#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>
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39ad050dc6
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4 changed files with 243 additions and 43 deletions
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@ -47,11 +47,78 @@ func _screen_to_formation(p: Vector2) -> Vector2:
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# Returns true when the event was consumed. Called from BuildController,
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# which forwards input while the editor is open.
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# #121: the formation could not be rearranged on a desktop at all. Like the
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# research tree (#93) and the speed fader (#118), this control reads raw
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# touches, and the project no longer turns clicks into them. Wrappers over
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# the same press/drag logic, never a second implementation.
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#
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# The wheel replaces the pinch: a mouse has no second finger, and zoom is
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# the other half of what the panel does.
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const MOUSE_TOUCH_INDEX: int = -2
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const WHEEL_ZOOM_STEP: float = 1.12
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func handle_mouse_button(event: InputEventMouseButton) -> bool:
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if not visible:
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return false
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if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
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return _zoom_by(WHEEL_ZOOM_STEP)
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
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return _zoom_by(1.0 / WHEEL_ZOOM_STEP)
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if event.button_index != MOUSE_BUTTON_LEFT:
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return false
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if event.pressed:
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return _grab(event.position, MOUSE_TOUCH_INDEX)
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if drag_touch_index != MOUSE_TOUCH_INDEX:
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return false
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dragging_index = -1
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drag_touch_index = -1
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queue_redraw()
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return true
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func handle_mouse_motion(event: InputEventMouseMotion) -> bool:
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if drag_touch_index != MOUSE_TOUCH_INDEX or dragging_index == -1:
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return false
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_move_slot(event.position)
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return true
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func _zoom_by(factor: float) -> bool:
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scale_factor = clamp(scale_factor * factor, min_scale, max_scale)
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queue_redraw()
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return true
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func _grab(at: Vector2, index: int) -> bool:
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if dragging_index != -1:
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return false
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var local: Vector2 = at - global_position
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for i in range(GameState.max_fleet_size()):
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if local.distance_to(_slot_screen_pos(i)) <= marker_radius * 1.4:
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dragging_index = i
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drag_touch_index = index
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queue_redraw()
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return true
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return false
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func _move_slot(at: Vector2) -> void:
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var local: Vector2 = at - global_position
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# Clamped so a slot can't be dragged off the panel and become
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# unreachable (and so the fleet can't be spread absurdly far apart).
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var f: Vector2 = _screen_to_formation(local)
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var limit: float = min(size.x, size.y) / (2.0 * scale_factor) - marker_radius / scale_factor
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GameState.formation[dragging_index] = Vector2(
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clamp(f.x, -limit, limit), clamp(f.y, -limit, limit)
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)
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queue_redraw()
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formation_changed.emit()
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func handle_touch(event: InputEventScreenTouch) -> bool:
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if not visible:
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return false
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var local: Vector2 = event.position - global_position
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if event.pressed:
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touches[event.index] = event.position
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if touches.size() == 2:
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@ -65,15 +132,7 @@ func handle_touch(event: InputEventScreenTouch) -> bool:
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pinch_active = true
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queue_redraw()
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return true
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if dragging_index != -1:
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return false
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for i in range(GameState.max_fleet_size()):
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if local.distance_to(_slot_screen_pos(i)) <= marker_radius * 1.4:
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dragging_index = i
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drag_touch_index = event.index
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queue_redraw()
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return true
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return false
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return _grab(event.position, event.index)
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touches.erase(event.index)
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if touches.size() < 2:
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@ -105,16 +164,7 @@ func handle_drag(event: InputEventScreenDrag) -> bool:
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if event.index != drag_touch_index or dragging_index == -1:
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return false
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var local: Vector2 = event.position - global_position
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# Clamped so a slot can't be dragged off the panel and become
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# unreachable (and so the fleet can't be spread absurdly far apart).
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var f: Vector2 = _screen_to_formation(local)
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var limit: float = min(size.x, size.y) / (2.0 * scale_factor) - marker_radius / scale_factor
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GameState.formation[dragging_index] = Vector2(
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clamp(f.x, -limit, limit), clamp(f.y, -limit, limit)
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)
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queue_redraw()
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formation_changed.emit()
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_move_slot(event.position)
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return true
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@ -126,13 +176,46 @@ func _draw() -> void:
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NeonDraw.draw_glowing_line(self, centre + Vector2(-tick, 0), centre + Vector2(tick, 0), Color(0.4, 0.45, 0.5), 0.5, 0.3)
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NeonDraw.draw_glowing_line(self, centre + Vector2(0, -tick), centre + Vector2(0, tick), Color(0.4, 0.45, 0.5), 0.5, 0.3)
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# #119: each slot is drawn as the vessel actually standing in it, in its
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# own colour and its own hull, rather than as an identical placeholder
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# dart. Arranging a formation means deciding where the shield sits
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# relative to the guns, and that is impossible to see when every marker
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# is the same triangle.
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var crewed: PackedStringArray = GameState.fleet_vessel_types
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for i in range(GameState.max_fleet_size()):
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var p: Vector2 = _slot_screen_pos(i)
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var held: bool = i == dragging_index
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# Ship glyph, so the layout reads the way it will look in flight.
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var points: PackedVector2Array = PackedVector2Array([
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p + Vector2(0, -marker_radius),
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p + Vector2(-marker_radius * 0.66, marker_radius * 0.72),
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p + Vector2(marker_radius * 0.66, marker_radius * 0.72),
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])
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NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0 if held else 0.7)
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var vessel_type: String = String(crewed[i]) if i < crewed.size() else ""
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var definition: Resource = GameState.vessel_definition(vessel_type) \
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if vessel_type != "" else null
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if definition == null:
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# An empty slot: the outline of a berth, not a ship. A hollow
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# marker is how the panel says "nothing is standing here yet".
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_draw_empty_slot(p, held)
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continue
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_draw_vessel_slot(p, definition, held)
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# Scaled so the biggest hull in the catalog still fits the marker, and drawn
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# from the definition's own points so a vessel reshaped in its .tres is
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# reshaped here too.
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func _draw_vessel_slot(at: Vector2, definition: Resource, held: bool) -> void:
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var points: PackedVector2Array = definition.hull_points
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var extent: float = 1.0
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for point in points:
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extent = maxf(extent, point.length())
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var factor: float = marker_radius / extent
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var shaped: PackedVector2Array = PackedVector2Array()
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for point in points:
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shaped.append(at + point * factor)
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NeonDraw.draw_glowing_polygon(self, shaped, definition.glow_color,
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1.0 if held else 0.75)
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func _draw_empty_slot(at: Vector2, held: bool) -> void:
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var ring: PackedVector2Array = PackedVector2Array()
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for i in range(12):
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var a: float = (float(i) / 12.0) * TAU
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ring.append(at + Vector2(cos(a), sin(a)) * marker_radius * 0.78)
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NeonDraw.draw_glowing_polygon(self, ring, Color(0.42, 0.47, 0.58),
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0.8 if held else 0.4)
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