rimlike/scenes/world
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
..
.gitkeep Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
beauty_system.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
beauty_system.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
camera_rig.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
camera_rig.gd.uid Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
camera_rig.tscn Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
crate.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
crate.gd.uid Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
crate.tscn Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
designation.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
designation.gd.uid Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
designation.tscn Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
dirtiness_system.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
dirtiness_system.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
graveyard_zone.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
graveyard_zone.gd.uid Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
indoor_tint_overlay.gd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
indoor_tint_overlay.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
pathfinder.gd Phase 2 — Pawn, pathfinder, click-to-select / click-to-move 2026-05-10 20:47:08 +01:00
pathfinder.gd.uid Phase 2 — Pawn, pathfinder, click-to-select / click-to-move 2026-05-10 20:47:08 +01:00
rain_overlay.gd Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
rain_overlay.gd.uid Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
rain_overlay.tscn Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
room.gd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
room.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
room_detector.gd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
room_detector.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
selection.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
selection.gd.uid Phase 2 — Pawn, pathfinder, click-to-select / click-to-move 2026-05-10 20:47:08 +01:00
stockpile_zone.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
stockpile_zone.gd.uid Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
stockpile_zone.tscn Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
storage_destination.gd Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
storage_destination.gd.uid Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
world.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
world.gd.uid Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
world.tscn Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00