spaceship/ui/SkillTreeView.gd
Loïc Wisniewski 4883197ef3 #93: drive the research menu with a mouse, and close the hole under it
Two separate faults, both reported on the same ticket.

The menu was inert under a mouse. Input reaches the tree as raw events
through BuildController._unhandled_input, because a Control that consumes
them through the GUI system swallows the drag, and the tree only ever read
touch events. That was invisible while the project set
emulate_touch_from_mouse and every click arrived as a synthetic touch; with
that setting gone, nothing selects and nothing scrolls, and there is no
other way to research anything on a desktop. The press and the pan are now
the behaviour, with touch and mouse as two ways in to them. Motion pans only
while the button is held - a hovering pointer must not drag the tree out
from under the reader - and the wheel scrolls, which is the first thing a
desktop player reaches for.

The panel also still had the buy button's hole in it. That button went away
in #83 and nothing moved down into the space, leaving ~180px of dead panel
below the readout while the tree above it stayed cramped. The readout moves
down 154px and the canvas takes the height: 1190px to 1344px.

The test drives clicks through BuildController rather than into the view,
since the missing piece was the routing - calling the view directly would
have passed against the bug as reported.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 23:29:34 +02:00

211 lines
8.2 KiB
GDScript

extends Control
# The mothership's research tree, drawn in the game's own neon style rather
# than with Godot UI widgets, for the same reason everything else here is
# hand-drawn: a themed Button would look nothing like the rest of the game.
#
# Nodes are laid out from the normalised `pos` in GameState.SKILL_TREE, so
# the tree's shape is data next to the upgrades themselves instead of being
# duplicated here.
#
# Input arrives through BuildController._unhandled_input, NOT _gui_input -
# a Control that consumes touches through the GUI system swallows them
# before the menu can act on them, which is the bug that made the formation
# editor's drag silently do nothing. Everything in this menu must stay
# mouse_filter = IGNORE.
#
# #93: a mouse is a first-class way to drive this menu, not something
# emulation turns into touches. The project used to set
# emulate_touch_from_mouse, which made every click arrive here as an
# InputEventScreenTouch for free; with that off, a menu that only reads
# touch events is simply dead under a mouse - which is what the report was.
# So the press and the pan are the behaviour, and touch and mouse are two
# ways in to them.
signal node_picked(id: String)
const LOCKED_COLOR: Color = Color(0.36, 0.39, 0.5)
const READY_COLOR: Color = Color(0.55, 0.6, 1.0)
const DONE_COLOR: Color = Color(0.45, 0.9, 0.55)
const SELECTED_RING: Color = Color(1.0, 0.85, 0.4)
# A locked node needs a dark core as well as a dim glow. NeonDraw tops every
# shape with a near-white core stroke, which at this size dominates the glow
# entirely - so a "dim" colour alone still came out the brightest thing on
# screen, making unreachable nodes look like the highlighted ones.
const LOCKED_CORE: Color = Color(0.17, 0.19, 0.26)
const LOCKED_PULSE: float = 0.5
@export var node_radius: float = 46.0
@export var row_spacing: float = 250.0
# One wheel notch: about a third of the default row spacing, so a notch is a
# clear step without skipping a whole depth of the tree.
const WHEEL_STEP: float = 90.0
# #83: a second tap on the node already selected buys it. The separate buy
# button is gone - it sat at the bottom of the panel, a long way from the node
# being chosen, and meant every purchase was look-down-tap-look-up. Tapping
# the thing you want is the shorter sentence.
#
# Deliberately "tap the SAME node twice" rather than a timed double-tap: no
# window to miss on a slow phone, no accidental purchase from a fast
# double-tap while browsing, and the first tap always does something visible
# (it selects, and the panel fills in with the cost and what it unlocks) so
# the second one is never a blind commitment.
signal node_confirmed(id: String)
var selected_id: String = ""
var scroll_y: float = 0.0
var _dragging: bool = false
func _content_height() -> float:
# The canvas deliberately exceeds the viewport. Four depths at this
# spacing leave clear breathing room around 92px-wide nodes and make each
# research branch read as a route rising away from Shipyards.
return maxf(size.y, GameState.max_skill_depth() * row_spacing + node_radius * 3.0)
func _max_scroll() -> float:
return maxf(0.0, _content_height() - size.y)
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
call_deferred("reset_scroll")
