Collapse contextual building actions

This commit is contained in:
Loïc Wisniewski 2026-08-13 20:49:15 +02:00
commit d79c756d5b
4 changed files with 110 additions and 34 deletions

View file

@ -19,6 +19,7 @@ extends Node2D
@onready var world_map: Control = get_node("../UI/WorldMap")
@onready var build_button: IconButton = get_node("../UI/BuildButton")
@onready var action_button: IconButton = get_node("../UI/BuildActionButton")
@onready var building_action_button: IconButton = get_node("../UI/BuildingActionButton")
@onready var build_menu: Control = get_node("../UI/BuildMenu")
@onready var build_mothership_button: IconButton = get_node("../UI/BuildMenu/MothershipButton")
@ -209,6 +210,7 @@ var transfer_building_id: int = 0
var current_building: Node2D = null
var pending_building: Node2D = null
var pending_time: float = 0.0
var context_actions_expanded: bool = false
func _ready() -> void:
@ -230,7 +232,8 @@ func _ready() -> void:
info_close_button.pressed.connect(_close_info)
info_build_button.pressed.connect(_confirm_build)
action_button.pressed.connect(_on_action_pressed)
action_button.pressed.connect(_on_context_action_pressed)
building_action_button.pressed.connect(_on_action_pressed)
craft_interceptor_button.pressed.connect(_on_craft_interceptor)
craft_transporter_button.pressed.connect(_on_craft_transporter)
@ -266,6 +269,7 @@ func _ready() -> void:
lab_menu.visible = false
transfer_menu.visible = false
action_button.visible = false
building_action_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
hangar_menu.visible = false
@ -281,6 +285,12 @@ func is_showing_building_prompt() -> bool:
func _unhandled_input(event: InputEvent) -> void:
if context_actions_expanded and (event is InputEventScreenTouch and event.pressed \
or event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT):
# Buttons consume their own touch; reaching this handler means the tap
# landed somewhere else, which dismisses an expanded action list.
_collapse_context_actions()
# The formation editor and the skill tree are driven from here rather than
# via _gui_input, for the same reason as the joystick: a Control that
# consumes touches through the GUI system swallows them before they get
@ -337,8 +347,10 @@ func _process(delta: float) -> void:
current_building = null
pending_building = null
action_button.visible = false
building_action_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
context_actions_expanded = false
return
# Debounced exactly like the enter-atmosphere prompt, so the action
@ -355,7 +367,7 @@ func _process(delta: float) -> void:
return
current_building = pending_building
action_button.visible = current_building != null
context_actions_expanded = false
# The hangar is where finished vessels are delivered (#23), so it belongs
# at the mothership and nowhere else.
hangar_button.visible = current_building != null \
@ -363,26 +375,68 @@ func _process(delta: float) -> void:
# Every building can hold ore, so the transfer button rides alongside the
# action button rather than being one of the things the action button
# turns into - the two are independent choices at the same structure.
transfer_button.visible = current_building != null
transfer_button.visible = false
building_action_button.visible = false
action_button.visible = current_building != null
if current_building != null:
action_button.icon = _action_icon_for(current_building.building_type)
var actions: Array = _context_action_buttons()
building_action_button.icon = _action_icon_for(current_building.building_type)
building_action_button.queue_redraw()
action_button.icon = building_action_button.icon if actions.size() == 1 else IconButton.Icon.ACTION_MENU
action_button.queue_redraw()
_layout_context_buttons()
func _layout_context_buttons() -> void:
# Every contextual action uses a distinct, fixed berth above Build. This
# replaces the old hand-picked offsets where Hangar overlapped Action at a
# mothership (#25).
var buttons: Array = [action_button, transfer_button]
if hangar_button.visible:
buttons.append(hangar_button)
# Build is permanently under the resource counter. The contextual berth
# directly below it is compact until it has more than one real choice.
action_button.offset_top = 324
action_button.offset_bottom = 472
var buttons: Array = _context_action_buttons()
if not context_actions_expanded:
for button in buttons:
button.visible = false
return
for i in range(buttons.size()):
var button: Control = buttons[i]
button.offset_top = -720 + i * 164
button.visible = true
button.offset_top = 488 + i * 164
button.offset_bottom = button.offset_top + 148
func _context_action_buttons() -> Array:
if current_building == null:
return []
var actions: Array = [transfer_button]
if current_building.building_type in [GameState.BUILDING_MOTHERSHIP, GameState.BUILDING_SHIP_CRAFTER,
GameState.BUILDING_SHIP_LAB, GameState.BUILDING_COMMAND_CENTER]:
actions.push_front(building_action_button)
if current_building.building_type == GameState.BUILDING_MOTHERSHIP:
actions.append(hangar_button)
return actions
func _on_context_action_pressed() -> void:
if current_building == null:
return
var actions: Array = _context_action_buttons()
if actions.size() == 1:
if actions[0] == transfer_button:
_on_transfer_pressed()
else:
_on_action_pressed()
return
context_actions_expanded = not context_actions_expanded
_layout_context_buttons()
func _collapse_context_actions() -> void:
if not context_actions_expanded:
return
context_actions_expanded = false
_layout_context_buttons()
func _action_icon_for(type: String) -> int:
match type:
GameState.BUILDING_SHIP_CRAFTER: