From da8f6a81eabb2d0004b9f0087adf39664593c421 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Wisniewski?= Date: Tue, 11 Aug 2026 20:17:58 +0200 Subject: [PATCH] Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 --- BuildController.gd | 62 ++++++++++---- IconButton.gd | 18 ++++ Main.tscn | 43 +++++----- tests/_craft_menu_preview.gd.uid | 1 + tests/_skill_menu_preview.gd | 4 + tests/test_hub_capacity.gd.uid | 1 + tests/test_modal_blocks_input.gd | 138 +++++++++++++++++++++++++++++++ 7 files changed, 233 insertions(+), 34 deletions(-) create mode 100644 tests/_craft_menu_preview.gd.uid create mode 100644 tests/test_hub_capacity.gd.uid create mode 100644 tests/test_modal_blocks_input.gd diff --git a/BuildController.gd b/BuildController.gd index a134678..ab878fc 100644 --- a/BuildController.gd +++ b/BuildController.gd @@ -95,6 +95,12 @@ const BUILDING_INFO: Dictionary = { var pending_build_type: String = "" # Which crafter the craft menu is showing (see _on_action_pressed). var craft_building_id: int = 0 +# The craft panel refreshes every frame while it is open (so a delivery +# arriving visibly works the queue down). That overwrote any message the +# moment after it was set, which made a working button look dead - the store +# button in particular. Messages therefore have to outlive a refresh. +var craft_message: String = "" +var craft_message_until: int = 0 var current_building: Node2D = null var pending_building: Node2D = null @@ -149,14 +155,25 @@ func _unhandled_input(event: InputEvent) -> void: # consumes touches through the GUI system swallows them before they get # here, which is what made dragging a formation slot silently do nothing. if skill_menu.visible: - if event is InputEventScreenTouch and skill_tree.handle_touch(event): - get_viewport().set_input_as_handled() - return - if not formation_menu.visible: - return - if event is InputEventScreenTouch and formation_editor.handle_touch(event): + if event is InputEventScreenTouch: + skill_tree.handle_touch(event) + # Handled either way. A touch that lands on the panel but misses a + # node is still a touch ON THE PANEL - letting it through moved the + # fleet and pinch-zoomed the world behind the menu, because + # GameController sits on the root node and sees whatever this leaves + # unhandled. get_viewport().set_input_as_handled() - elif event is InputEventScreenDrag and formation_editor.handle_drag(event): + return + if formation_menu.visible: + if event is InputEventScreenTouch: + formation_editor.handle_touch(event) + elif event is InputEventScreenDrag: + formation_editor.handle_drag(event) + get_viewport().set_input_as_handled() + return + if build_menu.visible or craft_menu.visible or world_map.visible: + # These panels have no raw-input handler of their own, but the world + # behind them must still not react. get_viewport().set_input_as_handled() @@ -450,6 +467,12 @@ func _on_unlock_pressed() -> void: _refresh_skill_menu(id) +func _say(message: String) -> void: + craft_message = message + craft_message_until = Time.get_ticks_msec() + 3000 + _refresh_craft_status() + + func _refresh_craft_status() -> void: # "Here" is the ore delivered to THIS crafter, not the bank: since #16 a # building builds out of its own stock, and showing the bank would say @@ -468,7 +491,10 @@ func _refresh_craft_status() -> void: craft_transporter_button.queue_redraw() craft_store_label.text = "Store ore here\nHold %d" % GameState.fleet_cargo - craft_store_button.enabled = GameState.fleet_cargo > 0 + # Deliberately left ENABLED with an empty hold: a greyed-out button that + # cannot say why is exactly the dead-button problem this panel already + # had. Pressing it explains instead. + craft_store_button.enabled = true craft_store_button.queue_redraw() # A full fleet cannot take another vessel, so the order would be refused. @@ -481,6 +507,11 @@ func _refresh_craft_status() -> void: craft_interceptor_button.queue_redraw() # One statement of the fleet count, either way round: the capacity line # replaces the plain readout rather than being bolted