class_name IconButton extends Control # Square neon-outlined button, hand-drawn to match the game's existing # no-texture glowing look (same NeonDraw technique as ships/enemies) - # no icon image assets, just a glyph drawn inside the frame. signal pressed # Scenes store `icon` as a plain int, so NEW ENTRIES MUST BE APPENDED - # inserting one would silently repoint every button after it. enum Icon { MAP, CLOSE, SHIP, DOWN_ARROW, UP_ARROW, BUILD, ROTATE_CW, ROTATE_CCW, # One per building, each a miniature of what actually gets placed. The # build menu used to pick from the generic set, which left the mothership # and the command centre sharing a folded-map glyph and neither of them # looking anything like the structure they build. MOTHERSHIP, CRAFTER, COMMAND_CENTER, EXTRACTOR, } # Size the glyphs were originally drawn against. Every glyph dimension is # scaled by (actual size / this), so the button can be resized in the scene # without the icon inside it staying small. const REFERENCE_SIZE: float = 56.0 @export var icon: int = Icon.MAP @export var glow_color: Color = Color(0.25, 0.85, 1.0) # Colour of the bright core stroke. Defaults to near-white, which reads well # on the dark space background; scenes drawing over a bright backdrop (the # lunar surface) override this with a dark colour so the button doesn't wash # out. See NeonDraw. @export var core_color: Color = Color(1.0, 1.0, 1.0) # When false the button is drawn greyed out, but STILL emits `pressed` - # the caller decides what to do, which is what lets an unavailable option # explain itself instead of silently doing nothing. @export var enabled: bool = true: set = set_enabled @export var disabled_color: Color = Color(0.42, 0.45, 0.5) var pressed_down: bool = false func set_enabled(value: bool) -> void: if enabled == value: return enabled = value queue_redraw() func _ready() -> void: queue_redraw() func _gui_input(event: InputEvent) -> void: if event is InputEventScreenTouch: _handle_press(event.pressed, event.position) accept_event() elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT: _handle_press(event.pressed, event.position) accept_event() func _handle_press(is_pressed: bool, at_position: Vector2) -> void: if is_pressed: pressed_down = true queue_redraw() elif pressed_down: pressed_down = false queue_redraw() # Only counts as a real press if the finger/cursor is still over # the button when it lifts - dragging off before releasing (a # common way to "cancel" a touch) must not still trigger it. if Rect2(Vector2.ZERO, size).has_point(at_position): pressed.emit() func _active_color() -> Color: return glow_color if enabled else disabled_color func _draw() -> void: var rect_size: Vector2 = size var s: float = min(rect_size.x, rect_size.y) / REFERENCE_SIZE # Constant glow, brighter while held. Only the press state changes it, # so the button redraws on press/release instead of every frame. var pulse: float = 1.0 if pressed_down else 0.85 var margin: float = 4.0 * s var square: PackedVector2Array = PackedVector2Array([ Vector2(margin, margin), Vector2(rect_size.x - margin, margin), Vector2(rect_size.x - margin, rect_size.y - margin), Vector2(margin, rect_size.y - margin), ]) NeonDraw.draw_glowing_polygon(self, square, _active_color(), pulse, core_color) var center: Vector2 = rect_size / 2.0 match icon: Icon.CLOSE: _draw_close(center, pulse, s) Icon.SHIP: _draw_ship(center, pulse, s) Icon.MAP: _draw_map(center, pulse, s) Icon.DOWN_ARROW: _draw_arrow(center, pulse, 1.0, s) Icon.UP_ARROW: _draw_arrow(center, pulse, -1.0, s) Icon.BUILD: _draw_build(center, pulse, s) Icon.ROTATE_CW: _draw_rotate(center, pulse, s, 1.0) Icon.ROTATE_CCW: _draw_rotate(center, pulse, s, -1.0) Icon.MOTHERSHIP: _draw_mothership_icon(center, pulse, s) Icon.CRAFTER: _draw_crafter_icon(center, pulse, s) Icon.COMMAND_CENTER: _draw_command_icon(center, pulse, s) Icon.EXTRACTOR: _draw_extractor_icon(center, pulse, s) func _draw_close(center: Vector2, pulse: float, s: float) -> void: var r: float = 10.0 * s NeonDraw.draw_glowing_line(self, center + Vector2(-r, -r), center + Vector2(r, r), _active_color(), pulse, 0.5 * s, core_color) NeonDraw.draw_glowing_line(self, center + Vector2(-r, r), center + Vector2(r, -r), _active_color(), pulse, 0.5 * s, core_color) func _draw_ship(center: Vector2, pulse: float, s: float) -> void: var nose: Vector2 = center + Vector2(0, -11) * s var left: Vector2 = center + Vector2(-7, 8) * s var right: Vector2 = center + Vector2(7, 8) * s var points: PackedVector2Array = PackedVector2Array([nose, left, right]) NeonDraw.draw_glowing_polygon(self, points, _active_color(), pulse, core_color) func _draw_arrow(center: Vector2, pulse: float, direction: float, s: float) -> void: var r: float = 9.0 * s var tip: Vector2 = center + Vector2(0, r * direction) var shaft_top: Vector2 = center + Vector2(0, -r * direction) NeonDraw.draw_glowing_line(self, shaft_top, tip, _active_color(), pulse, 0.5 * s, core_color) NeonDraw.draw_glowing_line(self, tip, tip + Vector2(-r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color) NeonDraw.draw_glowing_line(self, tip, tip + Vector2(r * 0.7, -r * 0.8 * direction), _active_color(), pulse, 0.5 * s, core_color) func _draw_build(center: Vector2, pulse: float, s: float) -> void: # A plus inside a frame - "add a structure". var r: float = 11.0 * s var frame: PackedVector2Array = PackedVector2Array([ center + Vector2(-r, -r), center + Vector2(r, -r), center + Vector2(r, r), center + Vector2(-r, r), ]) NeonDraw.draw_glowing_polygon(self, frame, _active_color(), pulse, core_color) var arm: float = r * 0.55 NeonDraw.draw_glowing_line(self, center + Vector2(-arm, 0), center + Vector2(arm, 0), _active_color(), pulse, 0.4 * s, core_color) NeonDraw.draw_glowing_line(self, center + Vector2(0, -arm), center + Vector2(0, arm), _active_color(), pulse, 0.4 * s, core_color) func _draw_rotate(center: Vector2, pulse: float, s: float, direction: float) -> void: # Three-quarter arc with an arrowhead on the leading end, mirrored for # the counter-clockwise variant. var r: float = 11.0 * s var segments: int = 14 var sweep: float = TAU * 0.75 var start: float = -PI * 0.5 var arc: PackedVector2Array = PackedVector2Array() for i in range(segments + 1): var t: float = float(i) / segments var a: float = start + sweep * t * direction arc.append(center + Vector2(cos(a), sin(a)) * r) for i in range(segments): NeonDraw.draw_glowing_line(self, arc[i], arc[i + 1], _active_color(), pulse, 0.34 * s, core_color) var tip: Vector2 = arc[arc.size() - 1] var tangent: Vector2 = (tip - arc[arc.size() - 2]).normalized() var normal: Vector2 = Vector2(-tangent.y, tangent.x) var head: float = 5.0 * s NeonDraw.draw_glowing_line(self, tip, tip - tangent * head + normal * head, _active_color(), pulse, 0.34 * s, core_color) NeonDraw.draw_glowing_line(self, tip, tip - tangent * head - normal * head, _active_color(), pulse, 0.34 * s, core_color) # --- building glyphs, each echoing the placed structure's silhouette ------ func _draw_mothership_icon(center: Vector2, pulse: float, s: float) -> void: # Radial flagship: a reactor core with six swept talons around it, the # same silhouette as the placed structure. for i in range(6): var base: float = (float(i) / 6.0) * TAU var talon: PackedVector2Array = PackedVector2Array() for step in [0.0, 0.5, 1.0]: var a: float = base + 0.72 * pow(step, 1.3) talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s) for step in [1.0, 0.5, 0.0]: var a: float = base + 0.72 * pow(step, 1.3) - (0.34 * (1.0 - step) + 0.05) talon.append(center + Vector2(cos(a), sin(a)) * lerpf(7.0, 16.0, step) * s) NeonDraw.draw_glowing_polygon(self, talon, _active_color(), pulse, core_color) for radius in [6.5, 3.0]: var ring: PackedVector2Array = PackedVector2Array() for i in range(6): var a: float = (float(i) / 6.0) * TAU + PI / 6.0 ring.append(center + Vector2(cos(a), sin(a)) * radius * s) NeonDraw.draw_glowing_polygon(self, ring, _active_color(), pulse, core_color) func _draw_crafter_icon(center: Vector2, pulse: float, s: float) -> void: # Reactor core, truss spine, and an open cradle holding a hull. var core_centre: Vector2 = center + Vector2(-11, 0) * s var core: PackedVector2Array = PackedVector2Array() for i in range(6): var a: float = (float(i) / 6.0) * TAU + PI / 6.0 core.append(core_centre + Vector2(cos(a), sin(a)) * 5.0 * s) NeonDraw.draw_glowing_polygon(self, core, _active_color(), pulse, core_color) NeonDraw.draw_glowing_line(self, center + Vector2(-6, 0) * s, center + Vector2(-2, 0) * s, _active_color(), pulse, 0.35 * s, core_color) var bay: Vector2 = center + Vector2(6, 0) * s var cradle: PackedVector2Array = PackedVector2Array() for i in range(13): var a: float = lerpf(-0.25 * PI, 1.25 * PI, float(i) / 12.0) cradle.append(bay + Vector2(cos(a), sin(a)) * 10.0 * s) NeonDraw.draw_glowing_path(self, cradle, _active_color(), pulse, 0.4 * s, core_color) NeonDraw.draw_glowing_polygon(self, PackedVector2Array([ bay + Vector2(0, -6) * s, bay + Vector2(-5, 4) * s, bay + Vector2(5, 4) * s, ]), _active_color(), pulse, core_color) func _draw_command_icon(center: Vector2, pulse: float, s: float) -> void: # Diamond with three formation pips - "arrangement". var d: float = 14.0 * s NeonDraw.draw_glowing_polygon(self, PackedVector2Array([ center + Vector2(0, -d), center + Vector2(d, 0), center + Vector2(0, d), center + Vector2(-d, 0), ]), _active_color(), pulse, core_color) for p in [Vector2(0, -5), Vector2(-5, 4), Vector2(5, 4)]: NeonDraw.draw_glowing_polygon(self, PackedVector2Array([ center + (p + Vector2(0, -3)) * s, center + (p + Vector2(-2.6, 2.4)) * s, center + (p + Vector2(2.6, 2.4)) * s, ]), _active_color(), pulse, core_color) func _draw_extractor_icon(center: Vector2, pulse: float, s: float) -> void: # A derrick standing on a planet's limb, with ore lifting off it - the # one building that only works over a planet, so the planet is the point. var limb: PackedVector2Array = PackedVector2Array() for i in range(11): var a: float = lerpf(-0.82 * PI, -0.18 * PI, float(i) / 10.0) limb.append(center + (Vector2(0, 22) + Vector2(cos(a), sin(a)) * 17.0) * s) NeonDraw.draw_glowing_path(self, limb, _active_color(), pulse, 0.45 * s, core_color) NeonDraw.draw_glowing_line(self, center + Vector2(-6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color) NeonDraw.draw_glowing_line(self, center + Vector2(6, 5) * s, center + Vector2(0, -9) * s, _active_color(), pulse, 0.4 * s, core_color) NeonDraw.draw_glowing_line(self, center + Vector2(-3.5, -1) * s, center + Vector2(3.5, -1) * s, _active_color(), pulse, 0.35 * s, core_color) # Shaft driven down through the limb - without it the derrick reads as a # tower standing on a hill rather than as something mining the planet. NeonDraw.draw_glowing_line(self, center + Vector2(0, -1) * s, center + Vector2(0, 14) * s, _active_color(), pulse, 0.3 * s, core_color) var ore_centre: Vector2 = center + Vector2(0, -15) * s var ore: PackedVector2Array = PackedVector2Array() for i in range(6): var a: float = (float(i) / 6.0) * TAU + PI / 6.0 ore.append(ore_centre + Vector2(cos(a), sin(a)) * 4.0 * s) NeonDraw.draw_glowing_polygon(self, ore, _active_color(), pulse, core_color) func _draw_map(center: Vector2, pulse: float, s: float) -> void: var w: float = 11.0 * s var h: float = 9.0 * s var outline: PackedVector2Array = PackedVector2Array([ center + Vector2(-w, -h), center + Vector2(w, -h * 0.7), center + Vector2(w, h), center + Vector2(-w, h * 0.7), ]) NeonDraw.draw_glowing_polygon(self, outline, _active_color(), pulse, core_color) NeonDraw.draw_glowing_line(self, center + Vector2(-w * 0.34, -h * 0.9), center + Vector2(-w * 0.34, h * 0.77), _active_color(), pulse, 0.4 * s, core_color) NeonDraw.draw_glowing_line(self, center + Vector2(w * 0.34, -h * 0.77), center + Vector2(w * 0.34, h * 0.9), _active_color(), pulse, 0.4 * s, core_color)