spaceship/surface/PlanetSetupEditor.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00

645 lines
24 KiB
GDScript

extends Node2D
# Authoring tool for PlanetSetup resources (#40/#48): place/move/delete
# capture points and enemy spawns for a chosen surface profile, then save
# to res://PlanetSetups/<id>.tres so the game picks it up the same way it
# picks up every other authored setup. Deliberately does not touch
# GameState - this tool only edits committed resources, never gameplay
# state.
#
# The mutation methods below (new_setup/load_setup/add_*/move_*/remove_*/
# save_setup) are the editor's whole model and are safe to call directly
# without any touch input, which is how tests/test_setup_editor.gd drives
# them; the touch handlers at the bottom are a thin input layer on top.
# Preloaded by path rather than referenced by global class name, same as
# every other cross-file lookup added this session (see #42/#44's
# load-order notes) - a bare class-name reference needs the global
# class_name cache already warm, which an explicit script path never does.
const ENEMY_DEFINITIONS = preload("res://enemies/EnemyDefinitions.gd")
# By path, not by its `EnemyMarker` global name: the class_name cache is not
# guaranteed warm before an import pass has run, the same hazard PlanetSetups
# and PlanetSurfaceController already work around.
const ENEMY_MARKER = preload("res://enemies/EnemyMarker.gd")
const PLANET_SETUP_SCRIPT = preload("res://surface/PlanetSetup.gd")
const PLANET_SETUP_SPAWN_SCRIPT = preload("res://surface/PlanetSetupSpawn.gd")
const PALETTE_ENTRY_BUTTON_SCRIPT = preload("res://ui/PaletteEntryButton.gd")
const MIN_ZOOM: float = 0.3
const MAX_ZOOM: float = 4.0
const WHEEL_ZOOM_STEP: float = 1.1
const HIT_RADIUS: float = 50.0
# #65: how far a single-finger press has to move before it counts as a pan
# rather than a tap-to-place, once it's confirmed not to be starting on an
# existing marker.
const PAN_DEADZONE: float = 24.0
const ORIGIN_COLOR: Color = Color(1.0, 0.9, 0.4)
# Duplicated from PaletteEntryButton.RING_COLOR rather than referenced
# cross-class - a global class_name lookup at parse time needs the class
# cache already warm (see #42/#44's load-order notes), which a plain
# local const sidesteps entirely.
const CAPTURE_MARKER_COLOR: Color = Color(0.55, 0.85, 1.0)
const PALETTE_STEP: float = 92.0
@onready var camera: Camera2D = $Camera2D
@onready var background: ColorRect = $BackgroundLayer/Background
@onready var item_host: Node2D = $ItemHost
@onready var back_button: IconButton = $UI/BackButton
@onready var profile_button: IconButton = $UI/ProfileButton
@onready var profile_value_label: Label = $UI/ProfileValueLabel
@onready var reward_button: IconButton = $UI/RewardButton
@onready var reward_value_label: Label = $UI/RewardValueLabel
@onready var name_input: LineEdit = $UI/NameInput
@onready var new_button: IconButton = $UI/NewButton
@onready var save_button: IconButton = $UI/SaveButton
@onready var load_button: IconButton = $UI/LoadButton
@onready var delete_button: IconButton = $UI/DeleteButton
@onready var status_label: Label = $UI/StatusLabel
@onready var selected_label: Label = $UI/SelectedLabel
@onready var palette_row: Control = $UI/PaletteRow
@onready var load_panel: Control = $UI/LoadPanel
@onready var load_list: ItemList = $UI/LoadPanel/List
@onready var load_close_button: IconButton = $UI/LoadPanel/CloseButton
@onready var load_title_label: Label = $UI/LoadPanel/TitleLabel
@onready var delete_map_button: IconButton = $UI/LoadPanel/DeleteMapButton
var current_setup: Resource
# The file the open setup was loaded from, or "" for one that has never been
# saved. Saving writes HERE rather than to a path derived from setup_id - see
# PlanetSetups.path_for_id for why deriving it forks a duplicate.
var current_setup_path: String = ""
var selected_palette: String = "capture_point"
var selected_item: Dictionary = {}
var _profile_ids: Array = []
var _profile_cursor: int = 0
# #64: replaced the old "Load cycles to the next saved setup" behaviour,
# which gave no way to see what existed or jump straight to one by name -
# kept only as the id list _load_list_setup_ids indexes into when the
# panel's own selection fires.
var _load_list_setup_ids: PackedStringArray = PackedStringArray()
# While armed, tapping a row in the load panel DELETES that setup instead of
# loading it. One button and one meaning per tap, rather than a second list
# or a per-row delete affordance that would be easy to hit by accident on a
# phone - and the panel says plainly which mode it is in.
var _delete_map_armed: bool = false
var _palette_buttons: Array = []
var _origin_marker: NeonPiece
var touches: Dictionary = {}
var pinch_active: bool = false
var pinch_start_distance: float = 0.0
var pinch_start_zoom: float = 1.0
var drag_touch_index: int = -1
var drag_mode: String = ""
var dragging_item: Dictionary = {}
var pan_start_screen: Vector2 = Vector2.ZERO
var pan_start_camera: Vector2 = Vector2.ZERO
func _ready() -> void:
_profile_ids = PlanetSurfaceProfiles.PROFILES.keys()
back_button.pressed.connect(func(): get_tree().change_scene_to_file("res://ui/MainMenu.tscn"))
profile_button.pressed.connect(_on_profile_pressed)
reward_button.pressed.connect(_on_reward_pressed)
new_button.pressed.connect(_on_new_pressed)
save_button.pressed.connect(_on_save_pressed)
load_button.pressed.connect(_on_load_pressed)
delete_button.pressed.connect(_on_delete_pressed)
name_input.text_changed.connect(_on_name_changed)
load_close_button.pressed.connect(_on_load_close_pressed)
delete_map_button.pressed.connect(_on_delete_map_pressed)
load_list.item_selected.connect(_on_load_list_item_selected)
_origin_marker = NeonPiece.create(item_host, Vector2.ZERO, ORIGIN_COLOR)
var cross_size: float = 26.0
_origin_marker.add_line(Vector2(-cross_size, 0), Vector2(cross_size, 0), 0.6)
_origin_marker.add_line(Vector2(0, -cross_size), Vector2(0, cross_size), 0.6)
_origin_marker.queue_redraw()
_build_palette()
new_setup("untitled", "Untitled", _profile_ids[0])
# --- model: setup lifecycle -------------------------------------------------
func new_setup(setup_id: String, display_name: String, profile_id: String) -> void:
current_setup = PLANET_SETUP_SCRIPT.new()
current_setup_path = ""
current_setup.setup_id = setup_id
current_setup.display_name = display_name
current_setup.surface_profile_id = profile_id
# capture_points/enemy_spawns are left at PlanetSetup's own declared
# defaults (already empty) rather than reassigned here - assigning a
# plain `[]` to enemy_spawns from outside PlanetSetup.gd's own file
# fails at runtime, since the compiler here only sees current_setup as
# a plain Resource and can't confirm the target is Array[Resource].
selected_item = {}
_refresh_selected_label()
_profile_cursor = maxi(_profile_ids.find(profile_id), 0)
if name_input != null:
name_input.text = display_name
_refresh_background()
_rebuild_markers()
_set_status("")
func load_setup(setup_id: String) -> bool:
for setup in PlanetSetups.all():
if setup.setup_id == setup_id:
# Edit a duplicate so in-progress edits never mutate the live
# registry entry (which other code may be reading) until an
# explicit save.
current_setup = setup.duplicate(true)
# duplicate() deliberately has no resource_path of its own, so the
# source file is remembered separately - saving must go back to
# the file this was opened from.
current_setup_path = String(setup.resource_path)
selected_item = {}
_refresh_selected_label()
_profile_cursor = maxi(_profile_ids.find(current_setup.surface_profile_id), 0)
if name_input != null:
name_input.text = current_setup.display_name
_refresh_background()
_rebuild_markers()
_set_status("Loaded '%s'." % setup_id)
return true
return false
func save_setup() -> Dictionary:
if current_setup == null:
return {"ok": false, "message": "No setup to save."}
if current_setup.setup_id.strip_edges() == "":
return {"ok": false, "message": "Name the setup before saving."}
if not OS.has_feature("editor"):
return {"ok": false, "message": "Setups can only be saved when running from the project."}
var path: String = current_setup_path if current_setup_path != "" \
else "res://PlanetSetups/%s.tres" % current_setup.setup_id
var err: int = ResourceSaver.save(current_setup, path)
if err != OK:
return {"ok": false, "message": "Save failed (error %d)." % err}
current_setup_path = path
PlanetSetups.rescan()
return {"ok": true, "message": "Saved '%s'." % current_setup.setup_id}
func delete_setup(setup_id: String) -> Dictionary:
# Deliberately mirrors save_setup(): same editor-only guard, same
# {ok, message} shape, and the same rescan afterwards so the in-memory
# registry stops offering a file that is no longer there.
if setup_id.strip_edges() == "":
return {"ok": false, "message": "No setup to delete."}
if not OS.has_feature("editor"):
return {"ok": false, "message": "Setups can only be deleted when running from the project."}
# Asked of the registry, not assembled from the id - see
# PlanetSetups.path_for_id. A setup whose filename differs from its id
# could not be deleted at all before this, which is why the first entry in
# the list appeared to be undeletable: it is the one with the mismatch.
var path: String = PlanetSetups.path_for_id(setup_id)
if not ResourceLoader.exists(path):
return {"ok": false, "message": "No setup file for '%s'." % setup_id}
var err: int = DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
if err != OK:
return {"ok": false, "message": "Delete failed (error %d)." % err}
# Godot writes a .uid sidecar next to a saved resource; leaving it behind
# makes the next import complain about a uid with no file.
var uid_path: String = ProjectSettings.globalize_path(path + ".uid")
if FileAccess.file_exists(uid_path):
DirAccess.remove_absolute(uid_path)
PlanetSetups.rescan()
# The deleted setup may be the one on screen. Leaving it loaded would let
# the next save silently recreate the file the player just removed.
if current_setup != null and String(current_setup.setup_id) == setup_id:
new_setup("untitled", "Untitled", _profile_ids[_profile_cursor])
elif current_setup_path == path:
# Same file under a different id - the open copy has nowhere to go
# back to either.
current_setup_path = ""
return {"ok": true, "message": "Deleted '%s'." % setup_id}
# --- model: capture points ---------------------------------------------
func add_capture_point(at: Vector2) -> int:
if current_setup == null:
return -1
var points: PackedVector2Array = current_setup.capture_points
points.append(at)
current_setup.capture_points = points
_rebuild_markers()
return points.size() - 1
func move_capture_point(index: int, at: Vector2) -> void:
if current_setup == null or index < 0 or index >= current_setup.capture_points.size():
return
current_setup.capture_points[index] = at
_rebuild_markers()
func remove_capture_point(index: int) -> void:
if current_setup == null or index < 0 or index >= current_setup.capture_points.size():
return
var points: PackedVector2Array = current_setup.capture_points
points.remove_at(index)
current_setup.capture_points = points
_rebuild_markers()
# --- model: enemy spawns ------------------------------------------------
func add_enemy(enemy_id: String, at: Vector2) -> int:
if current_setup == null:
return -1
var spawn: Resource = PLANET_SETUP_SPAWN_SCRIPT.new()
spawn.enemy_id = enemy_id
spawn.position = at
current_setup.enemy_spawns.append(spawn)
_rebuild_markers()
return current_setup.enemy_spawns.size() - 1
func move_enemy(index: int, at: Vector2) -> void:
if current_setup == null or index < 0 or index >= current_setup.enemy_spawns.size():
return
current_setup.enemy_spawns[index].position = at
_rebuild_markers()
func remove_enemy(index: int) -> void:
if current_setup == null or index < 0 or index >= current_setup.enemy_spawns.size():
return
current_setup.enemy_spawns.remove_at(index)
_rebuild_markers()
# --- background/markers --------------------------------------------------
func _refresh_background() -> void:
if current_setup == null or background == null:
return
# The exact call PlanetSurfaceController makes when landing, on the exact
# same instanced scene. Setting the colours here by hand is what let the
# editor and the game drift: this side never swapped in the profile's own
# SHADER, so a gas giant authored here was drawn as recoloured craters
# while the game drew cloud bands. See the header of SurfaceBackground.gd.
var profile: Resource = PlanetSurfaceProfiles.get_profile(current_setup.surface_profile_id)
background.apply_profile(profile)
if profile_value_label != null:
profile_value_label.text = current_setup.surface_profile_id.to_upper()
_refresh_reward_label()
func _rebuild_markers() -> void:
if item_host == null:
return
for child in item_host.get_children():
if child != _origin_marker:
child.queue_free()
if current_setup == null:
return
for i in range(current_setup.capture_points.size()):
_add_capture_marker(i, current_setup.capture_points[i])
for i in range(current_setup.enemy_spawns.size()):
_add_enemy_marker(i, current_setup.enemy_spawns[i])
func _add_capture_marker(index: int, at: Vector2) -> void:
var is_selected: bool = selected_item.get("kind", "") == "capture" and selected_item.get("index", -1) == index
var color: Color = Color(1.0, 0.95, 0.9) if is_selected else CAPTURE_MARKER_COLOR
var marker: NeonPiece = NeonPiece.create(item_host, at, color)
var points: PackedVector2Array = PackedVector2Array()
for i in range(16):
var angle: float = float(i) / 16.0 * TAU
points.append(Vector2(cos(angle), sin(angle)) * 60.0)
marker.add_polygon(points, 0.6)
marker.queue_redraw()
func _add_enemy_marker(index: int, spawn: Resource) -> void:
var definition: Resource = ENEMY_DEFINITIONS.get_definition(spawn.enemy_id)
var is_selected: bool = selected_item.get("kind", "") == "enemy" and selected_item.get("index", -1) == index
var color: Color = Color(1.0, 0.95, 0.9) if is_selected else definition.glow_color
# Drawn through the same routine the enemy itself uses, rather than from
# hull_points alone - a marker that does not look like what it places is
# worse than no picture at all.
var marker: Node2D = ENEMY_MARKER.new()
marker.position = spawn.position
marker.definition = definition
marker.glow_color = color
item_host.add_child(marker)
# --- palette ---------------------------------------------------------------
func _build_palette() -> void:
var entries: Array = [{"id": "capture_point", "is_point": true, "definition": null}]
for definition in ENEMY_DEFINITIONS.all():
entries.append({"id": definition.enemy_id, "is_point": false, "definition": definition})
var x: float = 0.0
for entry in entries:
var button: Control = PALETTE_ENTRY_BUTTON_SCRIPT.new()
button.position = Vector2(x, 0)
button.size = Vector2(84, 84)
button.is_capture_point = entry.is_point
button.enemy_definition = entry.definition
button.selected = entry.id == selected_palette
button.pressed.connect(_on_palette_pressed.bind(entry.id))
palette_row.add_child(button)
_palette_buttons.append(button)
x += PALETTE_STEP
func _on_palette_pressed(id: String) -> void:
selected_palette = id
_refresh_palette_selection()
func _refresh_palette_selection() -> void:
for button in _palette_buttons:
var entry_id: String = "capture_point" if button.is_capture_point else button.enemy_definition.enemy_id
