#118/#121: the speed fader and the formation editor under a mouse

Both read raw touches, and the project no longer turns clicks into them - the
same routing gap #93 fixed in the research tree. The boost was unreachable on
a desktop and the formation could not be rearranged at all.

Wrappers over the same press/drag logic in each case, never a second
implementation, so the touch and mouse paths cannot drift apart. The wheel
replaces the pinch in the formation editor: a mouse has no second finger, and
zoom is the other half of what that panel does.

The fader gets first refusal on a mouse press in GameController, so dragging
the boost does not also pan or zoom the world behind it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-23 21:59:24 +02:00
commit 8412280e71
4 changed files with 243 additions and 43 deletions

View file

@ -32,14 +32,14 @@ const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
get_node("../UI/LabMenu/VesselA"), get_node("../UI/LabMenu/VesselB"),
get_node("../UI/LabMenu/VesselC"), get_node("../UI/LabMenu/VesselD"),
get_node("../UI/LabMenu/VesselE"), get_node("../UI/LabMenu/VesselF"),
get_node("../UI/LabMenu/VesselG"),
get_node("../UI/LabMenu/VesselG"), get_node("../UI/LabMenu/VesselH"),
]
@onready var lab_vessel_label: Label = get_node("../UI/LabMenu/VesselLabel")
@onready var lab_vessel_labels: Array = [
get_node("../UI/LabMenu/VesselALabel"), get_node("../UI/LabMenu/VesselBLabel"),
get_node("../UI/LabMenu/VesselCLabel"), get_node("../UI/LabMenu/VesselDLabel"),
get_node("../UI/LabMenu/VesselELabel"), get_node("../UI/LabMenu/VesselFLabel"),
get_node("../UI/LabMenu/VesselGLabel"),
get_node("../UI/LabMenu/VesselGLabel"), get_node("../UI/LabMenu/VesselHLabel"),
]
@onready var lab_detail: Label = get_node("../UI/LabMenu/DetailLabel")
@onready var lab_status: Label = get_node("../UI/LabMenu/StatusLabel")
@ -267,6 +267,8 @@ func _seat_hud_columns() -> void:
func _ready() -> void:
_seat_hud_columns()
_layout_hangar()
_build_craft_price_strips()
_layout_craft_menu()
build_button.pressed.connect(_on_build_pressed)
build_close_button.pressed.connect(_close_build_menu)
garrison_close_button.pressed.connect(_close_garrison_menu)
@ -385,6 +387,14 @@ func _unhandled_input(event: InputEvent) -> void:
formation_editor.handle_touch(event)
elif event is InputEventScreenDrag:
formation_editor.handle_drag(event)
elif event is InputEventMouseButton:
# #121: a click is not a touch. Same routing gap as #93's
# research tree - the panel is transparent to GUI input so the
# raw handlers can see the drag, which means nothing turns a
# click into one on the way.
formation_editor.handle_mouse_button(event)
elif event is InputEventMouseMotion:
formation_editor.handle_mouse_motion(event)
get_viewport().set_input_as_handled()
return
if build_menu.visible or craft_menu.visible or world_map.visible or lab_menu.visible \
@ -1027,6 +1037,58 @@ func _format_missing_costs(costs: Dictionary) -> String:
return " · ".join(parts)
# --- the craft menu's own layout (#111) ------------------------------------
#
# Six vessels were authored as one row of 65px buttons with 105px captions
# overlapping each other, which left "Energy Propulser" clipped and the price
# crushed onto a second line under it. Laid out here instead, in two rows of
# three, so a cell is wide enough for the name to breathe - and the price is
# glyphs rather than words (see VesselPriceStrip).
const CRAFT_COLUMNS: int = 3
const CRAFT_ROW_TOPS: Array = [-96.0, 104.0]
const CRAFT_COL_X: float = 190.0
const CRAFT_BUTTON_HALF: float = 56.0
const CRAFT_BUTTON_H: float = 112.0
const CRAFT_LABEL_HALF: float = 92.0
const CRAFT_LABEL_H: float = 62.0
const CRAFT_LABEL_OFFSET: float = 118.0
const CRAFT_PRICE_HALF: float = 92.0
const CRAFT_PRICE_H: float = 32.0
const CRAFT_PRICE_OFFSET: float = 182.0
var craft_price_strips: Array = []
func _build_craft_price_strips() -> void:
var strip_script: Script = load("res://ui/VesselPriceStrip.gd")
for i in range(craft_vessel_buttons.size()):
var strip: Control = strip_script.new()
strip.name = "CraftPrice%d" % i
# Centre anchors, matching the buttons and captions authored in the
# scene - _place_entry writes offsets, and an offset means something
# different against a top-left anchor.
strip.anchor_left = 0.5
