Reorganized input

This commit is contained in:
gamer147
2026-04-02 23:02:18 -04:00
parent b9030b7899
commit 2ad8686ad5
7 changed files with 533 additions and 75 deletions

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@@ -0,0 +1,336 @@
# Input Centralization Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Centralize all non-UI input handling in PlayerController so gameplay input can be disabled with a single flag.
**Architecture:** PlayerController owns all mouse input (clicks, drags, grid tracking) and emits signals. CameraController and TileHighlight become purely reactive — no direct input reading. `strategy_phase.gd` wires everything together and toggles `input_disabled` during overlays.
**Tech Stack:** Godot 4, GDScript
---
### Task 1: Add drag detection and input_disabled to PlayerController
**Files:**
- Modify: `nodes/player_controller.gd`
- [ ] **Step 1: Add new signals, properties, and drag state variables**
Add after the existing `signal combat_requested` line (line 7) and update the variable block:
```gdscript
signal combat_requested(attacker: Unit, defender: Unit)
signal mouse_grid_changed(coords: Vector2i)
signal camera_drag(delta: Vector2)
var input_disabled := false
var _selected_unit: Unit = null
var _target_pos: Vector2
var _goal_pos: Vector2
var _moving := false
var _left_pending := false
var _drag_start := Vector2.ZERO
var _dragging := false
var _current_grid_coords := Vector2i(-99999, -99999)
const DRAG_THRESHOLD := 8.0
```
- [ ] **Step 2: Add mouse grid tracking to `_process`**
Add a new `_process` method. This replaces the mouse tracking that `tile_highlight.gd` currently does:
```gdscript
func _process(_delta: float) -> void:
if input_disabled:
return
var mouse_pos := get_viewport().get_canvas_transform().affine_inverse() * get_viewport().get_mouse_position()
var coords := dl_map.world_to_coords(mouse_pos)
if coords != _current_grid_coords:
_current_grid_coords = coords
mouse_grid_changed.emit(coords)
```
- [ ] **Step 3: Add drag handling to `_unhandled_input`**
Replace the existing `_unhandled_input` method with this version that integrates drag detection (ported from `camera_controller.gd`):
```gdscript
func _unhandled_input(event: InputEvent) -> void:
if input_disabled:
return
if event is InputEventMouseButton:
match event.button_index:
MOUSE_BUTTON_LEFT:
if event.pressed:
_left_pending = true
_drag_start = event.position
else:
if _dragging:
_dragging = false
_left_pending = false
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
get_viewport().set_input_as_handled()
else:
_left_pending = false
_handle_left_click(event.position)
MOUSE_BUTTON_MIDDLE:
if event.pressed:
_dragging = true
_drag_start = event.position
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
else:
_dragging = false
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
get_viewport().set_input_as_handled()
elif event is InputEventMouseMotion:
if _left_pending and not _dragging:
if event.position.distance_to(_drag_start) >= DRAG_THRESHOLD:
_dragging = true
_left_pending = false
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
if _dragging:
var delta: Vector2 = _drag_start - event.position
_drag_start = event.position
camera_drag.emit(delta)
get_viewport().set_input_as_handled()
```
- [ ] **Step 4: Extract click logic into `_handle_left_click`**
Add this method — it's the existing click logic from `_unhandled_input`, refactored out so the drag/click split is clean:
```gdscript
func _handle_left_click(screen_pos: Vector2) -> void:
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
var clicked_unit := _get_unit_at(world_pos)
if clicked_unit:
if _selected_unit and clicked_unit != _selected_unit and _selected_unit.is_alive() and clicked_unit.is_alive():
combat_requested.emit(_selected_unit, clicked_unit)
else:
_select_unit(clicked_unit)
get_viewport().set_input_as_handled()
elif _selected_unit:
var snapped_pos := dl_map.snap_to_grid(world_pos)
var grid_coords := dl_map.world_to_coords(world_pos)
if dl_map.is_wall(grid_coords):
return
_goal_pos = snapped_pos
get_viewport().set_input_as_handled()
```
- [ ] **Step 5: Verify in editor**
Run the scene. Confirm:
- Clicking units still selects/moves them
- Left-dragging pans camera (after 8px threshold)
- Middle-dragging pans camera immediately
- Grid highlight still works (will be wired in Task 4, but shouldn't crash)
- [ ] **Step 6: Commit**
```bash
git add nodes/player_controller.gd
git commit -m "feat: add drag detection and input_disabled to PlayerController"
```
---
### Task 2: Make CameraController reactive
**Files:**
- Modify: `scripts/camera_controller.gd`
- [ ] **Step 1: Replace CameraController with reactive version**
Replace the entire file content with:
```gdscript
class_name CameraController extends Camera2D
func apply_drag(delta: Vector2) -> void:
position += delta / zoom
```
- [ ] **Step 2: Verify in editor**
Run the scene. Camera drag won't work yet (signal not wired until Task 4) but the scene should load without errors.
