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Author SHA1 Message Date
240e9f7216
Add basic hovering control 2025-07-29 14:34:48 +02:00
9e2bf5787f
documentation and optimization 2025-07-29 14:08:08 +02:00
6 changed files with 134 additions and 55 deletions

12
UI/hover.gd Normal file
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@ -0,0 +1,12 @@
extends Control
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var mouse = get_viewport().get_mouse_position() + Vector2(25,10) #magic number
position = mouse

1
UI/hover.gd.uid Normal file
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@ -0,0 +1 @@
uid://c3jwnn1dj2tg5

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@ -1,9 +1,10 @@
[gd_scene load_steps=6 format=3 uid="uid://c7hu51a2omayl"]
[gd_scene load_steps=7 format=3 uid="uid://c7hu51a2omayl"]
[ext_resource type="Script" uid="uid://c6xp0y6y0gnjt" path="res://core/scripts/player_interface.gd" id="1_nbn0p"]
[ext_resource type="Texture2D" uid="uid://dtnvfhpg0fmlk" path="res://packs/Kenney-cursors/Outline/steps.svg" id="1_ur0rc"]
[ext_resource type="Script" uid="uid://bxo7f7f1th34m" path="res://core/scripts/player_selection_manager.gd" id="3_u7fvt"]
[ext_resource type="StyleBox" uid="uid://nn1eq5h68x1b" path="res://ui/selection_rect_style.tres" id="4_u7fvt"]
[ext_resource type="Script" uid="uid://c3jwnn1dj2tg5" path="res://ui/hover.gd" id="5_fvvd0"]
[sub_resource type="Theme" id="Theme_ur0rc"]
@ -19,6 +20,7 @@ pivot_offset = Vector2(960, 540)
size_flags_horizontal = 3
size_flags_vertical = 3
mouse_filter = 2
accessibility_name = "Player interface"
script = ExtResource("1_nbn0p")
[node name="Button" type="Button" parent="."]
@ -35,10 +37,19 @@ theme = SubResource("Theme_ur0rc")
text = "Test Button"
icon = ExtResource("1_ur0rc")
[node name="SelectionManager" type="Control" parent="."]
[node name="SelectionManager" type="Control" parent="." node_paths=PackedStringArray("hover")]
process_mode = 3
process_priority = -1
anchors_preset = 0
mouse_filter = 2
script = ExtResource("3_u7fvt")
hover = NodePath("../HoverLabel")
rect_style = ExtResource("4_u7fvt")
[node name="HoverLabel" type="Label" parent="."]
editor_description = "Control that displayed the hovered informations"
top_level = true
layout_mode = 0
offset_right = 40.0
offset_bottom = 23.0
script = ExtResource("5_fvvd0")

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@ -30,6 +30,7 @@ transform = Transform3D(-4.37114e-08, 0.573576, -0.819152, 0, 0.819152, 0.573576
[node name="camera_player" type="Camera3D" parent="camera_rot/camera_point"]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 5)
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_ipmo0")

