#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,