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>
150 lines
5.5 KiB
GDScript
150 lines
5.5 KiB
GDScript
extends Camera2D
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## World-view camera rig — pinch-zoom, drag-pan, double-tap-centre.
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## All input handled via _unhandled_input so CanvasLayer UI overlays swallow first.
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## Call set_world_bounds(rect) once from the world scene after map generation.
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const MIN_ZOOM: float = 0.5 # strategic / whole-map-ish
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const MAX_ZOOM: float = 4.0 # close / sprite-readable
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const BOUNDS_BLEED_PX: int = 32 # 2 tiles of bleed at map edge
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const DOUBLE_TAP_MS: int = 300 # window for double-tap detection
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const DOUBLE_TAP_DIST_PX: float = 16.0 # 1 tile radius
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var target_zoom: float = 1.0
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var _dragging: bool = false # desktop left-mouse drag tracking
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var _last_tap_time_ms: int = 0
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var _last_tap_world_pos: Vector2 = Vector2.ZERO
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var _centre_tween: Tween = null
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func _ready() -> void:
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position_smoothing_enabled = false
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# Phase 5 visual polish: default 2.5× — at 1× the world feels sparse on phone
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# and pawns become 6-pixel dots; 2.5× shows ~30 tiles wide which is the
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# "comfortable inspection" zoom level.
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target_zoom = 2.5
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zoom = Vector2(target_zoom, target_zoom)
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## Pan speed in world pixels per second at zoom 1.0.
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## Scales inversely with zoom so on-screen apparent speed feels constant.
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const PAN_SPEED_PX_PER_SEC: float = 600.0
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func _process(delta: float) -> void:
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# Lerp zoom toward target each render frame.
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# Plain 0.15 factor is correct at 60 fps; frame-rate independent form used for safety.
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var t: float = 1.0 - pow(1.0 - 0.15, delta * 60.0)
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zoom = zoom.lerp(Vector2(target_zoom, target_zoom), t)
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# Keyboard pan — WASD / arrow keys. Strength gives an analogue-stick-style
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# value (0..1) so held-key is continuous and action-just-pressed is not needed.
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var pan_input := Vector2(
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Input.get_action_strength("pan_right") - Input.get_action_strength("pan_left"),
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Input.get_action_strength("pan_down") - Input.get_action_strength("pan_up"),
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)
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if pan_input != Vector2.ZERO:
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position += pan_input.normalized() * (PAN_SPEED_PX_PER_SEC / zoom.x) * delta
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func _unhandled_input(event: InputEvent) -> void:
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# --- Pinch-zoom via magnify gesture (trackpad + native touch pinch) ---
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if event is InputEventMagnifyGesture:
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target_zoom = clampf(target_zoom * event.factor, MIN_ZOOM, MAX_ZOOM)
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return
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# --- Keyboard zoom (= / + / KP_ADD and - / KP_SUBTRACT) ---
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if event.is_action_pressed("zoom_in"):
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target_zoom = clampf(target_zoom * 1.1, MIN_ZOOM, MAX_ZOOM)
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Audit.log("camera", "zoom_in → %.2f" % target_zoom)
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return
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if event.is_action_pressed("zoom_out"):
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target_zoom = clampf(target_zoom / 1.1, MIN_ZOOM, MAX_ZOOM)
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Audit.log("camera", "zoom_out → %.2f" % target_zoom)
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return
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# --- Scroll-wheel zoom (desktop) ---
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
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target_zoom = clampf(target_zoom * 1.1, MIN_ZOOM, MAX_ZOOM)
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return
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
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target_zoom = clampf(target_zoom / 1.1, MIN_ZOOM, MAX_ZOOM)
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return
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# --- Desktop left-mouse: drag-pan tracking + double-tap detection ---
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if event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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_dragging = true
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_check_double_tap(event.position)
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else:
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_dragging = false
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return
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# --- Touch drag-pan ---
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if event is InputEventScreenDrag:
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_apply_pan(event.relative)
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return
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# --- Desktop mouse-motion drag-pan (only while left mouse held) ---
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if event is InputEventMouseMotion and _dragging:
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_apply_pan(event.relative)
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return
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# --- Touch press: double-tap detection ---
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if event is InputEventScreenTouch and event.pressed:
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_check_double_tap(event.position)
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func _apply_pan(relative: Vector2) -> void:
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# zoom.x > 1 means more zoomed-in; each screen pixel = fewer world units.
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position -= relative / zoom.x
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func _check_double_tap(screen_pos: Vector2) -> void:
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var now_ms: int = Time.get_ticks_msec()
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var world_pos: Vector2 = get_canvas_transform().affine_inverse() * screen_pos
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var dt: int = now_ms - _last_tap_time_ms
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var dist: float = world_pos.distance_to(_last_tap_world_pos)
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if dt < DOUBLE_TAP_MS and dist < DOUBLE_TAP_DIST_PX:
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_centre_on(world_pos)
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# Reset so a triple-tap doesn't re-trigger immediately
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_last_tap_time_ms = 0
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else:
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_last_tap_time_ms = now_ms
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_last_tap_world_pos = world_pos
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func _centre_on(world_pos: Vector2) -> void:
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# Kill any in-progress centre tween before starting a new one
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if _centre_tween != null and _centre_tween.is_valid():
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_centre_tween.kill()
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_centre_tween = create_tween()
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_centre_tween.set_ease(Tween.EASE_OUT)
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_centre_tween.set_trans(Tween.TRANS_QUAD)
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_centre_tween.tween_property(self, "position", world_pos, 0.2)
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## Public API — smooth-pan the camera to the centre of a tile (world space).
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## Used by StorytellerBanner and StorytellerModal "Go there" buttons.
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## Reuses the same _centre_tween slot so a rapid second call replaces the first.
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func pan_to_tile(tile: Vector2i) -> void:
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const TILE_PX: int = 16
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var world_pos := Vector2(tile.x * TILE_PX + TILE_PX / 2, tile.y * TILE_PX + TILE_PX / 2)
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_centre_on(world_pos)
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Audit.log("camera", "pan_to_tile %s → world %s" % [tile, world_pos])
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## Public API — call once from the world scene after map bounds are known.
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func set_world_bounds(rect: Rect2) -> void:
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limit_left = int(rect.position.x) - BOUNDS_BLEED_PX
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limit_top = int(rect.position.y) - BOUNDS_BLEED_PX
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limit_right = int(rect.end.x) + BOUNDS_BLEED_PX
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limit_bottom = int(rect.end.y) + BOUNDS_BLEED_PX
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Audit.log("camera", "bounds set: %s (bleed %d)" % [rect, BOUNDS_BLEED_PX])
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