseButton):
|
if not (event is InputEventMouseButton):
|
||||||
return
|
return
|
||||||
|
|
||||||
|
# ── Right-click: cancel designation (if active) or deselect pawn ─────────────
|
||||||
|
if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
|
||||||
|
# Designation cancellation is handled by Designation._input; if we see
|
||||||
|
# this right-click, no designation was active. Deselect any selected pawn.
|
||||||
|
if _selected_pawn != null:
|
||||||
|
_deselect()
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
return
|
||||||
|
|
||||||
if event.button_index != MOUSE_BUTTON_LEFT:
|
if event.button_index != MOUSE_BUTTON_LEFT:
|
||||||
return
|
return
|
||||||
# Designation paint mode owns input while active; Selection steps aside.
|
# Designation paint mode owns input while active; Selection steps aside.
|
||||||
|
|
@ -102,3 +147,36 @@ func _select(pawn: Pawn) -> void:
|
||||||
pawn.set_selected(true)
|
pawn.set_selected(true)
|
||||||
EventBus.pawn_selected.emit(pawn)
|
EventBus.pawn_selected.emit(pawn)
|
||||||
Audit.log("selection", "selected %s at %s" % [pawn.pawn_name, pawn.tile])
|
Audit.log("selection", "selected %s at %s" % [pawn.pawn_name, pawn.tile])
|
||||||
|
|
||||||
|
|
||||||
|
## Clear the current selection without selecting another pawn.
|
||||||
|
func _deselect() -> void:
|
||||||
|
if _selected_pawn == null:
|
||||||
|
return
|
||||||
|
_selected_pawn.set_selected(false)
|
||||||
|
EventBus.pawn_deselected.emit()
|
||||||
|
Audit.log("selection", "deselected %s" % _selected_pawn.pawn_name)
|
||||||
|
_selected_pawn = null
|
||||||
|
|
||||||
|
|
||||||
|
## Cycle the selection forward (dir=1) or backward (dir=-1) through World.pawns.
|
||||||
|
## Wraps around. If no pawn currently selected, picks World.pawns[0].
|
||||||
|
## Pans the camera to the newly selected pawn's tile.
|
||||||
|
func _cycle_pawn(dir: int) -> void:
|
||||||
|
var pawns: Array = World.pawns
|
||||||
|
if pawns.is_empty():
|
||||||
|
return
|
||||||
|
var next_pawn: Pawn
|
||||||
|
if _selected_pawn == null:
|
||||||
|
next_pawn = pawns[0]
|
||||||
|
else:
|
||||||
|
var idx: int = pawns.find(_selected_pawn)
|
||||||
|
if idx == -1:
|
||||||
|
next_pawn = pawns[0]
|
||||||
|
else:
|
||||||
|
idx = posmod(idx + dir, pawns.size())
|
||||||
|
next_pawn = pawns[idx]
|
||||||
|
_select(next_pawn)
|
||||||
|
if _camera != null:
|
||||||
|
_camera.pan_to_tile(next_pawn.tile)
|
||||||
|
Audit.log("selection", "pawn_cycle dir=%d → %s" % [dir, next_pawn.pawn_name])
|
||||||
|
|
|
||||||
|
|
@ -122,6 +122,12 @@ func _ready() -> void:
|
||||||
pathfinder.setup(MAP_SIZE_TILES)
|
pathfinder.setup(MAP_SIZE_TILES)
|
||||||
_wire_walls_to_pathfinder()
|
_wire_walls_to_pathfinder()
|
||||||
selection.bind(pathfinder)
|
selection.bind(pathfinder)
|
||||||
|
# Bind the camera so Tab-cycle and center-on-selection can pan to pawns.
|
||||||
|
var camera_rig := get_node_or_null("CameraRig")
|
||||||
|
if camera_rig != null:
|
||||||
|
selection.bind_camera(camera_rig)
|
||||||
|
else:
|
||||||
|
Audit.log("world", "selection.bind_camera: CameraRig not found")
|
||||||
World.pathfinder = pathfinder # expose to entities (Tree.fell() walkability checks, etc.)
|
World.pathfinder = pathfinder # expose to entities (Tree.fell() walkability checks, etc.)
|
||||||
|
|
||||||
# Phase 5 — expose TileMap layer refs on the autoload so entity code
|
# Phase 5 — expose TileMap layer refs on the autoload so entity code
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue