extends Control # Drag-and-drop editor for the fleet's formation, opened at a command # centre. Each slot is a draggable marker; dropping one writes the new # offset straight back into GameState.formation, so the change survives # scene swaps and applies to any fleet rebuilt later. # # Works in "formation space": the panel centre represents the fleet centre, # and one formation unit maps to `scale_factor` screen pixels. signal closed signal formation_changed @export var scale_factor: float = 1.4 @export var min_scale: float = 0.5 @export var max_scale: float = 4.0 @export var marker_radius: float = 26.0 @export var glow_color: Color = Color(0.25, 0.85, 1.0) var dragging_index: int = -1 var drag_touch_index: int = -1 # Second finger = pinch to zoom the layout view, so a spread-out formation # can be inspected close up or seen whole. Zooming only changes how the # formation is DISPLAYED - the stored offsets are untouched. var touches: Dictionary = {} var pinch_active: bool = false var pinch_start_distance: float = 0.0 var pinch_start_scale: float = 1.0 func _ready() -> void: queue_redraw() func _centre() -> Vector2: return size / 2.0 func _slot_screen_pos(i: int) -> Vector2: return _centre() + GameState.formation_slot(i) * scale_factor func _screen_to_formation(p: Vector2) -> Vector2: return (p - _centre()) / scale_factor # Returns true when the event was consumed. Called from BuildController, # which forwards input while the editor is open. # #121: the formation could not be rearranged on a desktop at all. Like the # research tree (#93) and the speed fader (#118), this control reads raw # touches, and the project no longer turns clicks into them. Wrappers over # the same press/drag logic, never a second implementation. # # The wheel replaces the pinch: a mouse has no second finger, and zoom is # the other half of what the panel does. const MOUSE_TOUCH_INDEX: int = -2 const WHEEL_ZOOM_STEP: float = 1.12 func handle_mouse_button(event: InputEventMouseButton) -> bool: if not visible: return false if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed: return _zoom_by(WHEEL_ZOOM_STEP) if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed: return _zoom_by(1.0 / WHEEL_ZOOM_STEP) if event.button_index != MOUSE_BUTTON_LEFT: return false if event.pressed: return _grab(event.position, MOUSE_TOUCH_INDEX) if drag_touch_index != MOUSE_TOUCH_INDEX: return false dragging_index = -1 drag_touch_index = -1 queue_redraw() return true func handle_mouse_motion(event: InputEventMouseMotion) -> bool: if drag_touch_index != MOUSE_TOUCH_INDEX or dragging_index == -1: return false _move_slot(event.position) return true func _zoom_by(factor: float) -> bool: scale_factor = clamp(scale_factor * factor, min_scale, max_scale) queue_redraw() return true func _grab(at: Vector2, index: int) -> bool: if dragging_index != -1: return false var local: Vector2 = at - global_position for i in range(GameState.max_fleet_size()): if local.distance_to(_slot_screen_pos(i)) <= marker_radius * 1.4: dragging_index = i drag_touch_index = index queue_redraw() return true return false func _move_slot(at: Vector2) -> void: var local: Vector2 = at - global_position # Clamped so a slot can't be dragged off the panel and become # unreachable (and so the fleet can't be spread absurdly far apart). var f: Vector2 = _screen_to_formation(local) var limit: float = min(size.x, size.y) / (2.0 * scale_factor) - marker_radius / scale_factor GameState.formation[dragging_index] = Vector2( clamp(f.x, -limit, limit), clamp(f.y, -limit, limit) ) queue_redraw() formation_changed.emit() func handle_touch(event: InputEventScreenTouch) -> bool: if not visible: return false if event.pressed: touches[event.index] = event.position if touches.size() == 2: # A second finger turns the gesture into a pinch: drop any slot # being dragged so it isn't yanked around while zooming. dragging_index = -1 drag_touch_index = -1 var positions: Array = touches.values() pinch_start_distance = positions[0].distance_to(positions[1]) pinch_start_scale = scale_factor pinch_active = true queue_redraw() return true return _grab(event.position, event.index) touches.erase(event.index) if touches.size() < 2: pinch_active = false if event.index != drag_touch_index: return false dragging_index = -1 drag_touch_index = -1 queue_redraw() return true func handle_drag(event: InputEventScreenDrag) -> bool: if not visible: return false if touches.has(event.index): touches[event.index] = event.position if pinch_active and touches.size() == 2 and pinch_start_distance > 0.0: var positions: Array = touches.values() var current: float = positions[0].distance_to(positions[1]) # Spreading apart zooms in, matching the world pinch. scale_factor = clamp( pinch_start_scale * (current / max(pinch_start_distance, 1.0)), min_scale, max_scale ) queue_redraw() return true if event.index != drag_touch_index or dragging_index == -1: return false _move_slot(event.position) return true func _draw() -> void: var centre: Vector2 = _centre() # Reference cross for the fleet centre. var tick: float = 14.0 NeonDraw.draw_glowing_line(self, centre + Vector2(-tick, 0), centre + Vector2(tick, 0), Color(0.4, 0.45, 0.5), 0.5, 0.3) NeonDraw.draw_glowing_line(self, centre + Vector2(0, -tick), centre + Vector2(0, tick), Color(0.4, 0.45, 0.5), 0.5, 0.3) # #119: each slot is drawn as the vessel actually standing in it, in its # own colour and its own hull, rather than as an identical placeholder # dart. Arranging a formation means deciding where the shield sits # relative to the guns, and that is impossible to see when every marker # is the same triangle. var crewed: PackedStringArray = GameState.fleet_vessel_types for i in range(GameState.max_fleet_size()): var p: Vector2 = _slot_screen_pos(i) var held: bool = i == dragging_index var vessel_type: String = String(crewed[i]) if i < crewed.size() else "" var definition: Resource = GameState.vessel_definition(vessel_type) \ if vessel_type != "" else null if definition == null: # An empty slot: the outline of a berth, not a ship. A hollow # marker is how the panel says "nothing is standing here yet". _draw_empty_slot(p, held) continue _draw_vessel_slot(p, definition, held) # Scaled so the biggest hull in the catalog still fits the marker, and drawn # from the definition's own points so a vessel reshaped in its .tres is # reshaped here too. func _draw_vessel_slot(at: Vector2, definition: Resource, held: bool) -> void: var points: PackedVector2Array = definition.hull_points var extent: float = 1.0 for point in points: extent = maxf(extent, point.length()) var factor: float = marker_radius / extent var shaped: PackedVector2Array = PackedVector2Array() for point in points: shaped.append(at + point * factor) NeonDraw.draw_glowing_polygon(self, shaped, definition.glow_color, 1.0 if held else 0.75) func _draw_empty_slot(at: Vector2, held: bool) -> void: var ring: PackedVector2Array = PackedVector2Array() for i in range(12): var a: float = (float(i) / 12.0) * TAU ring.append(at + Vector2(cos(a), sin(a)) * marker_radius * 0.78) NeonDraw.draw_glowing_polygon(self, ring, Color(0.42, 0.47, 0.58), 0.8 if held else 0.4)