The layout is authored in CANVAS units. With stretch "canvas_items" and aspect "expand" over a 1920x1080 base, a 720x1280 phone scales by 0.375 and gets 1920x3413 canvas units - while ANY 16:9-or-wider screen lands on 1920x1080 units however many pixels it really has. The canvas is three times shorter, so a 148-unit button went from 4.3% of the screen's height to 13.7%. Measured at 3.16x, and confirmed twice: once by hand off the scene file, once by the test failing with the rule disabled. Nothing collided. That was checked pair by pair on both canvases and the same six pairs overlap on each, all of them same-slot alternatives. The fault was only that everything was enormous. HudScale captures each HUD control's authored offsets once, then moves it toward the edge it hangs off and scales the NODE. Scaling the rect alone was tried first and was wrong: half the HUD draws its own contents at fixed sizes - ResourceReadout lays its rows out in code, Labels carry their own font size - so shrunken boxes kept full-size content and the build button slid up underneath the resource list. Scaling the node takes content and children with it. The cost is that position (parent space) and size (local space) now differ by that scale, and a lot of code here assumed they did not. Five places: ResourceReadout.content_bottom() added a scaled position to an unscaled height, overstating itself by more than a button - so _seat_hud_columns pushed the whole column down to clear space nothing occupied. A live bug, not just a bad measurement. HUD_COLUMN_MARGIN would have been the one gap still phone-sized. _layout_context_buttons wrote its stride and pitch unscaled, landing the action row on the building-action row - which is the second of the two regressions test_hud_layout was written for, in a new disguise. test_hud_layout and test_hangar_management compared authored rects. And HudScale reapplies on resize, which wiped the two layouts BuildController writes at runtime - so dragging a desktop window left the context row where it was. Both re-run on size_changed now, deferred, because which of two siblings connected first is not a thing to depend on. test_hud_layout ran at one window shape, which happened to be the desktop canvas. It now runs every check at both, so this cannot hide at whichever shape was not being exercised. Rejected: scaling the UI CanvasLayer does not work at all - Control anchors resolve against the viewport rect, so bottom-anchored elements land mid-screen. A single scaled wrapper Control with the HUD reparented under it is the genuinely clean shape and would need no scale-aware arithmetic anywhere, but it changes every node path and would break every get_node in the controllers and tests. MIN_SCALE floors the shrink at 0.45 rather than the proportional 0.316: a landscape phone gets the same short canvas as a desktop, and there the sticks are still thumb targets. That leaves the HUD at 1.42x its phone share on a PC rather than 1.0x. 177/177 at JOBS=3. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
136 lines
5.3 KiB
GDScript
136 lines
5.3 KiB
GDScript
class_name ResourceReadout
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extends Control
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# Generalizes ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
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# hardcoded node plus one script per resource, times two scenes - into one
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# row per GameState.resource_types() entry, built at _ready(). A new
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# resource added to ResourceDefinitions.ORDER/DEFINITIONS gets a HUD row
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# with no scene edit and no new script, the same way ResourceBar and
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# ResourceTransferList already pick up a new resource automatically.
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#
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# Layout mirrors what it replaces: a BANKED column (left) and a FLEET HOLD
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# column (right), one row per resource, each row a resource glyph plus a
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# digit readout. Banked rows are always visible, even at zero (matching
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# ResourceCounter/GasCounter today); fleet rows hide at zero, since that
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# hold isn't the player's yet (see CargoCounter's own note on why).
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const FLEET_GLOW: Color = Color(1.0, 0.78, 0.25)
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const FLEET_CORE: Color = Color(0.22, 0.12, 0.0)
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const ROW_HEIGHT: float = 58.0
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const COLUMN_GAP: float = 328.0
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const GLYPH_GAP: float = 8.0
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@export var digit_height: float = 38.0
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# The bright rocky/gas surfaces need a darker banked glow than deep space
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# for the same contrast reason PlanetSurface.tscn's old ResourceCounter
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# node overrode its colour - set true on the surface-scene instance only.