in front of it. + if craft_message != "": + if Time.get_ticks_msec() < craft_message_until: + craft_status.text = "%s\n%s" % [craft_message, craft_status.text] + else: + craft_message = "" if room: craft_status.text += " Fleet %d/%d" % [fleet.ships.size(), GameState.max_fleet_size()] else: @@ -497,7 +528,7 @@ func _on_craft_interceptor() -> void: if fleet.ships.size() + GameState.ships_owed \ + GameState.pending_orders_of(craft_building_id, GameState.PRODUCT_SHIP) \ >= GameState.max_fleet_size(): - craft_status.text = "Fleet is full (%d slots)" % GameState.max_fleet_size() + _say("Fleet is full (%d slots)" % GameState.max_fleet_size()) return # No affordability check: an order the crafter cannot pay for yet is # QUEUED, and completes by itself once ore is delivered here (#16). @@ -519,10 +550,11 @@ func _on_load_ore() -> void: func _on_store_ore() -> void: if craft_building_id == 0: return + if GameState.fleet_cargo <= 0: + _say("The fleet is carrying nothing - load ore at the mothership first") + return var moved: int = GameState.unload_into_building(craft_building_id) - _refresh_craft_status() - if moved > 0: - craft_status.text = "Stored %d ore here %s" % [moved, craft_status.text] + _say("Stored %d ore here" % moved) func _on_craft_transporter() -> void: @@ -531,10 +563,10 @@ func _on_craft_transporter() -> void: if not GameState.queue_order(craft_building_id, GameState.PRODUCT_TRANSPORTER): # Two different refusals, and the player needs to know WHICH. if not GameState.has_transport_hub(): - craft_status.text = "Build a Transport Hub first - a transporter needs somewhere to be stationed" + _say("Build a Transport Hub first - a transporter needs somewhere to be stationed") else: - craft_status.text = "All %d berths are taken - build another hub, or research Freight Yards" % \ - GameState.transport_capacity() + _say("All %d berths are taken - build another hub, or research Freight Yards" % + GameState.transport_capacity()) return _refresh_craft_status() diff --git a/IconButton.gd b/IconButton.gd index 2fdc552..7dd8ea3 100644 --- a/IconButton.gd +++ b/IconButton.gd @@ -50,7 +50,25 @@ func _ready() -> void: queue_redraw() +func _blocked_by_modal() -> bool: + # A panel is open and this button is not part of it, so it is sitting + # BEHIND the panel and must not react. + # + # The panels cannot simply swallow GUI input with a mouse_filter of STOP: + # the skill tree and the formation editor are driven from raw + # _unhandled_input (see SkillTreeView), and a Control that consumes + # touches through the GUI system swallows them before they ever get + # there. So the panels stay transparent to input and the buttons check + # instead. + for menu in get_tree().get_nodes_in_group("modal_menus"): + if menu.visible and not menu.is_ancestor_of(self): + return true + return false + + func _gui_input(event: InputEvent) -> void: + if _blocked_by_modal(): + return if event is InputEventScreenTouch: _handle_press(event.pressed, event.position) accept_event() diff --git a/Main.tscn b/Main.tscn index f9242fe..88b0a2a 100644 --- a/Main.tscn +++ b/Main.tscn @@ -203,7 +203,7 @@ offset_bottom = -24 script = ExtResource("10") icon = 6 -[node name="WorldMap" type="Control" parent="UI"] +[node name="WorldMap" type="Control" parent="UI" groups=["modal_menus"]] visible = false anchor_right = 1.0 anchor_bottom = 1.0 @@ -237,7 +237,7 @@ offset_bottom = 172 script = ExtResource("10") icon = 1 -[node name="BuildMenu" type="Control" parent="UI"] +[node name="BuildMenu" type="Control" parent="UI" groups=["modal_menus"]] visible = false anchor_right = 1.0 anchor_bottom = 1.0 @@ -489,7 +489,7 @@ offset_bottom = 172 script = ExtResource("10") icon = 1 -[node name="InfoPopup" type="Control" parent="UI/BuildMenu"] +[node name="InfoPopup" type="Control" parent="UI/BuildMenu" groups=["modal_menus"]] visible = false anchor_right = 1.0 anchor_bottom = 1.0 @@ -576,7 +576,7 @@ script = ExtResource("10") icon = 1 glow_color = Color(0, 0.62, 0.7, 1) -[node name="CraftMenu" type="Control" parent="UI"] +[node