button.selected = entry_id == selected_palette
# --- UI handlers -------------------------------------------------------
# What conquering this map is worth in research points. 0 keeps the planet
# type's own flat rate, so a setup that says nothing behaves as it always
# did; the rest let an author price a hard lab above an easy one.
const REWARD_OPTIONS: Array[int] = [0, 1, 2, 3, 5, 8]
func _on_reward_pressed() -> void:
if current_setup == null:
return
var index: int = REWARD_OPTIONS.find(int(current_setup.research_point_reward))
if REWARD_OPTIONS.is_empty():
return
current_setup.research_point_reward = REWARD_OPTIONS[(index + 1) % REWARD_OPTIONS.size()]
_refresh_reward_label()
func _refresh_reward_label() -> void:
if reward_value_label == null or current_setup == null:
return
var reward: int = int(current_setup.research_point_reward)
reward_value_label.text = "DEFAULT RP" if reward <= 0 else "%d RESEARCH PT" % reward
func _on_profile_pressed() -> void:
if _profile_ids.is_empty():
return
if _profile_ids.is_empty():
return
_profile_cursor = (_profile_cursor + 1) % _profile_ids.size()
current_setup.surface_profile_id = _profile_ids[_profile_cursor]
_refresh_background()
func _on_new_pressed() -> void:
new_setup("untitled", "Untitled", _profile_ids[_profile_cursor])
func _on_save_pressed() -> void:
var result: Dictionary = save_setup()
_set_status(result.message)
func _on_load_pressed() -> void:
if not _refresh_load_list():
return
_delete_map_armed = false
_refresh_load_panel_mode()
load_panel.visible = true
func _refresh_load_list() -> bool:
var setups: Array = PlanetSetups.all()
if setups.is_empty():
_set_status("No saved setups yet.")
load_panel.visible = false
return false
load_list.clear()
_load_list_setup_ids = PackedStringArray()
for setup in setups:
load_list.add_item("%s (%s)" % [setup.display_name, setup.surface_profile_id])
_load_list_setup_ids.append(setup.setup_id)
return true
func _refresh_load_panel_mode() -> void:
if load_title_label != null:
load_title_label.text = "Tap a setup to DELETE" if _delete_map_armed else "Load a setup"
func _on_delete_map_pressed() -> void:
_delete_map_armed = not _delete_map_armed
_refresh_load_panel_mode()
func _on_load_close_pressed() -> void:
load_panel.visible = false
_delete_map_armed = false
_refresh_load_panel_mode()
func _on_load_list_item_selected(index: int) -> void:
if index < 0 or index >= _load_list_setup_ids.size():
return
var setup_id: String = _load_list_setup_ids[index]
if _delete_map_armed:
var outcome: Dictionary = delete_setup(setup_id)
_set_status(outcome.message)
# Disarmed either way: a delete that failed should not leave the next
# tap primed to try again on a different setup.
_delete_map_armed = false
if not _refresh_load_list():
return
_refresh_load_panel_mode()
return
load_setup(setup_id)
load_panel.visible = false
func _on_delete_pressed() -> void:
if selected_item.is_empty():
_set_status("Nothing selected to delete.")
return
if selected_item.kind == "capture":
remove_capture_point(selected_item.index)
else:
remove_enemy(selected_item.index)
selected_item = {}
_refresh_selected_label()
func _on_name_changed(new_text: String) -> void:
if current_setup == null:
return
current_setup.display_name = new_text
current_setup.setup_id = _sanitize_id(new_text)
func _sanitize_id(text: String) -> String:
var lowered: String = text.strip_edges().to_lower()
var result: String = ""
for c in lowered:
result += c if (c.to_lower() != c.to_upper() or c == "_" or (c >= "0" and c <= "9")) else "_"
return result if result != "" else "untitled"
func _set_status(message: String) -> void:
if status_label != null:
status_label.text = message
# #66: names the currently-selected marker so a tap actually confirms what
# got picked, instead of the player having to infer it from which dot on
# screen turned white.
func _refresh_selected_label() -> void:
if selected_label == null:
return
if selected_item.is_empty() or current_setup == null:
selected_label.text = ""
return
var index: int = int(selected_item.index)
if selected_item.kind == "capture":
selected_label.text = "Selected: Capture Point #%d" % (index + 1)
else:
var spawn: Resource = current_setup.enemy_spawns[index]
var definition: Resource = ENEMY_DEFINITIONS.get_definition(spawn.enemy_id)
selected_label.text = "Selected: %s #%d" % [definition.display_name, index + 1]
# --- placement/selection helpers ----------------------------------------
func _place_selected(world_pos: Vector2) -> void:
if selected_palette == "capture_point":
add_capture_point(world_pos)
else:
add_enemy(selected_palette, world_pos)
func _find_marker_near(world_pos: Vector2) -> Dictionary:
if current_setup == null:
return {}
var best: Dictionary = {}
var best_dist: float = HIT_RADIUS
for i in range(current_setup.capture_points.size()):
var d: float = world_pos.distance_to(current_setup.capture_points[i])
if d <= best_dist:
best_dist = d
best = {"kind": "capture", "index": i}
for i in range(current_setup.enemy_spawns.size()):
var d: float = world_pos.distance_to(current_setup.enemy_spawns[i].position)
if d <= best_dist:
best_dist = d
best = {"kind": "enemy", "index": i}
return best
func _move_selected(world_pos: Vector2) -> void:
if dragging_item.is_empty():
return
if dragging_item.kind == "capture":
move_capture_point(dragging_item.index, world_pos)
else:
move_enemy(dragging_item.index, world_pos)
func _screen_to_world(screen_pos: Vector2) -> Vector2:
var viewport_size: Vector2 = get_viewport_rect().size
return camera.position + (screen_pos - viewport_size / 2.0) / camera.zoom.x
# --- touch/pan/zoom (mirrors GameController's pinch idiom) ---------------
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventScreenTouch:
_handle_touch(event)
elif event is InputEventScreenDrag:
_handle_drag(event)
elif event is InputEventMagnifyGesture:
_set_zoom(camera.zoom.x * event.factor)
elif event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
_set_zoom(camera.zoom.x * WHEEL_ZOOM_STEP)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
_set_zoom(camera.zoom.x / WHEEL_ZOOM_STEP)
func _handle_touch(event: InputEventScreenTouch) -> void:
if event.pressed:
touches[event.index] = event.position
if touches.size() == 2:
_start_pinch()
drag_touch_index = -1
drag_mode = ""
return
if touches.size() == 1:
var world_pos: Vector2 = _screen_to_world(event.position)
var hit: Dictionary = _find_marker_near(world_pos)
drag_touch_index = event.index
pan_start_screen = event.position
pan_start_camera = camera.position
if not hit.is_empty():
selected_item = hit
dragging_item = hit
drag_mode = "item"
_rebuild_markers()
_refresh_selected_label()
else:
# #65: a press over empty canvas no longer commits to placing
# an item immediately - it might be the start of a pan. Which
# one it turns out to be is only known on release (still
# under PAN_DEADZONE = a tap = place) or once a drag actually
# crosses that deadzone (= a pan), same tap-vs-drag idiom
# GasBombController uses for its own AIM_DEADZONE.
dragging_item = {}
drag_mode = "pending"
else:
if event.index == drag_touch_index:
if drag_mode == "pending":
_place_selected(_screen_to_world(event.position))
drag_touch_index = -1
drag_mode = ""
dragging_item = {}
touches.erase(event.index)
if touches.size() < 2:
pinch_active = false
func _handle_drag(event: InputEventScreenDrag) -> void:
if not touches.has(event.index):
return
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_distance: float = positions[0].distance_to(positions[1])
_set_zoom(pinch_start_zoom * (current_distance / maxf(pinch_start_distance, 1.0)))
return
if event.index != drag_touch_index:
return
if drag_mode == "pending" and event.position.distance_to(pan_start_screen) >= PAN_DEADZONE:
drag_mode = "pan"
match drag_mode:
"item":
_move_selected(_screen_to_world(event.position))
"pan":
var delta_screen: Vector2 = event.position - pan_start_screen
camera.position = pan_start_camera - delta_screen / camera.zoom.x
func _start_pinch() -> void:
pinch_active = true
var positions: Array = touches.values()
pinch_start_distance = positions[0].distance_to(positions[1])
pinch_start_zoom = camera.zoom.x
func _set_zoom(raw_zoom: float) -> void:
var z: float = clampf(raw_zoom, MIN_ZOOM, MAX_ZOOM)
camera.zoom = Vector2(z, z)