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@export var bright_background: bool = false
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var _banked_numbers: Dictionary = {}
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var _fleet_numbers: Dictionary = {}
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# #56: the fleet hold now has a finite total capacity. Rather than a new
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# node, this reuses the existing "FLEET HOLD" caption Label that both Main
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# and PlanetSurface already place as a sibling - get_node_or_null so a
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# scene that happens to embed ResourceReadout without that sibling (none
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# does today) degrades to just not showing a limit, instead of erroring.
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@onready var _fleet_caption: Label = get_node_or_null("../FleetCaption")
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var _fleet_caption_base_text: String = ""
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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if _fleet_caption != null:
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_fleet_caption_base_text = _fleet_caption.text
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var y: float = 0.0
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for resource_type in GameState.resource_types():
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var banked_color: Color = GameState.resource_color(resource_type)
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if bright_background:
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banked_color = banked_color.darkened(0.4)
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_add_glyph(resource_type, Vector2(0.0, y))
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var banked: NeonNumber = _add_number(Vector2(digit_height + GLYPH_GAP, y),
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banked_color, banked_color.darkened(0.8))
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_banked_numbers[resource_type] = banked
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_add_glyph(resource_type, Vector2(COLUMN_GAP, y))
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var fleet: NeonNumber = _add_number(Vector2(COLUMN_GAP + digit_height + GLYPH_GAP, y),
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FLEET_GLOW, FLEET_CORE)
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_fleet_numbers[resource_type] = fleet
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y += ROW_HEIGHT
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# Stop understating our own extent. The rows are drawn by child nodes,
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# which happily paint outside this Control's rect, so the scene-authored
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# height stayed at its original guess no matter how many rows appeared.
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size.y = rows_height()
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# How tall the rows are, derived from the live resource list rather than from
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# whatever _ready() happened to have built. That matters: _ready() runs in
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# scene-tree order, so a sibling laying itself out relative to this readout
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# (BuildController._seat_hud_columns) can legitimately ask BEFORE this node
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# has built anything, and a cached height would answer zero.
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func rows_height() -> float:
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return float(GameState.resource_types().size()) * ROW_HEIGHT
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# Bottom edge of the rows in this Control's parent space - the line anything
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# stacked below the readout has to clear.
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func content_bottom() -> float:
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# Rendered, not laid out. #228 scales the HUD down on a short canvas by
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# scaling the NODE while leaving its rect at the authored size, so
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# rows_height() is in unscaled local units while position is already in
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# scaled parent ones. Mixing the two overstated this by more than a
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# button's height and pushed the columns down to clear space that was
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# not occupied.
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return position.y + rows_height() * scale.y
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func _add_glyph(resource_type: String, at: Vector2) -> void:
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var glyph: ResourceGlyph = ResourceGlyph.new()
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glyph.resource_type = resource_type
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glyph.position = at
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glyph.size = Vector2(digit_height, digit_height)
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add_child(glyph)
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func _add_number(at: Vector2, glow: Color, core: Color) -> NeonNumber:
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var number: NeonNumber = NeonNumber.new()
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number.show_icon = false
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number.position = at
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number.size = Vector2(0.0, digit_height)
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number.glow_color = glow
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number.core_color = core
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number.digit_height = digit_height
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add_child(number)
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return number
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func banked_number(resource_type: String) -> NeonNumber:
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return _banked_numbers.get(resource_type)
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func fleet_number(resource_type: String) -> NeonNumber:
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return _fleet_numbers.get(resource_type)
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func _process(_delta: float) -> void:
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if _fleet_caption != null:
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var capacity: int = GameState.fleet_cargo_total_capacity()
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_fleet_caption.text = "%s %d/%d" % [_fleet_caption_base_text, GameState.fleet_cargo_used(), capacity] \
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if capacity >= 0 else _fleet_caption_base_text
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for resource_type in GameState.resource_types():
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var banked: NeonNumber = _banked_numbers.get(resource_type)
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if banked != null:
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banked.set_amount(GameState.banked_resource(resource_type))
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var fleet: NeonNumber = _fleet_numbers.get(resource_type)
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if fleet == null:
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continue
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var held: int = GameState.fleet_resource(resource_type)
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fleet.visible = held > 0
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if fleet.visible:
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fleet.set_amount(held)
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