name="CraftMenu" type="Control" parent="UI" groups=["modal_menus"]] visible = false anchor_right = 1.0 anchor_bottom = 1.0 @@ -700,7 +700,7 @@ offset_bottom = 172 script = ExtResource("10") icon = 1 -[node name="FormationMenu" type="Control" parent="UI"] +[node name="FormationMenu" type="Control" parent="UI" groups=["modal_menus"]] visible = false mouse_filter = 2 anchor_right = 1.0 @@ -784,7 +784,7 @@ grow_horizontal = 2 grow_vertical = 2 color = Color(0, 0, 0, 0) -[node name="SkillMenu" type="Control" parent="UI"] +[node name="SkillMenu" type="Control" parent="UI" groups=["modal_menus"]] visible = false mouse_filter = 2 anchor_right = 1.0 @@ -809,48 +809,53 @@ horizontal_alignment = 1 [node name="Tree" type="Control" parent="UI/SkillMenu"] mouse_filter = 2 anchor_right = 1.0 +anchor_bottom = 1.0 offset_left = 24.0 offset_top = 210.0 offset_right = -24.0 -offset_bottom = 760.0 +offset_bottom = -620.0 script = ExtResource("21") [node name="DetailLabel" type="Label" parent="UI/SkillMenu"] mouse_filter = 2 anchor_right = 1.0 +anchor_top = 1.0 +anchor_bottom = 1.0 offset_left = 32.0 -offset_top = 780.0 +offset_top = -610.0 offset_right = -32.0 -offset_bottom = 926.0 -theme_override_font_sizes/font_size = 40 +offset_bottom = -462.0 +theme_override_font_sizes/font_size = 34 autowrap_mode = 2 -text = "" horizontal_alignment = 1 -vertical_alignment = 1 +text = "" [node name="CostNumber" type="Control" parent="UI/SkillMenu"] mouse_filter = 2 anchor_left = 0.5 +anchor_top = 1.0 anchor_right = 0.5 +anchor_bottom = 1.0 offset_left = -64.0 -offset_top = 936.0 +offset_top = -456.0 offset_right = 76.0 -offset_bottom = 1000.0 +offset_bottom = -392.0 script = ExtResource("19") -amount = 0 digit_height = 52.0 [node name="StatusLabel" type="Label" parent="UI/SkillMenu"] mouse_filter = 2 anchor_right = 1.0 +anchor_top = 1.0 +anchor_bottom = 1.0 offset_left = 32.0 -offset_top = 1006.0 +offset_top = -386.0 offset_right = -32.0 -offset_bottom = 1070.0 -theme_override_font_sizes/font_size = 36 +offset_bottom = -318.0 +theme_override_font_sizes/font_size = 32 autowrap_mode = 2 -text = "" horizontal_alignment = 1 +text = "" [node name="UnlockButton" type="Control" parent="UI/SkillMenu"] anchor_left = 0.5 diff --git a/tests/_craft_menu_preview.gd.uid b/tests/_craft_menu_preview.gd.uid new file mode 100644 index 0000000..365ad46 --- /dev/null +++ b/tests/_craft_menu_preview.gd.uid @@ -0,0 +1 @@ +uid://dlhupvrh333dd diff --git a/tests/_skill_menu_preview.gd b/tests/_skill_menu_preview.gd index 4f74dbc..6a876b1 100644 --- a/tests/_skill_menu_preview.gd +++ b/tests/_skill_menu_preview.gd @@ -25,3 +25,7 @@ func _ready() -> void: bc._refresh_craft_status() else: bc._refresh_load_ore() + # Select a node so the description, price and status all have text - + # an empty description cannot collide with anything. + bc.skill_tree.selected_id = "freight" + bc._refresh_skill_menu("freight") diff --git a/tests/test_hub_capacity.gd.uid b/tests/test_hub_capacity.gd.uid new file mode 100644 index 0000000..abfc3d4 --- /dev/null +++ b/tests/test_hub_capacity.gd.uid @@ -0,0 +1 @@ +uid://dumdbx4iggydw diff --git a/tests/test_modal_blocks_input.gd b/tests/test_modal_blocks_input.gd new file mode 100644 index 0000000..19c3e78 --- /dev/null +++ b/tests/test_modal_blocks_input.gd @@ -0,0 +1,138 @@ +extends SceneTree + +# Headless gameplay test: run with +# godot --headless -s res://tests/test_modal_blocks_input.gd +# With a panel open, nothing behind it may react to a touch. +# +# Two separate leaks, because there are two separate input paths: +# +# 1. GUI clicks. The skill and formation panels cannot block these the +# normal way (mouse_filter = STOP), because the skill tree and the +# formation editor are driven from raw _unhandled_input, and a Control +# that consumes touches through the GUI system swallows them before +# they ever get there. So the panels stay transparent and the buttons +# check whether they are behind one. +# 2. Raw input. A touch landing on the panel but missing a skill node was +# left unhandled, so it fell through to GameController - which