rimlike/scenes/ui/storyteller_modal.gd
megaproxy 0b2e0fcd03 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>
2026-05-12 12:06:38 +01:00

202 lines
6.9 KiB
GDScript

class_name StorytellerModal extends CanvasLayer
## Phase 15 — Blocking center-screen dialog for MODAL-display EventDef events.
##
## Visible only when a modal event is active; hidden otherwise.
## Choice layout:
## 0 choices → single "Dismiss" button (choice index 0)
## 1 choice → labelled button + Dismiss (choice 0 / 1)
## 2 choices → both as labelled buttons (choice 0 / 1)
##
## Optional "Go there" button if focus_tile != Vector2i(-1, -1).
## Tapping "Go there" pans camera AND closes the modal.
##
## Subscribes to EventBus.storyteller_event_fired in _ready; ignores BANNER events.
## Auto-pause is handled by Storyteller before the signal — no re-pause here.
const TILE_SIZE_PX: int = 16
var _current_event = null
# ── node refs ────────────────────────────────────────────────────────────────
var _dim: ColorRect = null # full-screen dim behind panel
var _panel: PanelContainer = null
var _title_label: Label = null
var _body_label: Label = null
var _choice_row: HBoxContainer = null
var _go_there_btn: Button = null
func _ready() -> void:
layer = 20 # above banner (15), above top-bar (10)
_build_ui()
_set_visible(false)
EventBus.storyteller_event_fired.connect(_on_event_fired)
# Also hide on external resolve (test scripts, ghost-state auto-fire chain).
EventBus.storyteller_event_resolved.connect(_on_event_resolved)
Audit.log("storyteller_ui", "StorytellerModal ready")
func _exit_tree() -> void:
if EventBus.storyteller_event_fired.is_connected(_on_event_fired):
EventBus.storyteller_event_fired.disconnect(_on_event_fired)
if EventBus.storyteller_event_resolved.is_connected(_on_event_resolved):
EventBus.storyteller_event_resolved.disconnect(_on_event_resolved)
func _on_event_resolved(_event, _choice_index: int) -> void:
_set_visible(false)
# ── UI construction ──────────────────────────────────────────────────────────
func _build_ui() -> void:
# Full-screen dim layer (semi-transparent black).
_dim = ColorRect.new()
_dim.name = "Dim"
_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
_dim.color = Color(0.0, 0.0, 0.0, 0.45)
_dim.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_dim)
# Centred dialog panel.
_panel = PanelContainer.new()
_panel.name = "Dialog"
_panel.set_anchors_preset(Control.PRESET_CENTER)
_panel.custom_minimum_size = Vector2(400, 200)
_panel.offset_left = -200
_panel.offset_right = 200
_panel.offset_top = -100
_panel.offset_bottom = 100
add_child(_panel)
var vbox := VBoxContainer.new()
vbox.add_theme_constant_override("separation", 12)
_panel.add_child(vbox)
_title_label = Label.new()
_title_label.name = "TitleLabel"
_title_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_title_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
vbox.add_child(_title_label)
_body_label = Label.new()
_body_label.name = "BodyLabel"
_body_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_body_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
vbox.add_child(_body_label)
# "Go there" row — always present, shown/hidden per-event.
_go_there_btn = Button.new()
_go_there_btn.name = "GoThereBtn"
_go_there_btn.text = Strings.t(&"ui.go_there")
_go_there_btn.custom_minimum_size = Vector2(120, 48)
_go_there_btn.focus_mode = Control.FOCUS_NONE
_go_there_btn.pressed.connect(_on_go_there_pressed)
var go_row := HBoxContainer.new()
go_row.alignment = BoxContainer.ALIGNMENT_CENTER
go_row.add_child(_go_there_btn)
vbox.add_child(go_row)
# Choice-button row — children rebuilt each event.
_choice_row = HBoxContainer.new()
_choice_row.name = "ChoiceRow"
_choice_row.alignment = BoxContainer.ALIGNMENT_CENTER
_choice_row.add_theme_constant_override("separation", 12)
vbox.add_child(_choice_row)
# ── event handling ───────────────────────────────────────────────────────────
func _on_event_fired(event) -> void:
if event.display != EventDef.Display.MODAL:
return
_current_event = event
_populate(event)
_set_visible(true)
Audit.log("storyteller_ui", "modal shown: %s" % event.id)
func _populate(event) -> void:
_title_label.text = event.title
_body_label.text = _substitute_pawn(event.body)
var has_focus: bool = event.focus_tile != Vector2i(-1, -1)
_go_there_btn.visible = has_focus
# Clear old choice buttons.
for child in _choice_row.get_children():
child.queue_free()
# Build new choice buttons based on choices array length.
var choices: Array[String] = event.choices
match choices.size():
0:
# No choices — single Dismiss.
_add_choice_btn(Strings.t(&"ui.dismiss"), 0)
1:
# One named choice + Dismiss (dismiss = index 1).
_add_choice_btn(choices[0], 0)
_add_choice_btn(Strings.t(&"ui.dismiss"), 1)
_:
# Two (or more) choices — render first two, indexed.
_add_choice_btn(choices[0], 0)
_add_choice_btn(choices[1], 1)
func _add_choice_btn(label: String, choice_index: int) -> void:
var btn := Button.new()
btn.text = label
btn.custom_minimum_size = Vector2(120, 48)
btn.focus_mode = Control.FOCUS_NONE
btn.pressed.connect(func() -> void: _on_choice(choice_index))
_choice_row.add_child(btn)
func _on_choice(choice_index: int) -> void:
Audit.log("storyteller_ui", "modal choice %d: %s" % [choice_index, _current_event.id if _current_event != null else "(none)"])
Storyteller.resolve_current(choice_index)
_current_event = null
_set_visible(false)
func _on_go_there_pressed() -> void:
if _current_event == null:
return
_pan_camera(_current_event.focus_tile)
# Close modal after pan — player is navigating there.
_on_choice(0)
# ── helpers ──────────────────────────────────────────────────────────────────
func _set_visible(v: bool) -> void:
# Toggle CanvasLayer.visible so the dim Control (MOUSE_FILTER_STOP) does not
# eat _unhandled_input mouse events for the world below when modal is hidden.
visible = v
if _dim != null:
_dim.visible = v
if _panel != null:
_panel.visible = v
func _pan_camera(tile: Vector2i) -> void:
var cam = get_node_or_null("/root/Main/World/CameraRig")
if cam == null:
Audit.log("storyteller_ui", "pan_camera: CameraRig not found")
return
if cam.has_method("pan_to_tile"):
cam.pan_to_tile(tile)
else:
cam.position = Vector2(tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2)
func _substitute_pawn(body: String) -> String:
if not "%pawn%" in body:
return body
var name: String = "Settler"
if not World.pawns.is_empty():
name = World.pawns[0].pawn_name
return body.replace("%pawn%", name)