View file

@ -1,21 +1,24 @@
extends Control
class_name SelectionManager
@export_category("Controls")
@export var hover:Control
@export_category("Settings")
@export var rect_style: StyleBoxFlat
var draw_selection := false
var drag_start: Vector2
var select_box: Rect2
var perform_selection := false # Flag to trigger selection in _physics_process
var mouse_position:Vector2 # Storing mous eposition to use it on differents processes
@onready var box_color: Color = ProjectSettings.get_setting("game/interface/selection_rectangle_color", Color("#00ff0066"))
@onready var box_color_outline: Color = ProjectSettings.get_setting("game/interface/selection_rectangle_color_outline", Color("#00ff00"))
@onready var optimized_rect: bool = ProjectSettings.get_setting("game/interface/optimized_rectangle", false)
@export var rect_style: StyleBoxFlat
@onready var cam = get_viewport().get_camera_3d()
@onready var hovercontrol:Button = $"../Button"
func _ready() -> void:
if optimized_rect:return
@onready var selecteddisplay: Button = $"../Button"
@onready var debug_mode = get_tree().debug_collisions_hint #ProjectSettings.get_setting("debug/collisions/show_mouse_trace", false)
func _unhandled_input(e: InputEvent) -> void:
@ -24,7 +27,6 @@ func _unhandled_input(e: InputEvent) -> void:
draw_selection = true
drag_start = e.position
else:
# When button is released
draw_selection = false
if drag_start.is_equal_approx(e.position):
# Single click: set a zero-sized selection box
@ -38,7 +40,8 @@ func _unhandled_input(e: InputEvent) -> void:
max(drag_start.x, e.position.x) - x_min,
max(drag_start.y, e.position.y) - y_min)
perform_selection = true # Trigger selection in _physics_process
perform_selection = true
queue_redraw()
elif draw_selection and e is InputEventMouseMotion:
# Update selection box for drawing during drag
@ -50,27 +53,36 @@ func _unhandled_input(e: InputEvent) -> void:
queue_redraw()
if !draw_selection and e is InputEventMouseMotion:
check_hover()
mouse_position = e.position
func _physics_process(_delta: float) -> void:
if perform_selection:
update_selected_units()
perform_selection = false
else:
check_hover(mouse_position)
func check_hover():
func check_hover(mouse_pos:Vector2):
# TODO: Hovering and display names
var raycast = check_raycast(mouse_pos)
if raycast.is_empty():
hover.text = ""
elif raycast.collider:
var hovered_entity = raycast.collider.get_parent()
hover.text = hovered_entity.name
var selected = get_selected()
if selected.size() > 0:
hovercontrol.text = selected[0].name
selecteddisplay.text = selected[0].name
else:
hovercontrol.text = ""
selecteddisplay.text = ""
hovercontrol.queue_redraw()
pass
selecteddisplay.queue_redraw()
## Returns an array of entities selected by the player, using multiplayer-unique group names
func get_selected() -> Array[Entity]:
var selected: Array[Node] = get_tree().get_nodes_in_group('selected-by-' + str(get_tree().get_multiplayer().get_unique_id()))
var selected_entity: Array[Entity]
@ -86,29 +98,41 @@ func check_raycast(mouse_pos: Vector2, collision_mask: int = 32768) -> Dictionar
query.collide_with_areas = true
query.collide_with_bodies = false
var space_state = cam.get_world_3d().direct_space_state
#DebugTools.DrawLine(from,to,25.0)
if space_state:
return space_state.intersect_ray(query)
return {}
## Deselects all currently selected entities
func deselect_all() -> void:
var selected = get_selected()
for entity: Entity in selected:
entity.deselect()
## Updates selection state of entities based on single-click (raycast) or drag (box) selection [br]
## Iterate on every entities inside the [param selectable-entity] group
func update_selected_units() -> void:
## FIXME: Could be optimized if we store an array of visible entity by adding[br]
## an [Area3D] child of the camera OR changing the group based on if the 3d model is loaded
var units_array = get_tree().get_nodes_in_group("selectable-entity")
var raycast = {}
# Only perform raycast if it's a single click (zero-sized select_box)
if select_box.size == Vector2.ZERO:
raycast = check_raycast(select_box.position,)
if raycast and raycast.collider:
raycast = check_raycast(select_box.position)
if raycast.is_empty():
deselect_all()
return
if raycast.collider:
if debug_mode:
DebugTools.DrawCube(raycast.position,0.02,3.0,Color())
# select entity under mouse
# maybe can be extracted from hover instead?
var entity = raycast.collider.get_parent()
deselect_all()
entity.select()
# BUG: Deselect previous selection
return
for entity: Entity in units_array:
# TODO: Optimize by searching only in spawned chunks
@ -119,6 +143,7 @@ func update_selected_units() -> void:
entity.deselect()
## Draws the selection rectangle during drag or selection, using optimized or styled rendering
func _draw() -> void:
if not (draw_selection or perform_selection):return
if select_box and rect_style:

View file

@ -1,4 +1,5 @@
extends Control
## A utility node for drawing 3D debug visuals (lines, rays, cubes) in screen space.
@export var MouseOverlay: Node
@onready var Cam = get_viewport().get_camera_3d()
@ -7,36 +8,52 @@ extends Control
func _ready() -> void:
if !OS.is_debug_build():
self.queue_free()
return
# Ensure the node processes and draws even when the game is paused.
process_mode = Node.PROCESS_MODE_ALWAYS
# Ensure the node is visible and set to draw in screen space.
set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
## A class representing a single debug line with start/end points, color, and duration.
class Line:
var Start:Vector3
var End:Vector3
var LineColor:Color
var time
var time:float
func _init(Start:Vector3, End:Vector3, LineColor, time):
self.Start = Start
self.End = End
self.LineColor = LineColor
self.time = time
## Constructor for DebugLine. [br]
## [param _start] Starting point in 3D space.[br]
## [param _end] Ending point in 3D space.[br]
## [param _color] Color of the line.[br]
## [param _time] Duration the line persists (seconds).
func _init(_Start:Vector3, _End:Vector3, _LineColor:Color, _time:float):
self.Start = _Start
self.End = _End
self.LineColor = _LineColor
self.time = _time
## Array storing all active debug lines.
var Lines = []
## Flag to track if a line was removed, triggering a redraw.
var RemovedLine = false
func _process(delta):
for i in range(len(Lines)):
Lines[i].time -= delta
# Trigger a redraw if lines exist or a line was removed.
if (len(Lines) > 0 || RemovedLine):
queue_redraw() #Calls _draw
RemovedLine = false
func _draw():
# Exit early if no lines to draw or camera is not available.
if Lines.is_empty() or not Cam:
return
for i in range(len(Lines)):
if Lines[i].Start.length() == 0:return
var ScreenPointStart = Cam.unproject_position(Lines[i].Start)
@ -61,57 +78,69 @@ func _draw():
i -= 1
## start point, end point, color, time (optional)
func DrawLine(Start, End, time = 0.0, LineColor = Color(1.0, 0.0, 0.0, 1.0)):
## Draws a line between two 3D points. [br]
## [param start] Starting point in 3D space.[br]
## [param end] Ending point in 3D space.[br]
## [param time] Duration the line persists (seconds, default: 0.0 for one frame).[br]
## [param color] Color of the line (default: red, fully opaque).
func DrawLine(Start, End, time := 0.0, LineColor := Color(1.0, 0.0, 0.0, 1.0)):
Lines.append(Line.new(Start, End, LineColor, time))
## start point, velocity (direction and magnitude), color, time (optional)
func DrawRay(Start, Ray, time = 0.0, LineColor = Color(1.0, 0.0, 0.0, 1.0)):
## Draws a ray from a starting point in a given direction.[br]
## [param start] Starting point in 3D space.[br]
## [param ray] Direction and magnitude of the ray (Vector3).[br]
## [param time] Duration the ray persists (seconds, default: 0.0 for one frame).[br]
## [param color] Color of the ray (default: red, fully opaque).
func DrawRay(Start, Ray, time := 0.0, LineColor := Color(1.0, 0.0, 0.0, 1.0)):
Lines.append(Line.new(Start, Start + Ray, LineColor, time))
## start point, half extents (float), color, time (optional)
func DrawCube(Center, HalfExtents, time = 0.0, LineColor = Color(1.0, 0.0, 0.0, 1.0)):
