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[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. func handle_touch(event: InputEventScreenTouch) -> bool: if not visible: return false var local: Vector2 = event.position - global_position 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 if dragging_index != -1: return false 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 = event.index queue_redraw() return true return false 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 var local: Vector2 = event.position - 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() 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) for i in range(GameState.max_fleet_size()): var p: Vector2 = _slot_screen_pos(i) var held: bool = i == dragging_index # Ship glyph, so the layout reads the way it will look in flight. var points: PackedVector2Array = PackedVector2Array([ p + Vector2(0, -marker_radius), p + Vector2(-marker_radius * 0.66, marker_radius * 0.72), p + Vector2(marker_radius * 0.66, marker_radius * 0.72), ]) NeonDraw.draw_glowing_polygon(self, points, glow_color, 1.0 if held else 0.7)