spaceship/ui/FormationEditor.gd
Loïc Wisniewski 8412280e71 #118/#121: the speed fader and the formation editor under a mouse
Both read raw touches, and the project no longer turns clicks into them - the
same routing gap #93 fixed in the research tree. The boost was unreachable on
a desktop and the formation could not be rearranged at all.

Wrappers over the same press/drag logic in each case, never a second
implementation, so the touch and mouse paths cannot drift apart. The wheel
replaces the pinch in the formation editor: a mouse has no second finger, and
zoom is the other half of what that panel does.

The fader gets first refusal on a mouse press in GameController, so dragging
the boost does not also pan or zoom the world behind it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 21:59:24 +02:00

221 lines
7.2 KiB
GDScript

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.
# #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)