BuildDrawer: fixed tray + horizontal sections (no jumping)
Reverted center-bottom auto-size (caused tab-switch jumping) back to a full-width tray, but at 280px tall instead of 600. Build tab now lays out Structures / Furniture / Production as side-by-side columns, each a labelled 3-col grid, filling the tray horizontally instead of stacking vertically. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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c63926a7ce
commit
88e3fa9364
1 changed files with 59 additions and 47 deletions
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@ -14,12 +14,14 @@ class_name BuildDrawer extends CanvasLayer
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# ── layout constants ─────────────────────────────────────────────────────────
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const LAYER_ORDER: int = 16
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const PANEL_HEIGHT: int = 280 # fixed tray height — same for every tab
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const BTN_SIZE: int = 72 # preferred hit area for build buttons
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const FAB_SIZE: int = 48 # floating action button (open trigger)
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const TAB_HEIGHT: int = 36
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const LABEL_HEIGHT: int = 18
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const SECTION_HEADER_HEIGHT: int = 20
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const FLOW_COLS: int = 5 # buttons per row in the flow grid
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const SECTION_COLS: int = 3 # buttons per row inside one Build-tab section
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const FLOW_COLS: int = 5 # buttons per row in plain (non-sectioned) tabs
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# ── tab indices ──────────────────────────────────────────────────────────────
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const TAB_DESIGNATE: int = 0
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@ -100,20 +102,13 @@ func _build_ui() -> void:
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_fab.pressed.connect(toggle)
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root.add_child(_fab)
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# Panel — auto-sized, anchored to the bottom-center of the screen.
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# Width hugs the grid contents; height hugs the active tab's contents.
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# Panel — full-width tray, anchored to the bottom of the screen. Fixed
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# height so switching tabs doesn't change the panel's footprint.
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_panel = PanelContainer.new()
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_panel.name = "BuildPanel"
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_panel.anchor_left = 0.5
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_panel.anchor_right = 0.5
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_panel.anchor_top = 1.0
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_panel.anchor_bottom = 1.0
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_panel.offset_left = 0
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_panel.offset_right = 0
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_panel.offset_top = 0
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_panel.offset_bottom = -8 # small gap from bottom edge
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_panel.grow_horizontal = Control.GROW_DIRECTION_BOTH
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_panel.grow_vertical = Control.GROW_DIRECTION_BEGIN
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_panel.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
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_panel.offset_top = -PANEL_HEIGHT
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_panel.offset_bottom = 0
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root.add_child(_panel)
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var vbox := VBoxContainer.new()
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@ -192,62 +187,67 @@ func _build_designate_tab() -> Control:
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func _build_build_tab() -> Control:
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var box := VBoxContainer.new()
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box.name = "BuildTab"
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box.add_theme_constant_override("separation", 4)
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# Build tab is a row of three section columns (Structures | Furniture |
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# Production), each its own header + grid. Side-by-side layout fills the
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# wide tray horizontally instead of pushing it taller.
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var row := HBoxContainer.new()
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row.name = "BuildTab"
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row.add_theme_constant_override("separation", 14)
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# Structures — walls, floors, doors.
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_add_section_header(box, Strings.t(&"ui.build_drawer.section.structures"))
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var structures := _make_flow_grid()
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box.add_child(structures)
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_add_tool_btn(structures, Strings.t(&"tool.build_wall_stone"), &"build_wall_stone",
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# Structures — walls, floors, door.
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var st := _make_section_column(Strings.t(&"ui.build_drawer.section.structures"))
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var st_grid := st.get_child(1) as GridContainer
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_add_tool_btn(st_grid, Strings.t(&"tool.build_wall_stone"), &"build_wall_stone",
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func() -> void: _activate_wall(&"stone"))
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_add_tool_btn(structures, Strings.t(&"tool.build_wall_wood"), &"build_wall_wood",
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_add_tool_btn(st_grid, Strings.t(&"tool.build_wall_wood"), &"build_wall_wood",
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func() -> void: _activate_wall(&"wood"))
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_add_tool_btn(structures, Strings.t(&"tool.build_floor_wood"), &"build_floor_wood",
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func() -> void: _activate_floor(&"wood"))
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_add_tool_btn(structures, Strings.t(&"tool.build_floor_stone"), &"build_floor_stone",
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func() -> void: _activate_floor(&"stone"))
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_add_tool_btn(structures, Strings.t(&"tool.build_door"), &"build_door",
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_add_tool_btn(st_grid, Strings.t(&"tool.build_door"), &"build_door",
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func() -> void: _activate(&"build_door", &"", Strings.t(&"tool.build_door")))
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_add_tool_btn(st_grid, Strings.t(&"tool.build_floor_wood"), &"build_floor_wood",
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func() -> void: _activate_floor(&"wood"))
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_add_tool_btn(st_grid, Strings.t(&"tool.build_floor_stone"), &"build_floor_stone",
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func() -> void: _activate_floor(&"stone"))
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row.add_child(st)
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row.add_child(VSeparator.new())
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# Furniture — crate, bed, torch.