sits on +# the ROOT node and therefore sees everything its children ignore - and +# moved the fleet or pinch-zoomed the world behind the menu. +# +# Verifies: +# 1. a button outside an open panel does not fire +# 2. a button INSIDE the open panel still does (or the panel is unusable) +# 3. with every panel closed, that same outside button fires normally, so +# a pass cannot just mean "the button never works" +# 4. a touch on an open panel does not reach the world behind it + +var scene: Node +var game_state: Node +var fleet: Node +var skill_menu: Control +var map_button: Control +var skill_close: Control +var stage: int = 0 +var elapsed: float = 0.0 +var outside_fired: bool = false +var inside_fired: bool = false + + +func _initialize() -> void: + game_state = root.get_node("GameState") + game_state.buildings.clear() + game_state.extractors.clear() + game_state.transporters.clear() + scene = load("res://Main.tscn").instantiate() + root.add_child(scene) + fleet = scene.get_node("Fleet") + skill_menu = scene.get_node("UI/SkillMenu") + map_button = scene.get_node("UI/MapButton") + skill_close = scene.get_node("UI/SkillMenu/CloseButton") + map_button.pressed.connect(func(): outside_fired = true) + skill_close.pressed.connect(func(): inside_fired = true) + + +func _tap(button: Control) -> void: + # Straight at the button's own _gui_input, which is where a real tap + # lands once Godot has routed it. + var centre: Vector2 = button.size / 2.0 + for pressed in [true, false]: + var ev: InputEventScreenTouch = InputEventScreenTouch.new() + ev.pressed = pressed + ev.position = centre + button._gui_input(ev) + + +func _process(delta: float) -> bool: + elapsed += delta + match stage: + 0: + if elapsed < 0.2: + return false + scene.get_node("AsteroidField").set_process(false) + scene.get_node("EnemySpawner").set_process(false) + + # --- 3. baseline: it works with nothing open ---------------- + outside_fired = false + _tap(map_button) + if not outside_fired: + print("TEST_MODAL_BLOCKS_INPUT: FAIL (the button never fires even with no panel open - the test proves nothing)") + quit(1) + return true + print("no panel open -> outside button fires") + # That tap actually OPENED the world map, which is itself a modal + # panel - leave it open and it correctly blocks the research + # panel's own buttons, which is a true result but not the one + # being measured here. + scene.get_node("UI/WorldMap").visible = false + + skill_menu.visible = true + elapsed = 0.0 + stage = 1 + return false + 1: + if elapsed < 0.2: + return false + # --- 1. behind an open panel -------------------------------- + outside_fired = false + _tap(map_button) + if outside_fired: + print("TEST_MODAL_BLOCKS_INPUT: FAIL (a button behind the open research panel still fired)") + quit(1) + return true + print("research panel open -> button behind it is inert") + + # --- 2. inside it ------------------------------------------ + inside_fired = false + _tap(skill_close) + if not inside_fired: + print("TEST_MODAL_BLOCKS_INPUT: FAIL (the panel's own close button stopped working)") + quit(1) + return true + print("panel's own button still works") + elapsed = 0.0 + stage = 2 + return false + 2: + if elapsed < 0.2: + return false + # --- 4. raw input must not reach the world ------------------ + skill_menu.visible = true + var before: Vector2 = fleet.fleet_target + var controller: Node = scene.get_node("BuildController") + var ev: InputEventScreenTouch = InputEventScreenTouch.new() + ev.pressed = true + ev.position = Vector2(360.0, 900.0) + controller._unhandled_input(ev) + if not root.get_viewport().is_input_handled(): + print("TEST_MODAL_BLOCKS_INPUT: FAIL (a touch on the open panel was left unhandled - it falls through to the world behind)") + quit(1) + return true + if fleet.fleet_target != before: + print("TEST_MODAL_BLOCKS_INPUT: FAIL (the fleet moved from a touch on the panel)") + quit(1) + return true + print("touch on the panel consumed, fleet target unchanged") + print("TEST_MODAL_BLOCKS_INPUT: PASS") + quit(0) + return true + return false