diff options
Diffstat (limited to 'game/src/Game/GameSession/MapControlPanel/Minimap.gd')
-rw-r--r-- | game/src/Game/GameSession/MapControlPanel/Minimap.gd | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/game/src/Game/GameSession/MapControlPanel/Minimap.gd b/game/src/Game/GameSession/MapControlPanel/Minimap.gd new file mode 100644 index 0000000..1f9b75e --- /dev/null +++ b/game/src/Game/GameSession/MapControlPanel/Minimap.gd @@ -0,0 +1,105 @@ +extends Control + +signal minimap_clicked(pos_clicked : Vector2) + +const _action_click : StringName = &"map_click" + +@export var _minimap_texture : Control +var _minimap_shader : ShaderMaterial + +var _viewport_points : PackedVector2Array + +func _ready(): + _minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_aspect_ratio(), 1.0) * 150 + var minimap_material := _minimap_texture.get_material() + if Events.ShaderManager.set_up_shader(minimap_material, false) != OK: + push_error("Failed to set up minimap shader") + else: + _minimap_shader = minimap_material + GameSingleton.province_selected.connect(_on_province_selected) + +func _on_province_selected(index : int) -> void: + if _minimap_shader != null: + _minimap_shader.set_shader_parameter(Events.ShaderManager.param_selected_index, index) + +# REQUIREMENTS +# * SS-80 +# * UI-752 +func _draw() -> void: + if _viewport_points.size() > 1: + draw_multiline(_viewport_points, Color.WHITE, -1) + +# REQUIREMENTS +# * SS-81 +# * UIFUN-127 +func _unhandled_input(event : InputEvent): + if event is InputEventMouse and Input.is_action_pressed(_action_click): + var pos_clicked := get_local_mouse_position() / size - Vector2(0.5, 0.5) + if abs(pos_clicked.x) < 0.5 and abs(pos_clicked.y) < 0.5: + minimap_clicked.emit(pos_clicked) + +# Returns the point on the line going through p and q with the specific x coord +func _intersect_x(p : Vector2, q : Vector2, x : float) -> Vector2: + if p.x == q.x: + return Vector2(x, 0.5 * (p.y + q.y)) + var t := (x - q.x) / (p.x - q.x) + return q + t * (p - q) + +# Returns the point on the line going through p and q with the specific y coord +func _intersect_y(p : Vector2, q : Vector2, y : float) -> Vector2: + if p.y == q.y: + return Vector2(0.5 * (p.x + q.x), y) + var t := (y - q.y) / (p.y - q.y) + return q + t * (p - q) + +const _one_x := Vector2(1, 0) + +func _add_line_looped_over_x(left : Vector2, right : Vector2) -> void: + if left.x < 0: + if right.x < 0: + _viewport_points.push_back(left + _one_x) + _viewport_points.push_back(right + _one_x) + else: + var mid_point := _intersect_x(left, right, 0) + _viewport_points.push_back(mid_point) + _viewport_points.push_back(right) + mid_point.x = 1 + _viewport_points.push_back(left + _one_x) + _viewport_points.push_back(mid_point) + elif right.x > 1: + if left.x > 1: + _viewport_points.push_back(left - _one_x) + _viewport_points.push_back(right - _one_x) + else: + var mid_point := _intersect_x(left, right, 1) + _viewport_points.push_back(left) + _viewport_points.push_back(mid_point) + mid_point.x = 0 + _viewport_points.push_back(mid_point) + _viewport_points.push_back(right - _one_x) + else: + _viewport_points.push_back(left) + _viewport_points.push_back(right) + +# This can break if the viewport is rotated too far! +func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -> void: + # Bound far y coords + if far_left.y < 0: + far_left = _intersect_y(near_left, far_left, 0) + if far_right.y < 0: + far_right = _intersect_y(near_right, far_right, 0) + # Bound near y coords + if near_left.y > 1: + near_left = _intersect_y(near_left, far_left, 1) + if near_right.y > 1: + near_right = _intersect_y(near_right, far_right, 1) + + _viewport_points.clear() + _add_line_looped_over_x(near_left, near_right) + _add_line_looped_over_x(far_left, far_right) + _add_line_looped_over_x(far_left, near_left) + _add_line_looped_over_x(near_right, far_right) + + for i in _viewport_points.size(): + _viewport_points[i] *= size + queue_redraw() |