# 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" ```