## Draws a wireframe cube in 3D space.[br]
## [param center] Center point of the cube in 3D space.[br]
## [param half_extents] Half the width of the cube (default: 0.1).[br]
## [param time] Duration the cube persists (seconds, default: 0.0 for one frame).[br]
## [param color] Color of the cube's edges (default: red, fully opaque).
func DrawCube(Center, HalfExtents := 0.1, time := 0.0, LineColor := Color(1.0, 0.0, 0.0, 1.0)):
#Start at the 'top left'
var LinePointStart = Center
LinePointStart.x -= HalfExtents
LinePointStart.y += HalfExtents
LinePointStart.z -= HalfExtents
#Draw top square
# Draw top square (four edges).
var LinePointEnd = LinePointStart + Vector3(0, 0, HalfExtents * 2.0)
DrawLine(LinePointStart, LinePointEnd, LineColor, time);
DrawLine(LinePointStart, LinePointEnd, time, LineColor);
LinePointStart = LinePointEnd
LinePointEnd = LinePointStart + Vector3(HalfExtents * 2.0, 0, 0)
DrawLine(LinePointStart, LinePointEnd, LineColor, time);
DrawLine(LinePointStart, LinePointEnd, time, LineColor);
LinePointStart = LinePointEnd
LinePointEnd = LinePointStart + Vector3(0, 0, -HalfExtents * 2.0)
DrawLine(LinePointStart, LinePointEnd, LineColor, time);
DrawLine(LinePointStart, LinePointEnd, time, LineColor);
LinePointStart = LinePointEnd
LinePointEnd = LinePointStart + Vector3(-HalfExtents * 2.0, 0, 0)
DrawLine(LinePointStart, LinePointEnd, LineColor, time);
DrawLine(LinePointStart, LinePointEnd, time, LineColor);
#Draw bottom square
# Draw bottom square (four edges).
LinePointStart = LinePointEnd + Vector3(0, -HalfExtents * 2.0, 0)
LinePointEnd = LinePointStart + Vector3(0, 0, HalfExtents * 2.0)
DrawLine(LinePointStart, LinePointEnd, LineColor, time);
DrawLine(LinePointStart, LinePointEnd, time, LineColor);
LinePointStart = LinePointEnd
LinePointEnd = LinePointStart + Vector3(HalfExtents * 2.0, 0, 0)
DrawLine(LinePointStart, LinePointEnd, LineColor, time);
DrawLine(LinePointStart, LinePointEnd, time, LineColor);
LinePointStart = LinePointEnd
LinePointEnd = LinePointStart + Vector3(0, 0, -HalfExtents * 2.0)
DrawLine(LinePointStart, LinePointEnd, LineColor, time);
DrawLine(LinePointStart, LinePointEnd, time, LineColor);
LinePointStart = LinePointEnd
LinePointEnd = LinePointStart + Vector3(-HalfExtents * 2.0, 0, 0)
DrawLine(LinePointStart, LinePointEnd, LineColor, time);
DrawLine(LinePointStart, LinePointEnd, time, LineColor);
#Draw vertical lines
# Draw vertical lines (four edges connecting top and bottom squares).
LinePointStart = LinePointEnd
DrawRay(LinePointStart, Vector3(0, HalfExtents * 2.0, 0), LineColor, time)
DrawRay(LinePointStart, Vector3(0, HalfExtents * 2.0, 0),time, LineColor)
LinePointStart += Vector3(0, 0, HalfExtents * 2.0)
DrawRay(LinePointStart, Vector3(0, HalfExtents * 2.0, 0), LineColor, time)
DrawRay(LinePointStart, Vector3(0, HalfExtents * 2.0, 0), time, LineColor)
LinePointStart += Vector3(HalfExtents * 2.0, 0, 0)
DrawRay(LinePointStart, Vector3(0, HalfExtents * 2.0, 0), LineColor, time)
DrawRay(LinePointStart, Vector3(0, HalfExtents * 2.0, 0), time, LineColor)
LinePointStart += Vector3(0, 0, -HalfExtents * 2.0)
DrawRay(LinePointStart, Vector3(0, HalfExtents * 2.0, 0), LineColor, time)
DrawRay(LinePointStart, Vector3(0, HalfExtents * 2.0, 0), time, LineColor)