strip.anchor_right = 0.5
strip.anchor_top = 0.5
strip.anchor_bottom = 0.5
craft_menu.add_child(strip)
craft_price_strips.append(strip)
func _layout_craft_menu() -> void:
for i in range(craft_vessel_buttons.size()):
var row: int = i / CRAFT_COLUMNS
var column: int = i % CRAFT_COLUMNS
var cx: float = (float(column) - 1.0) * CRAFT_COL_X
var top: float = CRAFT_ROW_TOPS[mini(row, CRAFT_ROW_TOPS.size() - 1)]
_place_entry(craft_vessel_buttons[i], cx, top, CRAFT_BUTTON_HALF, CRAFT_BUTTON_H)
_place_entry(craft_vessel_labels[i], cx, top + CRAFT_LABEL_OFFSET,
CRAFT_LABEL_HALF, CRAFT_LABEL_H)
if i < craft_price_strips.size():
_place_entry(craft_price_strips[i], cx, top + CRAFT_PRICE_OFFSET,
CRAFT_PRICE_HALF, CRAFT_PRICE_H)
func _refresh_craft_status() -> void:
# Prices live with the buttons they describe. The top of the screen is
# intentionally reserved for the shared resource bar and a short action
@ -1036,8 +1098,11 @@ func _refresh_craft_status() -> void:
for i in range(mini(definitions.size(), craft_vessel_buttons.size())):
var definition: Resource = definitions[i]
var button: IconButton = craft_vessel_buttons[i]
craft_vessel_labels[i].text = "%s\n%s" % [definition.display_name,
_format_costs(GameState.product_costs(definition.definition_id))]
# #111: the name alone. The price is the strip under it, in glyphs.
craft_vessel_labels[i].text = String(definition.display_name)
if i < craft_price_strips.size():
craft_price_strips[i].set_costs(
GameState.product_costs(definition.definition_id))
button.icon = definition.icon
button.glow_color = definition.glow_color
button.enabled = GameState.vessel_is_unlocked(definition.definition_id)
@ -1392,6 +1457,15 @@ func _hangar_types() -> Array:
# each cell room, and the second row costs nothing: the lower half of the
# menu was empty.
const HANGAR_COLUMNS: int = 3
# #120: room for a two-line caption under each icon, and air around the rule
# that separates the two halves.
const HANGAR_LABEL_GAP: float = 2.0
const HANGAR_DIVIDER_GAP: float = 10.0
# Where the rule between "available" and "in the fleet" is drawn. Computed by
# the layout and read by the menu's own _draw, so the line cannot drift away
# from the sections it divides.
var hangar_divider_y: float = 0.0
# Arranges both hangar sections as grids sized from the space actually
@ -1416,10 +1490,12 @@ func _layout_hangar() -> void:
var cell_width: float = width / float(columns)
var cell_height: float = section_height / float(rows)
# Squarer than the authored 75x120: a grid cell is wider than it is tall
# here, so height is what constrains the icon.
var slot_size: float = minf(cell_height * 0.58, cell_width * 0.42)
var label_height: float = maxf(cell_height - slot_size - 6.0, 1.0)
# #120: the icon gives up height so the caption under it has somewhere to
# go. Vessel names are two and three words long and were wrapping into a
# box barely tall enough for one line, so the second line was clipped and
# a "Gas Bomber" read as "Gas".
var slot_size: float = minf(cell_height * 0.46, cell_width * 0.40)
var label_height: float = maxf(cell_height - slot_size - HANGAR_LABEL_GAP, 1.0)
_layout_hangar_section(hangar_available_slots, hangar_available_labels,
top, columns, cell_width, cell_height, slot_size, label_height, width)
@ -1427,10 +1503,15 @@ func _layout_hangar() -> void:
# by subtracting from the second section's top put it back inside the
# first one, straight over its bottom row.
var available_bottom: float = top + section_height
hangar_fleet_title.position.y = available_bottom + 4.0
var fleet_top: float = available_bottom + title_height + 8.0
# #120: a rule between the two halves. They are different questions -
# what is parked here, and what is flying - and with only a heading
# between them the grids read as one long list.
hangar_divider_y = available_bottom + HANGAR_DIVIDER_GAP
hangar_fleet_title.position.y = hangar_divider_y + HANGAR_DIVIDER_GAP
var fleet_top: float = hangar_fleet_title.position.y + title_height + 8.0
_layout_hangar_section(hangar_fleet_slots, hangar_fleet_labels,
fleet_top, columns, cell_width, cell_height, slot_size, label_height, width)
hangar_menu.queue_redraw()
func _layout_hangar_section(slots: Array, labels: Array, top: float, columns: int,