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_add_section_header(box, Strings.t(&"ui.build_drawer.section.furniture"))
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var furniture := _make_flow_grid()
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box.add_child(furniture)
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_add_tool_btn(furniture, Strings.t(&"tool.build_crate"), &"build_crate",
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var fu := _make_section_column(Strings.t(&"ui.build_drawer.section.furniture"))
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var fu_grid := fu.get_child(1) as GridContainer
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_add_tool_btn(fu_grid, Strings.t(&"tool.build_crate"), &"build_crate",
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func() -> void: _activate(&"build_crate", &"", Strings.t(&"tool.build_crate")))
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_add_tool_btn(furniture, Strings.t(&"tool.build_bed"), &"build_bed",
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_add_tool_btn(fu_grid, Strings.t(&"tool.build_bed"), &"build_bed",
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func() -> void: _activate(&"build_bed", &"", Strings.t(&"tool.build_bed")))
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_add_tool_btn(furniture, Strings.t(&"tool.build_torch"), &"build_torch",
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_add_tool_btn(fu_grid, Strings.t(&"tool.build_torch"), &"build_torch",
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func() -> void: _activate(&"build_torch", &"", Strings.t(&"tool.build_torch")))
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row.add_child(fu)
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row.add_child(VSeparator.new())
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# Production — workbenches + quarry.
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_add_section_header(box, Strings.t(&"ui.build_drawer.section.production"))
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var production := _make_flow_grid()
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box.add_child(production)
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_add_tool_btn(production, Strings.t(&"tool.workbench_carpenter"),
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var pr := _make_section_column(Strings.t(&"ui.build_drawer.section.production"))
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var pr_grid := pr.get_child(1) as GridContainer
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_add_tool_btn(pr_grid, Strings.t(&"tool.workbench_carpenter"),
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&"build_workbench_carpenter",
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func() -> void: _activate(&"build_workbench_carpenter", &"", Strings.t(&"tool.workbench_carpenter")))
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_add_tool_btn(production, Strings.t(&"tool.workbench_smelter"),
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_add_tool_btn(pr_grid, Strings.t(&"tool.workbench_smelter"),
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&"build_workbench_smelter",
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func() -> void: _activate(&"build_workbench_smelter", &"", Strings.t(&"tool.workbench_smelter")))
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_add_tool_btn(production, Strings.t(&"tool.workbench_millstone"),
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_add_tool_btn(pr_grid, Strings.t(&"tool.workbench_millstone"),
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&"build_workbench_millstone",
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func() -> void: _activate(&"build_workbench_millstone", &"", Strings.t(&"tool.workbench_millstone")))
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_add_tool_btn(production, Strings.t(&"tool.workbench_hearth"),
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_add_tool_btn(pr_grid, Strings.t(&"tool.workbench_hearth"),
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&"build_workbench_hearth",
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func() -> void: _activate(&"build_workbench_hearth", &"", Strings.t(&"tool.workbench_hearth")))
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_add_tool_btn(production, Strings.t(&"tool.workbench_cremation_pyre"),
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_add_tool_btn(pr_grid, Strings.t(&"tool.workbench_cremation_pyre"),
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&"build_workbench_cremation_pyre",
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func() -> void: _activate(&"build_workbench_cremation_pyre", &"", Strings.t(&"tool.workbench_cremation_pyre")))
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# Quarry — must be painted on a stone outcrop (BigRockNode); world.gd
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# rejects placements on plain ground.
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_add_tool_btn(production, Strings.t(&"tool.paint_quarry"),
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_add_tool_btn(pr_grid, Strings.t(&"tool.paint_quarry"),
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&"paint_quarry",
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func() -> void: _activate(&"paint_quarry", &"", Strings.t(&"tool.paint_quarry")))
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row.add_child(pr)
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return box
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return row
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func _build_stockpile_tab() -> Control:
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@ -301,9 +301,13 @@ func _make_flow_grid() -> GridContainer:
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return g
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## Small section-header label between groups in the Build tab. Drawn in the
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## panel's dark border colour so it reads as a divider rather than a button.
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func _add_section_header(box: Control, title: String) -> void:
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## One vertical section of the Build tab: header label on top, fixed-column
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## button grid below. Returns the column (child 0 = label, child 1 = grid)
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## so callers can populate the grid with `_add_tool_btn`.
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func _make_section_column(title: String) -> VBoxContainer:
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var col := VBoxContainer.new()
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col.add_theme_constant_override("separation", 4)
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var lbl := Label.new()
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lbl.text = title
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lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_LEFT
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@ -311,7 +315,15 @@ func _add_section_header(box: Control, title: String) -> void:
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lbl.add_theme_color_override("font_color", MedievalTheme.C_PANEL_DARK)
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lbl.add_theme_font_size_override("font_size", 13)
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lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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box.add_child(lbl)
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col.add_child(lbl)
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var grid := GridContainer.new()
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grid.columns = SECTION_COLS
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grid.add_theme_constant_override("h_separation", 6)
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grid.add_theme_constant_override("v_separation", 6)
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col.add_child(grid)
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return col
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const _THUMB_SCRIPT: Script = preload("res://scenes/ui/build_drawer_thumb.gd")
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