spaceship/ui/NeonPanel.gd
Claude 9872cb9930 Draw the neon components in the editor, not just at runtime
Nothing under ui/ or vfx/ was marked @tool, so every hand-drawn control
rendered as an empty rect in the editor. BuildMenu.tscn positions its
buttons with hand-tuned pixel offsets (offset_left = -204) around a glyph
identified only as `icon = 8` - laying out invisible boxes by number.

@tool on the three scene-placed components that are safe to run in the
editor, covering 23 of the 34 placements: IconButton (20 scenes),
TouchJoystick (2), NeonPanel (1).

Two of them mutate persisted properties on _ready, which under @tool
would write computed values back into the .tscn every time the scene was
opened, so both are guarded with Engine.is_editor_hint():

  NeonPanel._fit_to_screen()  rewrites all four offsets
  TouchJoystick._relayout()   overwrites max_radius, which is @export

IconButton's _gui_input is guarded too, so clicking a button on the
editor canvas does not emit `pressed`.

The autoload-heavy drawers (ResourceBar, PriceTag, QuestPanel,
ResourceTransferList, SkillTreeView, FormationEditor - 6 to 16
GameState./Quests. references each) are left alone; they need their call
sites guarded first.

Verified: 172/172 headless, and a --headless --editor pass loads the
project with no script errors. That pass only proves the scripts parse
under @tool - it never opens a scene, so it does not exercise the
in-editor _draw.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 14:13:51 +02:00

106 lines
4.8 KiB
GDScript

@tool
class_name NeonPanel
extends Control
# A bounded dialog card drawn in the game's own style: a dark chamfered
# body with a glowing border and bright corner brackets. Chamfered rather
# than square because cut corners read as "console panel" and match the
# hard-edged neon of the buttons and HUD.
#
# Draws itself from its own rect, so it can be sized freely in the scene.
#
# #92: it also SHRINKS itself to whatever window it is in. The card is
# authored at a fixed size around a portrait phone, and on a landscape
# window - where the canvas is far wider than it is tall - a card taller
# than the screen simply ran off the top and the bottom, taking the confirm
# and cancel buttons with it. The buttons are anchored to the panel's own
# bottom edge, so bringing the edge back on screen brings them back too.
#
# Only ever shrinks. Growing the card on a big screen would blow the
# authored proportions up with it, and the layout inside is tuned, not
# fluid.
@export var glow_color: Color = Color(0.25, 0.85, 1.0)
@export var core_color: Color = Color(1.0, 1.0, 1.0)
# Fully opaque: at even 97% the bright neon of whatever sits behind the
# panel ghosts through and makes the text harder to read.
@export var fill_color: Color = Color(0.02, 0.03, 0.07, 1.0)
@export var corner_cut: float = 26.0
@export var bracket_length: float = 46.0
# Breathing room kept between the card and the edge of the screen, so a
# fitted panel reads as a card on a backdrop rather than as a full-bleed
# page that happens to have a border.
@export var screen_margin: float = 24.0
# The size the card was authored at, and the point it is centred on. Read
# once, before any fitting has happened - re-reading them later would
# measure a previous fit and let the card ratchet smaller on every resize.
var design_size: Vector2 = Vector2.ZERO
var design_centre: Vector2 = Vector2.ZERO
func _ready() -> void:
# _fit_to_screen() below rewrites offset_left/right/top/bottom. Under
# @tool that runs against the editor viewport, overwriting the authored
# layout and dirtying the scene, so the card previews at its authored
# size and is only ever fitted at runtime.
if Engine.is_editor_hint():
return
# Fitting adjusts the four offsets around a fixed centre, which is only
# meaningful for a card pinned to a point - both anchor pairs collapsed,
# as a centred dialog's are. A panel stretched between different anchors
# already follows its parent and is left alone.
if not (is_equal_approx(anchor_left, anchor_right) \
and is_equal_approx(anchor_top, anchor_bottom)):
return
design_size = Vector2(offset_right - offset_left, offset_bottom - offset_top)
design_centre = Vector2(offset_left + offset_right, offset_top + offset_bottom) * 0.5
get_viewport().size_changed.connect(_fit_to_screen)
_fit_to_screen()
func _fit_to_screen() -> void:
if design_size == Vector2.ZERO:
return
# The viewport rect, not the window: with stretch/mode "canvas_items" the
# UI is laid out in stretched canvas units, and those are the units these
# offsets are in.
var available: Vector2 = get_viewport_rect().size - Vector2(screen_margin, screen_margin) * 2.0
var fitted: Vector2 = Vector2(
minf(design_size.x, maxf(available.x, 0.0)),
minf(design_size.y, maxf(available.y, 0.0)))
offset_left = design_centre.x - fitted.x * 0.5
offset_right = design_centre.x + fitted.x * 0.5
offset_top = design_centre.y - fitted.y * 0.5
offset_bottom = design_centre.y + fitted.y * 0.5
queue_redraw()
func _draw() -> void:
var w: float = size.x
var h: float = size.y
var c: float = corner_cut
var body: PackedVector2Array = PackedVector2Array([
Vector2(c, 0.0), Vector2(w - c, 0.0),
Vector2(w, c), Vector2(w, h - c),
Vector2(w - c, h), Vector2(c, h),
Vector2(0.0, h - c), Vector2(0.0, c),
])
draw_colored_polygon(body, fill_color)
NeonDraw.draw_glowing_polygon(self, body, glow_color, 1.0, core_color)
# Corner brackets: short doubled strokes just inside each cut corner,
# which is what gives it the heads-up-display feel rather than looking
# like a plain outlined box.
var b: float = bracket_length
var inset: float = 10.0
var corners: Array = [
[Vector2(inset, c + inset), Vector2(inset, c + inset + b), Vector2(c + inset, inset), Vector2(c + inset + b, inset)],
[Vector2(w - inset, c + inset), Vector2(w - inset, c + inset + b), Vector2(w - c - inset, inset), Vector2(w - c - inset - b, inset)],
[Vector2(inset, h - c - inset), Vector2(inset, h - c - inset - b), Vector2(c + inset, h - inset), Vector2(c + inset + b, h - inset)],
[Vector2(w - inset, h - c - inset), Vector2(w - inset, h - c - inset - b), Vector2(w - c - inset, h - inset), Vector2(w - c - inset - b, h - inset)],
]
for corner in corners:
NeonDraw.draw_glowing_line(self, corner[0], corner[1], glow_color, 0.9, 0.3, core_color)
NeonDraw.draw_glowing_line(self, corner[2], corner[3], glow_color, 0.9, 0.3, core_color)