#92: shrink the confirm popup to the window it is in
The card is authored at a fixed 704x1200 around a portrait phone. On a window wider than it is tall the stretched canvas is about 1080 units high, so the card sat at y=-60 and hung over both edges - and the confirm and cancel buttons are anchored to its own bottom edge, so they went off screen with it. The popup was not merely ugly on a desktop, it was a dead end: nothing on it could be pressed. NeonPanel now fits itself to the viewport and re-fits when the window changes. It only ever shrinks; growing the card would stretch proportions that are tuned rather than fluid. The fitting adjusts offsets around a fixed centre, so it applies only to a card pinned to a point - a panel stretched between different anchors already follows its parent and is left alone. Verified across portrait, 16:9, ultrawide and small-laptop shapes, on the card and on both buttons. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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110
tests/test_build_popup_fits_window.gd
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tests/test_build_popup_fits_window.gd
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extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_build_popup_fits_window.gd
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# Forgejo #92: the confirm-this-building popup ran off a landscape window.
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#
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# The card is authored at a fixed 704x1200 around a portrait phone. On a
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# window that is wider than it is tall the stretched canvas is ~1080 units
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# high, so 1200 units of card hung over both edges - and since the confirm
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# and cancel buttons are anchored to the card's own bottom edge, they went
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# with it. A player on a desktop could open the popup and then neither buy
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# nor dismiss the thing.
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#
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# Covers:
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# A. on every window shape the card lies entirely inside the viewport
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# B. so do the two buttons on it, which is the part that made the popup a
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# dead end rather than merely an ugly one
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# C. it is not blown up on a big screen - the layout inside is tuned at
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# the authored size and only ever shrinks
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# D. it re-fits when the window changes, rather than only at startup
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# Portrait phone, 16:9 desktop, an ultrawide, and a small laptop.
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const SHAPES: Array = [
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Vector2i(720, 1280), Vector2i(1920, 1080), Vector2i(2560, 900), Vector2i(1280, 720),
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]
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var game_state: Node
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var scene: Node
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var controller: Node
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var panel: Control
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var shapes: Array = []
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var frames: int = 0
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var opened: bool = false
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.rocks = 500
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game_state.buildings.clear()
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game_state.extractors.clear()
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shapes = SHAPES.duplicate()
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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controller = scene.get_node("BuildController")
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panel = scene.get_node("UI/BuildMenu/InfoPopup/Panel")
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func _inside(rect: Rect2, outer: Rect2) -> bool:
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# Rect2.encloses() is exclusive at the edges for zero-area cases; this is
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# the plain reading - all four sides within, touching allowed.
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return rect.position.x >= outer.position.x - 0.5 \
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and rect.position.y >= outer.position.y - 0.5 \
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and rect.end.x <= outer.end.x + 0.5 \
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and rect.end.y <= outer.end.y + 0.5
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func _process(_delta: float) -> bool:
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frames += 1
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if not opened:
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if frames < 12:
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return false
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controller._on_build_pressed()
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controller._show_building_info(GameState.BUILDING_MOTHERSHIP)
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if not scene.get_node("UI/BuildMenu/InfoPopup").visible:
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return _fail("the build popup did not open")
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opened = true
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frames = 0
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root.size = SHAPES[0]
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return false
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# Give the resize a few frames to reach the Control layout before reading
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# any rect off it.
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if frames < 6:
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return false
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frames = 0
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var shape: Vector2i = shapes.pop_front()
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var screen: Rect2 = Rect2(Vector2.ZERO, panel.get_viewport_rect().size)
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var card: Rect2 = Rect2(panel.global_position, panel.size)
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print("%s -> canvas %.0fx%.0f, card %.0fx%.0f at %.0f,%.0f" % [
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shape, screen.size.x, screen.size.y, card.size.x, card.size.y,
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card.position.x, card.position.y])
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# A. the card itself
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if not _inside(card, screen):
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return _fail("at %s the card %s is not inside the screen %s" % [shape, card, screen])
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# B. and what the player has to press on it
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for button_name in ["BuildButton", "CloseButton"]:
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var button: Control = panel.get_node(button_name)
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var button_rect: Rect2 = Rect2(button.global_position, button.size)
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if not _inside(button_rect, screen):
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return _fail("at %s the %s at %s is off screen" % [shape, button_name, button_rect])
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# C. never bigger than authored
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if card.size.x > panel.design_size.x + 0.5 or card.size.y > panel.design_size.y + 0.5:
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return _fail("at %s the card grew past its authored %s" % [shape, panel.design_size])
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if shapes.is_empty():
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# D. the last shape was reached by resizing an already-open popup, so
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# every check above already ran against a re-fit rather than against
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# a card that happened to be built at the right size.