- [ ] **Step 3: Commit**
```bash
git add scripts/camera_controller.gd
git commit -m "refactor: make CameraController reactive, remove direct input handling"
```
---
### Task 3: Make TileHighlight reactive
**Files:**
- Modify: `scripts/tile_highlight.gd`
- [ ] **Step 1: Replace TileHighlight with reactive version**
Replace the entire file content with:
```gdscript
extends ColorRect
@export var tile_size: float = 48.0
var _time: float = 0.0
func _ready() -> void:
size = Vector2(tile_size, tile_size)
color = Color(1.0, 1.0, 1.0, 0.25)
mouse_filter = Control.MOUSE_FILTER_IGNORE
func _process(delta: float) -> void:
_time += delta
color.a = 0.25 + 0.1 * sin(_time * 4.0)
func set_grid_coords(coords: Vector2i) -> void:
global_position = Vector2(coords) * tile_size
func _notification(what: int) -> void:
if what == NOTIFICATION_WM_MOUSE_EXIT:
hide()
elif what == NOTIFICATION_WM_MOUSE_ENTER:
show()
```
The `tile_hovered` signal is removed — PlayerController now owns `mouse_grid_changed`. The `_process` only handles the pulse animation. `set_grid_coords` positions the highlight from external coords.
- [ ] **Step 2: Verify in editor**
Run the scene. Tile highlight won't track mouse yet (not wired until Task 4) but the scene should load without errors and the pulse animation should work if visible.
- [ ] **Step 3: Commit**
```bash
git add scripts/tile_highlight.gd
git commit -m "refactor: make TileHighlight reactive, remove direct mouse tracking"
```
---
### Task 4: Wire signals in strategy_phase.gd and update CombatMap
**Files:**
- Modify: `nodes/strategy_phase.gd`
- Modify: `nodes/combat_map.gd`
- [ ] **Step 1: Update CombatMap.set_highlight_enabled to accept no args**
In `nodes/combat_map.gd`, the `set_highlight_enabled` method currently controls tile highlight visibility. It stays, but now it also needs to be callable from strategy_phase. No changes needed to the method itself — it already does what we need. However, remove the `tile_hovered` signal from CombatMap since PlayerController now owns grid change signaling.
Remove line 4 from `combat_map.gd`:
```gdscript
signal tile_hovered(coords: Vector2i)
```
And update `target_tile` (line 83-85) to remove the signal emit:
```gdscript
func target_tile(coords: Vector2i) -> void:
highlight_map.target_tile(coords)
```
- [ ] **Step 2: Wire signals in strategy_phase.gd**
Replace the entire file content of `nodes/strategy_phase.gd`:
```gdscript
class_name StrategyPhase extends Node2D
@onready var player_controller: PlayerController = $PlayerController
@onready var combat_system: CombatSystem = $CombatSystem
@onready var combat_ui: CombatUI = $CombatUI
@onready var combat_map: CombatMap = $CombatMap
@onready var camera: CameraController = $Camera2D
func _ready() -> void:
player_controller.combat_requested.connect(_on_combat_requested)
player_controller.mouse_grid_changed.connect(_on_mouse_grid_changed)
player_controller.camera_drag.connect(camera.apply_drag)
combat_ui.fight_confirmed.connect(_on_fight_confirmed)
combat_ui.fight_cancelled.connect(_on_fight_cancelled)
func _on_mouse_grid_changed(coords: Vector2i) -> void:
combat_map.target_tile(coords)
combat_map.tile_highlight.set_grid_coords(coords)
func _on_combat_requested(attacker: Unit, defender: Unit) -> void:
var proposal := combat_system.create_proposal(attacker, defender)
_set_input_disabled(true)
combat_ui.show_proposal(proposal)
func _on_fight_confirmed(proposal: CombatProposal) -> void:
combat_system.apply_proposal(proposal)
_set_input_disabled(false)
func _on_fight_cancelled() -> void:
_set_input_disabled(false)
func _set_input_disabled(disabled: bool) -> void:
player_controller.input_disabled = disabled
combat_map.set_highlight_enabled(not disabled)
```
- [ ] **Step 3: Verify in editor**
Run the scene. Confirm all behaviors work end-to-end:
- Mouse movement highlights tiles on the grid
- Left-click selects units and sets movement targets
- Left-drag (past threshold) pans the camera
- Middle-drag pans the camera immediately
- Opening combat proposal disables all input (no highlight, no clicks, no drags)
- Confirming or cancelling combat re-enables input
- Cursor resets to arrow when drag ends
- [ ] **Step 4: Commit**
```bash
git add nodes/strategy_phase.gd nodes/combat_map.gd
git commit -m "feat: wire centralized input signals, toggle input_disabled on overlays"
```
---
### Task 5: Clean up unused code
**Files:**
- Modify: `nodes/combat_map.gd` (verify no remaining references to removed signal)
- [ ] **Step 1: Check for remaining references to `tile_hovered` signal on CombatMap**
Search the codebase for any connections to `combat_map.tile_hovered` or `CombatMap.tile_hovered`. If found, remove or update them.
