Clicking the fader did nothing on a desktop: it fired the guns instead. Unhandled input reaches the last nodes in the tree first, and the fader's mouse handling lived in GameController - the script on Main, the ROOT, so it was served last of all. MouseCombatController is a child of it and marks every left press handled to fire, so the press never arrived. The fader asks for its own mouse events now, from the UI layer, which sits after the combat controllers: the control the pointer is actually on gets the press ahead of the guns behind it. The handlers themselves are the same wrappers #118 wrote. The test for #118 could not see any of this - it handed the event straight to Main._unhandled_input, which is precisely the delivery the real game never makes, so it passed against the bug it was written for. It pushes through the viewport now, with mouse aiming on, and checks the guns stay quiet. Confirmed it fails without the fix. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QR2Mdk42ghEpeyXPe4UFyn
177 lines
6.6 KiB
GDScript
177 lines
6.6 KiB
GDScript
class_name SpeedFader
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extends Control
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# Vertical drag control for GameState.fleet_speed_multiplier. Same raw-touch
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# idiom as TouchJoystick (handle_touch/handle_drag offered first by
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# GameController, not _gui_input) and the same NeonDraw look, but a fader
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# rather than a stick: the knob's Y position along a fixed vertical track IS
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# the value, no spring-back to centre.
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#
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# Self-contained: writes straight to GameState.fleet_speed_multiplier rather
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# than reporting a value for something else to apply, since the multiplier
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# already lives in the one place (the autoload) that needs to survive scene
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# swaps.
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@export var glow_color: Color = Color(0.7, 0.3, 1.0)
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@export var core_color: Color = Color(1.0, 1.0, 1.0)
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@export var track_margin: float = 28.0
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@onready var fleet: Node2D = get_node("../../Fleet")
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@onready var label: Label = get_node("Label")
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var active_touch_index: int = -1
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# 0 = bottom of the track (1.0x), 1 = top. The top is
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# GameState.max_fleet_speed_multiplier, which widens with each distorder
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# vessel past the first - so the track always spans the whole usable range.
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var knob_t: float = 0.0
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var status_message_until: int = 0
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func _ready() -> void:
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visible = false
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queue_redraw()
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func _process(_delta: float) -> void:
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var has_distorder: bool = fleet.has_capability("distorder")
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if has_distorder != visible:
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visible = has_distorder
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if not has_distorder:
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# Fleet owns persistent composition state. This outgoing UI node can
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# briefly observe an empty fleet during a scene swap, so it must only
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# clear its own interaction state here.
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active_touch_index = -1
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knob_t = 0.0
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return
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knob_t = (GameState.fleet_speed_multiplier - 1.0) \
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/ maxf(GameState.max_fleet_speed_multiplier - 1.0, 0.001)
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# #62: GameState._process() (not this node's own _process()) is what
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# drains energy and force-resets the multiplier, since it has to keep
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# running across the space<->surface swap and while this control might
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# not even be in the current scene tree. It leaves a one-shot flag for
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# whichever SpeedFader picks it up next.
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if GameState.boost_depleted_notice:
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GameState.boost_depleted_notice = false
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# Still holding the drag at the moment energy ran out would
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# otherwise re-boost on the very next drag event, from a knob
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# position the finger never actually moved away from.
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active_touch_index = -1
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label.text = "Out of energy!"
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status_message_until = Time.get_ticks_msec() + 3000
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elif Time.get_ticks_msec() >= status_message_until:
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label.text = "x%.1f" % GameState.fleet_speed_multiplier
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queue_redraw()
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func is_active() -> bool:
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return active_touch_index != -1
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func _blocked_by_modal() -> bool:
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# Same check as IconButton._blocked_by_modal() - panels stay transparent
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# to raw input (the skill tree/formation editor need _unhandled_input),
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# so every raw-touch control checks for itself instead.
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for menu in get_tree().get_nodes_in_group("modal_menus"):
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if menu.is_visible_in_tree() and not menu.is_ancestor_of(self):
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return true
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return false
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# #118: the same fader, driven by a mouse.