View file

@ -293,8 +293,16 @@ func _unhandled_input(event: InputEvent) -> void:
_handle_key(event)
elif event is InputEventMouseMotion:
_note_keyboard()
elif event is InputEventMouseButton and event.pressed:
if speed_fader != null:
speed_fader.handle_mouse_motion(event)
elif event is InputEventMouseButton:
_note_keyboard()
# #118: the fader gets first refusal, so dragging the boost does not
# also pan or zoom the world behind it.
if speed_fader != null and speed_fader.handle_mouse_button(event):
return
if not event.pressed:
return
# Wheel zoom, the desktop equivalent of the pinch.
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
_set_zoom(camera.zoom.x * WHEEL_ZOOM_STEP)

View file

@ -47,11 +47,78 @@ func _screen_to_formation(p: Vector2) -> Vector2:
# Returns true when the event was consumed. Called from BuildController,
# which forwards input while the editor is open.
# #121: the formation could not be rearranged on a desktop at all. Like the
# research tree (#93) and the speed fader (#118), this control reads raw
# touches, and the project no longer turns clicks into them. Wrappers over
# the same press/drag logic, never a second implementation.
#
# The wheel replaces the pinch: a mouse has no second finger, and zoom is
# the other half of what the panel does.
const MOUSE_TOUCH_INDEX: int = -2
const WHEEL_ZOOM_STEP: float = 1.12
func handle_mouse_button(event: InputEventMouseButton) -> bool:
if not visible:
return false
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
return _zoom_by(WHEEL_ZOOM_STEP)
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
return _zoom_by(1.0 / WHEEL_ZOOM_STEP)
if event.button_index != MOUSE_BUTTON_LEFT:
return false
if event.pressed:
return _grab(event.position, MOUSE_TOUCH_INDEX)
if drag_touch_index != MOUSE_TOUCH_INDEX:
return false
dragging_index = -1
drag_touch_index = -1
queue_redraw()
return true
func handle_mouse_motion(event: InputEventMouseMotion) -> bool:
if drag_touch_index != MOUSE_TOUCH_INDEX or dragging_index == -1:
return false
_move_slot(event.position)
return true
func _zoom_by(factor: float) -> bool:
scale_factor = clamp(scale_factor * factor, min_scale, max_scale)
queue_redraw()
return true
func _grab(at: Vector2, index: int) -> bool:
if dragging_index != -1:
return false
var local: Vector2 = at - global_position
for i in range(GameState.max_fleet_size()):
if local.distance_to(_slot_screen_pos(i)) <= marker_radius * 1.4:
dragging_index = i
drag_touch_index = index
queue_redraw()
return true
return false
func _move_slot(at: Vector2) -> void:
var local: Vector2 = at - global_position
# Clamped so a slot can't be dragged off the panel and become
# unreachable (and so the fleet can't be spread absurdly far apart).
var f: Vector2 = _screen_to_formation(local)
var limit: float = min(size.x, size.y) / (2.0 * scale_factor) - marker_radius / scale_factor
GameState.formation[dragging_index] = Vector2(
clamp(f.x, -limit, limit), clamp(f.y, -limit, limit)
)
queue_redraw()
formation_changed.emit()
func handle_touch(event: InputEventScreenTouch) -> bool:
if not visible:
return false
var local: Vector2 = event.position - global_position
if event.pressed:
touches[event.index] = event.position
if touches.size() == 2:
@ -65,15 +132,7 @@ func handle_touch(event: InputEventScreenTouch) -> bool:
pinch_active = true
queue_redraw()
return true
if dragging_index != -1:
return false
for i in range(GameState.max_fleet_size()):
if local.distance_to(_slot_screen_pos(i)) <= marker_radius * 1.4:
dragging_index = i
drag_touch_index = event.index
queue_redraw()
return true
return false
return _grab(event.position, event.index)
touches.erase(event.index)
if touches.size() < 2:
@ -105,16 +164,7 @@ func handle_drag(event: InputEventScreenDrag) -> bool:
if event.index != drag_touch_index or dragging_index == -1:
return false
var local: Vector2 = event.position - global_position
# Clamped so a slot can't be dragged off the panel and become
# unreachable (and so the fleet can't be spread absurdly far apart).
var f: Vector2 = _screen_to_formation(local)
var limit: float = min(size.x, size.y) / (2.0 * scale_factor) - marker_radius / scale_factor
GameState.formation[dragging_index] = Vector2(
clamp(f.x, -limit, limit), clamp(f.y, -limit, limit)
)
queue_redraw()
formation_changed.emit()
_move_slot(event.position)
return true
@ -126,13 +176,46 @@ func _draw() -> void:
NeonDraw.draw_glowing_line(self, centre + Vector2(-tick, 0), centre + Vector2(tick, 0), Color(0.4, 0.45, 0.5), 0.5, 0.3)
NeonDraw.draw_glowing_line(self, centre + Vector2(0, -tick), centre + Vector2(0, tick), Color(0.4, 0.45, 0.5), 0.5, 0.3)
# #119: each slot is drawn as the vessel actually standing in it, in its
# own colour and its own hull, rather than as an identical placeholder
# dart. Arranging a formation means deciding where the shield sits
# relative to the guns, and that is impossible to see when every marker
# is the same triangle.
var crewed: PackedStringArray = GameState.fleet_vessel_types
for i in range(GameState.max_fleet_size()):
var p: Vector2 = _slot_screen_pos(i)
var held: bool = i == dragging_index
# Ship glyph, so the layout reads the way it will look in flight.
var points: PackedVector2Array = PackedVector2Array([
p + Vector2(0, -marker_radius),
p + Vector2(-marker_radius * 0.66, marker_radius * 0.72),
p + Vector2(marker_radius * 0.66, marker_radius * 0.72),
])
NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0 if held else 0.7)
var vessel_type: String = String(crewed[i]) if i < crewed.size() else ""
var definition: Resource = GameState.vessel_definition(vessel_type) \
if vessel_type != "" else null
if definition == null:
# An empty slot: the outline of a berth, not a ship. A hollow
# marker is how the panel says "nothing is standing here yet".
_draw_empty_slot(p, held)
continue
_draw_vessel_slot(p, definition, held)
# Scaled so the biggest hull in the catalog still fits the marker, and drawn
# from the definition's own points so a vessel reshaped in its .tres is
# reshaped here too.
func _draw_vessel_slot(at: Vector2, definition: Resource, held: bool) -> void:
var points: PackedVector2Array = definition.hull_points
var extent: float = 1.0
for point in points:
extent = maxf(extent, point.length())
var factor: float = marker_radius / extent
var shaped: PackedVector2Array = PackedVector2Array()
for point in points:
shaped.append(at + point * factor)
NeonDraw.draw_glowing_polygon(self, shaped, definition.glow_color,
1.0 if held else 0.75)
func _draw_empty_slot(at: Vector2, held: bool) -> void:
var ring: PackedVector2Array = PackedVector2Array()
for i in range(12):
var a: float = (float(i) / 12.0) * TAU
ring.append(at + Vector2(cos(a), sin(a)) * marker_radius * 0.78)
NeonDraw.draw_glowing_polygon(self, ring, Color(0.42, 0.47, 0.58),
0.8 if held else 0.4)