- [ ] **Step 2: Verify full scene runs cleanly**
Run the scene one final time. Confirm no errors in the Godot console and all input behaviors work as expected.
- [ ] **Step 3: Commit if any cleanup was needed**
```bash
git add -A
git commit -m "chore: remove stale tile_hovered references"
```

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# Input Centralization Design
## Problem
Input handling is scattered across `PlayerController`, `CameraController`, and `TileHighlight`, each independently reading mouse state. There's no way to globally disable gameplay input during overlays or animations.
## Design
### PlayerController — single input authority
`PlayerController` becomes the only script that reads raw input. All other gameplay scripts react to its signals.
**Signals:**
| Signal | Emitted when |
|--------|-------------|
| `mouse_grid_changed(coords: Vector2i)` | Hovered grid cell changes (every frame check in `_process()`) |
| `camera_drag(delta: Vector2)` | Mouse is dragged (left-drag past 8px threshold, or any middle-drag) |
| `combat_requested(attacker, defender)` | Existing — click on enemy unit while friendly selected |
**Properties:**
| Property | Purpose |
|----------|---------|
| `input_disabled: bool` | When true, all input processing stops — no signals emitted, no click handling, no movement |
**Input handling (`_unhandled_input`):**
- Left click release (no drag): unit selection or movement target (existing logic)
- Left click release on enemy unit while friendly selected: emit `combat_requested` (existing logic)
- Left mouse drag: track press position, once delta exceeds 8px threshold, enter drag mode and emit `camera_drag(delta)` on each `InputEventMouseMotion`
- Middle mouse drag: immediately enter drag mode, emit `camera_drag(delta)` on each motion
- All of the above gated by `if input_disabled: return` at the top
**Mouse grid tracking (`_process`):**
- Read `get_global_mouse_position()`, snap to grid, convert to `Vector2i`
- If coords changed from previous frame, emit `mouse_grid_changed(coords)`
- Gated by `input_disabled`
**Left-drag vs left-click disambiguation:**
- On left button press: record press position, set `_drag_candidate = true`
- On mouse motion while `_drag_candidate`: if distance from press > 8px, enter drag mode (`_dragging = true`), stop treating this as a click
- On left button release: if `_dragging`, end drag and reset state; if not, treat as click (existing selection/movement logic)
- This matches the existing `CameraController` behavior
### CameraController — reactive
- Remove `_unhandled_input()` entirely
- Remove all drag detection state (`_dragging`, `_drag_start`, etc.)