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#
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# The project used to set emulate_touch_from_mouse, which handed every raw
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# touch handler a synthetic touch per click; with that gone this control was
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# inert on a desktop and there was no other way to reach the boost. Written
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# as thin wrappers over the touch path rather than as a second
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# implementation, so the two cannot drift - the same mistake #93 fixed in
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# the research tree.
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const MOUSE_TOUCH_INDEX: int = -2
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func handle_mouse_button(event: InputEventMouseButton) -> bool:
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if event.button_index != MOUSE_BUTTON_LEFT:
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return false
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return _press(event.pressed, event.position, MOUSE_TOUCH_INDEX)
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func handle_mouse_motion(event: InputEventMouseMotion) -> bool:
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if active_touch_index != MOUSE_TOUCH_INDEX:
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return false
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_update_from_local(event.position - global_position)
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return true
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# ...and listening for those events HERE rather than being handed them by
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# GameController, which is what #118 did.
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#
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# Unhandled input reaches the last nodes in the tree first, and Main - where
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# that dispatch lives - is the root, so it is served last of all.
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# MouseCombatController is a child of it and claims every left press to fire
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# the fleet's guns, which meant a click on the fader shot at the fader
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# instead of taking hold of it: the knob never moved on a desktop. The UI
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# layer sits after the combat controllers, so asking for the event here puts
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# the control the player is actually pointing at ahead of the guns behind it.
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#
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# Touch still comes through GameController: nothing competes for a finger,
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# and the joystick/fire stick ordering it arbitrates is real.
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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if handle_mouse_button(event):
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get_viewport().set_input_as_handled()
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elif event is InputEventMouseMotion:
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if handle_mouse_motion(event):
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get_viewport().set_input_as_handled()
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func handle_touch(event: InputEventScreenTouch) -> bool:
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return _press(event.pressed, event.position, event.index)
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func _press(pressed: bool, at: Vector2, index: int) -> bool:
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var local: Vector2 = at - global_position
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if pressed:
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if not visible or active_touch_index != -1 or _blocked_by_modal():
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return false
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if not Rect2(Vector2.ZERO, size).has_point(local):
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return false
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active_touch_index = index
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_update_from_local(local)
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return true
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if index != active_touch_index:
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return false
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active_touch_index = -1
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queue_redraw()
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return true
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func handle_drag(event: InputEventScreenDrag) -> bool:
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if event.index != active_touch_index:
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return false
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_update_from_local(event.position - global_position)
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return true
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func _update_from_local(local: Vector2) -> void:
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var usable: float = maxf(size.y - track_margin * 2.0, 1.0)
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# Up is 1.0 (top of the track), matching how a real fader/throttle reads.
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var t: float = 1.0 - clampf((local.y - track_margin) / usable, 0.0, 1.0)
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knob_t = t
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GameState.set_fleet_speed_multiplier(1.0 + t * (GameState.max_fleet_speed_multiplier - 1.0))
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label.text = "x%.1f" % GameState.fleet_speed_multiplier
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queue_redraw()
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func _draw() -> void:
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var top: Vector2 = Vector2(size.x * 0.5, track_margin)
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var bottom: Vector2 = Vector2(size.x * 0.5, size.y - track_margin)
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NeonDraw.draw_glowing_line(self, bottom, top, glow_color, 0.55, 0.5, core_color)
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# Tick marks at the extremes read as "min" and "max" at a glance.
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for t in [0.0, 1.0]:
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var y: float = lerpf(bottom.y, top.y, t)
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NeonDraw.draw_glowing_line(self, Vector2(size.x * 0.5 - 12.0, y),
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Vector2(size.x * 0.5 + 12.0, y), glow_color, 0.4, 0.35, core_color)
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var knob_pos: Vector2 = bottom.lerp(top, clampf(knob_t, 0.0, 1.0))
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NeonDraw.draw_glowing_circle(self, knob_pos, 16.0, glow_color,
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1.0 if is_active() else 0.8, core_color)
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