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print("TEST_BUILD_POPUP_FITS_WINDOW: PASS (%d window shapes)" % SHAPES.size())
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quit(0)
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return true
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root.size = shapes[0]
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return false
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func _fail(message: String) -> bool:
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print("TEST_BUILD_POPUP_FITS_WINDOW: FAIL (%s)" % message)
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quit(1)
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return true
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1
tests/test_build_popup_fits_window.gd.uid
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tests/test_build_popup_fits_window.gd.uid
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uid://bt0yr2oys1usk
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@ -7,6 +7,17 @@ extends Control
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# hard-edged neon of the buttons and HUD.
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#
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# Draws itself from its own rect, so it can be sized freely in the scene.
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#
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# #92: it also SHRINKS itself to whatever window it is in. The card is
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# authored at a fixed size around a portrait phone, and on a landscape
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# window - where the canvas is far wider than it is tall - a card taller
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# than the screen simply ran off the top and the bottom, taking the confirm
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# and cancel buttons with it. The buttons are anchored to the panel's own
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# bottom edge, so bringing the edge back on screen brings them back too.
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#
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# Only ever shrinks. Growing the card on a big screen would blow the
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# authored proportions up with it, and the layout inside is tuned, not
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# fluid.
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@export var glow_color: Color = Color(0.25, 0.85, 1.0)
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@export var core_color: Color = Color(1.0, 1.0, 1.0)
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@ -15,6 +26,47 @@ extends Control
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@export var fill_color: Color = Color(0.02, 0.03, 0.07, 1.0)
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@export var corner_cut: float = 26.0
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@export var bracket_length: float = 46.0
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# Breathing room kept between the card and the edge of the screen, so a
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# fitted panel reads as a card on a backdrop rather than as a full-bleed
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# page that happens to have a border.
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@export var screen_margin: float = 24.0
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# The size the card was authored at, and the point it is centred on. Read
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# once, before any fitting has happened - re-reading them later would
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# measure a previous fit and let the card ratchet smaller on every resize.
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var design_size: Vector2 = Vector2.ZERO
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var design_centre: Vector2 = Vector2.ZERO
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func _ready() -> void:
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# Fitting adjusts the four offsets around a fixed centre, which is only
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# meaningful for a card pinned to a point - both anchor pairs collapsed,
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# as a centred dialog's are. A panel stretched between different anchors
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# already follows its parent and is left alone.
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if not (is_equal_approx(anchor_left, anchor_right) \
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and is_equal_approx(anchor_top, anchor_bottom)):
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return
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design_size = Vector2(offset_right - offset_left, offset_bottom - offset_top)
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design_centre = Vector2(offset_left + offset_right, offset_top + offset_bottom) * 0.5
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get_viewport().size_changed.connect(_fit_to_screen)
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_fit_to_screen()
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func _fit_to_screen() -> void:
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if design_size == Vector2.ZERO:
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return
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# The viewport rect, not the window: with stretch/mode "canvas_items" the
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# UI is laid out in stretched canvas units, and those are the units these
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# offsets are in.
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var available: Vector2 = get_viewport_rect().size - Vector2(screen_margin, screen_margin) * 2.0
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var fitted: Vector2 = Vector2(
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minf(design_size.x, maxf(available.x, 0.0)),
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minf(design_size.y, maxf(available.y, 0.0)))
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offset_left = design_centre.x - fitted.x * 0.5
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offset_right = design_centre.x + fitted.x * 0.5
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offset_top = design_centre.y - fitted.y * 0.5
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offset_bottom = design_centre.y + fitted.y * 0.5
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queue_redraw()
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func _draw() -> void:
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