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