func reset_scroll() -> void:
# Start at Shipyards, the base of the tree, whenever the menu opens.
# The player then swipes up to travel along the branches.
scroll_y = _max_scroll()
queue_redraw()
func node_screen_pos(node: Dictionary) -> Vector2:
# Every dependency depth gets its own widely-spaced horizontal row. The
# x lane is stable within a branch (set beside SKILL_TREE), so Logistics,
# Freight and Freight Yards rise vertically instead of zig-zagging across
# the display. scroll_y exposes the part of this tall canvas in view.
var margin: float = node_radius * 1.4
return Vector2(
lerpf(margin, size.x - margin, float(node.x)),
_content_height() - margin - float(GameState.skill_depth(node.id)) * row_spacing - scroll_y
)
func _state_color(node: Dictionary) -> Color:
if GameState.is_unlocked(node.id):
return DONE_COLOR
if GameState.prerequisite_met(node.id):
return READY_COLOR
return LOCKED_COLOR
# Returns true when the press landed on a node, so the caller knows the
# touch was consumed.
func handle_touch(event: InputEventScreenTouch) -> bool:
return handle_press(event.pressed, event.position)
func handle_drag(event: InputEventScreenDrag) -> bool:
return handle_pan(event.relative)
# A left click is the same gesture as a tap. Other buttons are left alone so
# they stay available for whatever else wants them.
func handle_mouse_button(event: InputEventMouseButton) -> bool:
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
return handle_pan(Vector2(0.0, WHEEL_STEP))
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
return handle_pan(Vector2(0.0, -WHEEL_STEP))
if event.button_index != MOUSE_BUTTON_LEFT:
return false
return handle_press(event.pressed, event.position)
# Only while the button is held. A touch drag cannot arrive without a finger
# on the glass, but the mouse moves across the menu the whole time it is
# open, and panning the tree under a hovering pointer would make the menu
# impossible to read.
func handle_mouse_motion(event: InputEventMouseMotion) -> bool:
if not _dragging:
return false
return handle_pan(event.relative)
func handle_press(pressed: bool, at: Vector2) -> bool:
if not visible:
return false
if not pressed:
_dragging = false
return true
_dragging = true
var local: Vector2 = at - global_position
for node in GameState.SKILL_TREE:
if local.distance_to(node_screen_pos(node)) <= node_radius * 1.25:
var confirming: bool = selected_id == node.id
selected_id = node.id
queue_redraw()
node_picked.emit(node.id)
if confirming:
node_confirmed.emit(node.id)
return true
return false
func handle_pan(relative: Vector2) -> bool:
if not visible:
return false
# Dragging a finger upward reveals higher research; dragging downward
# returns to the root. Clamp hard so the canvas never leaves an empty gap.
scroll_y = clampf(scroll_y - relative.y, 0.0, _max_scroll())
queue_redraw()
return true
func _draw() -> void:
# Links first, so nodes sit on top of them.
for node in GameState.SKILL_TREE:
if node.requires == "":
continue
var parent: Dictionary = GameState.skill_node(node.requires)
if parent.is_empty():
continue
var from: Vector2 = node_screen_pos(parent)
var to: Vector2 = node_screen_pos(node)
# A link reads as "live" only once the step it leads to is actually
# reachable, so the eye follows the researched path outwards.
var lit: bool = GameState.is_unlocked(node.id)
var reachable: bool = GameState.prerequisite_met(node.id)
var link_color: Color = DONE_COLOR if lit else (READY_COLOR if reachable else LOCKED_COLOR)
var trim: Vector2 = (to - from).normalized() * node_radius
NeonDraw.draw_glowing_line(self, from + trim, to - trim, link_color,
1.0 if reachable else LOCKED_PULSE, 0.4,
NeonDraw.DEFAULT_CORE if reachable else LOCKED_CORE)
for node in GameState.SKILL_TREE:
var centre: Vector2 = node_screen_pos(node)
var colour: Color = _state_color(node)
var reach: bool = GameState.prerequisite_met(node.id)
var pulse: float = 1.0 if reach else LOCKED_PULSE
var core_stroke: Color = NeonDraw.DEFAULT_CORE if reach else LOCKED_CORE
var hexagon: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
hexagon.append(centre + Vector2(cos(a), sin(a)) * node_radius)
NeonDraw.draw_glowing_polygon(self, hexagon, colour, pulse, core_stroke)
# Researched nodes get a filled-in core; the rest stay hollow.
if GameState.is_unlocked(node.id):
var core: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU + PI / 6.0
core.append(centre + Vector2(cos(a), sin(a)) * node_radius * 0.42)
NeonDraw.draw_glowing_polygon(self, core, colour, 1.0)
if node.id == selected_id:
var ring: PackedVector2Array = PackedVector2Array()
for i in range(6):
var a: float = (float(i) / 6.0) * TAU
ring.append(centre + Vector2(cos(a), sin(a)) * node_radius * 1.32)
NeonDraw.draw_glowing_polygon(self, ring, SELECTED_RING, 0.9)