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 <noreply@anthropic.com>
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7 changed files with 232 additions and 33 deletions
1
tests/_craft_menu_preview.gd.uid
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tests/_craft_menu_preview.gd.uid
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uid://dlhupvrh333dd
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@ -25,3 +25,7 @@ func _ready() -> void:
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bc._refresh_craft_status()
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else:
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bc._refresh_load_ore()
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# Select a node so the description, price and status all have text -
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# an empty description cannot collide with anything.
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bc.skill_tree.selected_id = "freight"
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bc._refresh_skill_menu("freight")
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tests/test_hub_capacity.gd.uid
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tests/test_hub_capacity.gd.uid
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uid://dumdbx4iggydw
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138
tests/test_modal_blocks_input.gd
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tests/test_modal_blocks_input.gd
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_modal_blocks_input.gd
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# With a panel open, nothing behind it may react to a touch.
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#
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# Two separate leaks, because there are two separate input paths:
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#
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# 1. GUI clicks. The skill and formation panels cannot block these the
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# normal way (mouse_filter = STOP), because the skill tree and the
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# formation editor are driven from raw _unhandled_input, and a Control
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# that consumes touches through the GUI system swallows them before
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# they ever get there. So the panels stay transparent and the buttons
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# check whether they are behind one.
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# 2. Raw input. A touch landing on the panel but missing a skill node was
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# left unhandled, so it fell through to GameController - which sits on
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# the ROOT node and therefore sees everything its children ignore - and
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# moved the fleet or pinch-zoomed the world behind the menu.
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#
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# Verifies:
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# 1. a button outside an open panel does not fire
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# 2. a button INSIDE the open panel still does (or the panel is unusable)
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# 3. with every panel closed, that same outside button fires normally, so
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# a pass cannot just mean "the button never works"
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# 4. a touch on an open panel does not reach the world behind it
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var scene: Node
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var game_state: Node
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var fleet: Node
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var skill_menu: Control
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var map_button: Control
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var skill_close: Control
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var stage: int = 0
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var elapsed: float = 0.0
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var outside_fired: bool = false
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var inside_fired: bool = false
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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skill_menu = scene.get_node("UI/SkillMenu")
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map_button = scene.get_node("UI/MapButton")
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skill_close = scene.get_node("UI/SkillMenu/CloseButton")
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map_button.pressed.connect(func(): outside_fired = true)
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skill_close.pressed.connect(func(): inside_fired = true)
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func _tap(button: Control) -> void:
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# Straight at the button's own _gui_input, which is where a real tap
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# lands once Godot has routed it.
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var centre: Vector2 = button.size / 2.0
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for pressed in [true, false]:
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var ev: InputEventScreenTouch = InputEventScreenTouch.new()
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ev.pressed = pressed
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ev.position = centre
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button._gui_input(ev)
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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if elapsed < 0.2:
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return false
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# --- 3. baseline: it works with nothing open ----------------
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outside_fired = false
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_tap(map_button)
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if not outside_fired:
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print("TEST_MODAL_BLOCKS_INPUT: FAIL (the button never fires even with no panel open - the test proves nothing)")
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quit(1)
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return true
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print("no panel open -> outside button fires")
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# That tap actually OPENED the world map, which is itself a modal
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# panel - leave it open and it correctly blocks the research
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# panel's own buttons, which is a true result but not the one
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# being measured here.
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scene.get_node("UI/WorldMap").visible = false
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skill_menu.visible = true
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.2:
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return false
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# --- 1. behind an open panel --------------------------------
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outside_fired = false
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_tap(map_button)
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if outside_fired:
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print("TEST_MODAL_BLOCKS_INPUT: FAIL (a button behind the open research panel still fired)")
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quit(1)
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return true
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print("research panel open -> button behind it is inert")
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# --- 2. inside it ------------------------------------------
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inside_fired = false
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_tap(skill_close)
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if not inside_fired:
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print("TEST_MODAL_BLOCKS_INPUT: FAIL (the panel's own close button stopped working)")
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quit(1)
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return true
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print("panel's own button still works")
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.2:
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return false
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# --- 4. raw input must not reach the world ------------------
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skill_menu.visible = true
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var before: Vector2 = fleet.fleet_target
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var controller: Node = scene.get_node("BuildController")
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var ev: InputEventScreenTouch = InputEventScreenTouch.new()
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ev.pressed = true
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ev.position = Vector2(360.0, 900.0)
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controller._unhandled_input(ev)
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if not root.get_viewport().is_input_handled():
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print("TEST_MODAL_BLOCKS_INPUT: FAIL (a touch on the open panel was left unhandled - it falls through to the world behind)")
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quit(1)
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return true
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if fleet.fleet_target != before:
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print("TEST_MODAL_BLOCKS_INPUT: FAIL (the fleet moved from a touch on the panel)")
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quit(1)
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return true
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print("touch on the panel consumed, fleet target unchanged")
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print("TEST_MODAL_BLOCKS_INPUT: PASS")
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quit(0)
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return true
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return false
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