- Expose a method (e.g., `apply_drag(delta: Vector2)`) or connect directly to `camera_drag` signal
- Apply delta to camera position, respecting any existing bounds/smoothing
### TileHighlight — reactive
- Remove `_process()` mouse tracking and `get_global_mouse_position()` calls
- Keep the pulse animation (can run in its own `_process` gated on visibility)
- Expose a method like `set_grid_coords(coords: Vector2i)` that positions the highlight
- Hide when input is disabled (connected to a signal or called directly)
- Keep `_notification` for `WM_MOUSE_EXIT` / `WM_MOUSE_ENTER` if still relevant, or remove if PlayerController handles this
### strategy_phase.gd — wiring
Connects signals in `_ready()`:
```
player_controller.mouse_grid_changed → tile_highlight.set_grid_coords (or similar)
player_controller.camera_drag → camera_controller.apply_drag
```
Overlays toggle input:
```
# When showing overlay:
player_controller.input_disabled = true
# When hiding overlay:
player_controller.input_disabled = false
```
## What doesn't change
- `CombatUI._unhandled_input()` for right-click dismiss — this is UI-layer input, not gameplay input
- Unit signals (`unit_died`, `unit_selected_changed`)
- CombatSystem logic
- All existing click behavior (selection, movement, combat requests) — just consolidated under the `input_disabled` gate
## Migration notes
- `CameraController` drag state variables and `_unhandled_input` are deleted, not left as dead code
- `TileHighlight._process` mouse reading is deleted
- `TileHighlight` keeps its `tile_size` export and grid-snapping math (used by `set_grid_coords`)
- PlayerController needs `dl_map` reference for grid coordinate conversion (already has it)

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@@ -1,8 +1,6 @@
class_name CombatMap
extends Node2D
signal tile_hovered(coords: Vector2i)
@export var tile_set: DLTileset
@onready var tile_map: TileMapLayer = %TerrainLayer
@onready var highlight_map: GridOverlay = %OverlayLayer
@@ -82,7 +80,6 @@ func remove_unit(unit: Unit) -> void:
func target_tile(coords: Vector2i) -> void:
highlight_map.target_tile(coords)
tile_hovered.emit(coords)
func set_highlight_enabled(enabled: bool) -> void:

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@@ -5,12 +5,23 @@ const SPEED = 192.0
@export var dl_map: CombatMap
signal combat_requested(attacker: Unit, defender: Unit)
signal mouse_grid_changed(coords: Vector2i)
signal camera_drag(delta: Vector2)
var input_disabled := false
var _selected_unit: Unit = null
var _target_pos: Vector2
var _goal_pos: Vector2
var _moving := false
var _left_pending := false
var _drag_start := Vector2.ZERO
var _dragging := false
var _current_grid_coords := Vector2i(-99999, -99999)
const DRAG_THRESHOLD := 8.0
func _ready() -> void:
for unit: Unit in get_tree().get_nodes_in_group("units"):
@@ -30,23 +41,55 @@ func _on_unit_died(unit: Unit) -> void:
_moving = false
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and not event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * event.position
var clicked_unit := _get_unit_at(world_pos)
func _process(_delta: float) -> void:
if input_disabled:
return
var mouse_pos := get_viewport().get_canvas_transform().affine_inverse() * get_viewport().get_mouse_position()
var coords := dl_map.world_to_coords(mouse_pos)
if coords != _current_grid_coords:
_current_grid_coords = coords
mouse_grid_changed.emit(coords)
if clicked_unit:
if _selected_unit and clicked_unit != _selected_unit and _selected_unit.is_alive() and clicked_unit.is_alive():
combat_requested.emit(_selected_unit, clicked_unit)
else:
_select_unit(clicked_unit)
get_viewport().set_input_as_handled()
elif _selected_unit:
var snapped_pos := dl_map.snap_to_grid(world_pos)
var grid_coords := dl_map.world_to_coords(world_pos)
if dl_map.is_wall(grid_coords):
return
_goal_pos = snapped_pos
func _unhandled_input(event: InputEvent) -> void:
if input_disabled:
return
if event is InputEventMouseButton:
match event.button_index:
MOUSE_BUTTON_LEFT:
if event.pressed:
_left_pending = true
_drag_start = event.position
else:
if _dragging:
_dragging = false
_left_pending = false
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
get_viewport().set_input_as_handled()
else:
_left_pending = false
_handle_left_click(event.position)
MOUSE_BUTTON_MIDDLE:
if event.pressed:
_dragging = true
_drag_start = event.position
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
else:
_dragging = false
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
get_viewport().set_input_as_handled()
elif event is InputEventMouseMotion:
if _left_pending and not _dragging:
if event.position.distance_to(_drag_start) >= DRAG_THRESHOLD:
_dragging = true