View file

@ -77,17 +77,45 @@ func _blocked_by_modal() -> bool:
return false
# #118: the same fader, driven by a mouse.
#
# The project used to set emulate_touch_from_mouse, which handed every raw
# touch handler a synthetic touch per click; with that gone this control was
# inert on a desktop and there was no other way to reach the boost. Written
# as thin wrappers over the touch path rather than as a second
# implementation, so the two cannot drift - the same mistake #93 fixed in
# the research tree.
const MOUSE_TOUCH_INDEX: int = -2
func handle_mouse_button(event: InputEventMouseButton) -> bool:
if event.button_index != MOUSE_BUTTON_LEFT:
return false
return _press(event.pressed, event.position, MOUSE_TOUCH_INDEX)
func handle_mouse_motion(event: InputEventMouseMotion) -> bool:
if active_touch_index != MOUSE_TOUCH_INDEX:
return false
_update_from_local(event.position - global_position)
return true
func handle_touch(event: InputEventScreenTouch) -> bool:
var local: Vector2 = event.position - global_position
if event.pressed:
return _press(event.pressed, event.position, event.index)
func _press(pressed: bool, at: Vector2, index: int) -> bool:
var local: Vector2 = at - global_position
if pressed:
if not visible or active_touch_index != -1 or _blocked_by_modal():
return false
if not Rect2(Vector2.ZERO, size).has_point(local):
return false
active_touch_index = event.index
active_touch_index = index
_update_from_local(local)
return true
if event.index != active_touch_index:
if index != active_touch_index:
return false
active_touch_index = -1
queue_redraw()