Fix sector drag and drop

This commit is contained in:
Johan Sandoval
2026-07-15 20:40:43 -05:00
parent 69f2028ce3
commit c221ec6c2a
12 changed files with 564 additions and 345 deletions
+59 -35
View File
@@ -1,49 +1,69 @@
extends Control
## Offers a set of random modifiers each round as draggable pieces.
## Dropping one on the board applies it and consumes the whole set.
const SectorSwatch := preload("res://core/ui/sector_swatch.gd")
## Spawns draggable modifier pieces along the bottom of the screen.
##
## For now it spawns ALL modifiers in the registry, one of each, and they never
## run out. That's a debug affordance — the real economy (random draws, rounds,
## consumption) is a later phase. Right now we just want to prove drag-and-drop
## works.
@export var drop_catcher: Control
@export var pieces_per_round := 3
@export_group("Layout")
@export var piece_size := Vector2(90, 110)
@export var spacing := 24.0
@export var bottom_margin := 30.0
@export_group("Behaviour")
## If false, pieces stay in the tray after a successful drop. Useful while
## testing; set true when the real economy lands.
@export var consume_on_use := false
const SectorSwatch := preload("res://core/ui/sector_swatch.gd")
var _pieces: Array[Control] = []
func _ready() -> void:
# The tray itself must not eat mouse events — only its pieces should.
mouse_filter = Control.MOUSE_FILTER_IGNORE
spawn_round()
func spawn_round() -> void:
_clear_pieces()
# ModRegistry is the autoload. (Was "ModifierCatalog" — renamed.)
var choices: Array = ModRegistry.pick_random(pieces_per_round)
if choices.is_empty():
push_warning("ModifierTray: registry returned no modifiers.")
if drop_catcher == null:
push_error("ModifierTray: `drop_catcher` export is not set.")
return
for mod in choices:
var piece := Control.new()
piece.set_script(SectorSwatch)
piece.custom_minimum_size = piece_size
piece.size = piece_size
piece.modifier = mod
piece.paint_texture = mod.texture
piece.drop_catcher = drop_catcher
piece.tray = self
add_child(piece)
_pieces.append(piece)
_layout_pieces()
spawn_all()
func _layout_pieces() -> void:
## Spawn one piece per registered modifier.
func spawn_all() -> void:
_clear_pieces()
var mods: Array[Modifier] = ModRegistry.modifiers
if mods.is_empty():
push_warning("ModifierTray: registry has no modifiers. Nothing to spawn.")
return
for mod in mods:
_spawn_piece(mod)
_layout()
func _spawn_piece(mod: Modifier) -> void:
var piece := Control.new()
piece.set_script(SectorSwatch)
piece.custom_minimum_size = piece_size
piece.size = piece_size
piece.modifier = mod
piece.paint_texture = mod.texture
piece.drop_catcher = drop_catcher
piece.tray = self
add_child(piece)
_pieces.append(piece)
func _layout() -> void:
var count := _pieces.size()
if count == 0:
return
@@ -57,9 +77,14 @@ func _layout_pieces() -> void:
_pieces[i].position = Vector2(start_x + i * (piece_size.x + spacing), y)
## Called by a piece when it lands successfully — the whole set is spent.
func consume() -> void:
_clear_pieces()
## Called by a piece after a successful drop.
func on_piece_used(piece: Control) -> void:
if not consume_on_use:
return # piece snaps home; it's reusable
_pieces.erase(piece)
piece.queue_free()
_layout()
func _clear_pieces() -> void:
@@ -69,7 +94,6 @@ func _clear_pieces() -> void:
_pieces.clear()
# TESTING ONLY — SPACE rolls a new set.
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
spawn_round()
func _notification(what: int) -> void:
if what == NOTIFICATION_RESIZED:
_layout()