_left_pending = false
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
if _dragging:
var delta: Vector2 = _drag_start - event.position
_drag_start = event.position
camera_drag.emit(delta)
get_viewport().set_input_as_handled()
@@ -83,6 +126,25 @@ func _physics_process(delta: float) -> void:
_moving = true
func _handle_left_click(screen_pos: Vector2) -> void:
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
var clicked_unit := _get_unit_at(world_pos)
if clicked_unit:
if _selected_unit and clicked_unit != _selected_unit and _selected_unit.is_alive() and clicked_unit.is_alive():
combat_requested.emit(_selected_unit, clicked_unit)
else:
_select_unit(clicked_unit)
get_viewport().set_input_as_handled()
elif _selected_unit:
var snapped_pos := dl_map.snap_to_grid(world_pos)
var grid_coords := dl_map.world_to_coords(world_pos)
if dl_map.is_wall(grid_coords):
return
_goal_pos = snapped_pos
get_viewport().set_input_as_handled()
func _select_unit(unit: Unit) -> void:
if _selected_unit:
_selected_unit.set_selected(false)

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@@ -4,20 +4,36 @@ class_name StrategyPhase extends Node2D
@onready var combat_system: CombatSystem = $CombatSystem
@onready var combat_ui: CombatUI = $CombatUI
@onready var combat_map: CombatMap = $CombatMap
@onready var camera: CameraController = $Camera2D
func _ready() -> void:
player_controller.combat_requested.connect(_on_combat_requested)
player_controller.mouse_grid_changed.connect(_on_mouse_grid_changed)
player_controller.camera_drag.connect(camera.apply_drag)
combat_ui.fight_confirmed.connect(_on_fight_confirmed)
combat_ui.fight_cancelled.connect(_on_fight_cancelled)
func _on_mouse_grid_changed(coords: Vector2i) -> void:
combat_map.target_tile(coords)
combat_map.tile_highlight.set_grid_coords(coords)
func _on_combat_requested(attacker: Unit, defender: Unit) -> void:
var proposal := combat_system.create_proposal(attacker, defender)
combat_map.set_highlight_enabled(false)
_set_input_disabled(true)
combat_ui.show_proposal(proposal)
func _on_fight_confirmed(proposal: CombatProposal) -> void:
combat_system.apply_proposal(proposal)
combat_map.set_highlight_enabled(true)
_set_input_disabled(false)
func _on_fight_cancelled() -> void:
combat_map.set_highlight_enabled(true)
_set_input_disabled(false)
func _set_input_disabled(disabled: bool) -> void:
player_controller.input_disabled = disabled
combat_map.set_highlight_enabled(not disabled)

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@@ -1,42 +1,5 @@
class_name CameraController extends Camera2D
const DRAG_THRESHOLD := 8.0
var _dragging := false
var _left_pending := false
var _drag_start := Vector2.ZERO
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
match event.button_index:
MOUSE_BUTTON_LEFT:
if event.pressed:
_left_pending = true
_drag_start = event.position
else:
_left_pending = false
if _dragging:
_dragging = false
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
get_viewport().set_input_as_handled()
MOUSE_BUTTON_MIDDLE:
if event.pressed:
_dragging = true
_drag_start = event.position
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
else:
_dragging = false
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
get_viewport().set_input_as_handled()
elif event is InputEventMouseMotion:
if _left_pending and not _dragging:
if event.position.distance_to(_drag_start) >= DRAG_THRESHOLD:
_dragging = true
_left_pending = false
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
if _dragging:
var delta: Vector2 = _drag_start - event.position
_drag_start = event.position
position += delta / zoom
get_viewport().set_input_as_handled()
func apply_drag(delta: Vector2) -> void:
position += delta / zoom

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@@ -1,11 +1,8 @@
extends ColorRect
signal tile_hovered(coords: Vector2i)
@export var tile_size: float = 48.0
var _time: float = 0.0
var _previous_coords := Vector2i(INF, INF)
func _ready() -> void:
@@ -17,13 +14,10 @@ func _ready() -> void:
func _process(delta: float) -> void:
_time += delta
color.a = 0.25 + 0.1 * sin(_time * 4.0)
var mouse_pos := get_global_mouse_position()
var snapped_pos := _snap_to_grid(mouse_pos)
global_position = snapped_pos
var coords := Vector2i(snapped_pos / tile_size)
if coords != _previous_coords:
_previous_coords = coords
tile_hovered.emit(coords)
func set_grid_coords(coords: Vector2i) -> void:
global_position = Vector2(coords) * tile_size
func _notification(what: int) -> void:
@@ -31,7 +25,3 @@ func _notification(what: int) -> void:
hide()
elif what == NOTIFICATION_WM_MOUSE_ENTER:
show()
func _snap_to_grid(pos: Vector2) -> Vector2:
return Vector2(floorf(pos.x / tile_size), floorf(pos.y / tile_size)) * tile_size