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-rw-r--r--game/src/GameSession/MapView.gd160
1 files changed, 116 insertions, 44 deletions
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
index faf90e8..54d8df8 100644
--- a/game/src/GameSession/MapView.gd
+++ b/game/src/GameSession/MapView.gd
@@ -1,6 +1,7 @@
extends Node3D
signal province_selected(identifier : String)
+signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2)
const _action_north : StringName = &"map_north"
const _action_east : StringName = &"map_east"
@@ -13,17 +14,19 @@ const _action_click : StringName = &"map_click"
const _shader_param_province_index : StringName = &"province_index_tex"
const _shader_param_province_colour : StringName = &"province_colour_tex"
-const _shader_param_hover_pos : StringName = &"hover_pos"
-const _shader_param_selected_pos : StringName = &"selected_pos"
+const _shader_param_hover_index : StringName = &"hover_index"
+const _shader_param_selected_index : StringName = &"selected_index"
@export var _camera : Camera3D
@export var _cardinal_move_speed : float = 1.0
-@export var _edge_move_threshold: float = 0.15
+@export var _edge_move_threshold: float = 0.02
@export var _edge_move_speed: float = 2.5
var _drag_anchor : Vector2
var _drag_active : bool = false
+var _mouse_over_viewport : bool = false
+
@export var _zoom_target_min : float = 0.2
@export var _zoom_target_max : float = 5.0
@export var _zoom_target_step : float = 0.1
@@ -38,38 +41,33 @@ var _map_mesh : MapMesh
var _map_shader_material : ShaderMaterial
var _map_image_size : Vector2
var _map_province_index_image : Image
+var _map_province_colour_image : Image
+var _map_province_colour_texture : ImageTexture
var _map_mesh_corner : Vector2
var _map_mesh_dims : Vector2
var _mouse_pos_viewport : Vector2 = Vector2(0.5, 0.5)
var _mouse_pos_map : Vector2 = Vector2(0.5, 0.5)
+var _viewport_dims : Vector2 = Vector2(1, 1)
+# ??? Strange Godot/GDExtension Bug ???
+# Upon first opening a clone of this repo with the Godot Editor,
+# if MapSingleton.get_province_index_image is called before MapMesh
+# is referenced in the script below, then the editor will crash due
+# to a failed HashMap lookup. I'm not sure if this is a bug in the
+# editor, GDExtension, my own extension, or a combination of them.
+# This was an absolute pain to track down. --- hop311
func _ready():
if _camera == null:
push_error("MapView's _camera variable hasn't been set!")
return
+ _zoom_target = _camera.position.y
if _map_mesh_instance == null:
push_error("MapView's _map_mesh variable hasn't been set!")
return
- if not _map_mesh_instance.mesh is MapMesh:
- push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)")
- return
- _map_mesh = _map_mesh_instance.mesh
-
- # Set map mesh size and get bounds
- _map_image_size = Vector2(Vector2i(MapSingleton.get_width(), MapSingleton.get_height()))
- _map_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y
- var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform
- _map_mesh_corner = Vector2(
- min(map_mesh_aabb.position.x, map_mesh_aabb.end.x),
- min(map_mesh_aabb.position.z, map_mesh_aabb.end.z)
- )
- _map_mesh_dims = abs(Vector2(
- map_mesh_aabb.position.x - map_mesh_aabb.end.x,
- map_mesh_aabb.position.z - map_mesh_aabb.end.z
- ))
- var map_material = _map_mesh_instance.get_active_material(0)
+ # Shader Material
+ var map_material := _map_mesh_instance.get_active_material(0)
if map_material == null:
push_error("Map mesh is missing material!")
return
@@ -77,6 +75,7 @@ func _ready():
push_error("Invalid map mesh material class: ", map_material.get_class())
return
_map_shader_material = map_material
+
# Province index texture
_map_province_index_image = MapSingleton.get_province_index_image()
if _map_province_index_image == null:
@@ -84,22 +83,72 @@ func _ready():
return
var province_index_texture := ImageTexture.create_from_image(_map_province_index_image)
_map_shader_material.set_shader_parameter(_shader_param_province_index, province_index_texture)
+
# Province colour texture
- var province_colour_image = MapSingleton.get_province_colour_image()
- if province_colour_image == null:
+ _map_province_colour_image = MapSingleton.get_province_colour_image()
+ if _map_province_colour_image == null:
push_error("Failed to get province colour image!")
return
- var province_colour_texture := ImageTexture.create_from_image(province_colour_image)
- _map_shader_material.set_shader_parameter(_shader_param_province_colour, province_colour_texture)
+ _map_province_colour_texture = ImageTexture.create_from_image(_map_province_colour_image)
+ _map_shader_material.set_shader_parameter(_shader_param_province_colour, _map_province_colour_texture)
+
+ if not _map_mesh_instance.mesh is MapMesh:
+ push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)")
+ return
+ _map_mesh = _map_mesh_instance.mesh
+
+ # Set map mesh size and get bounds
+ _map_image_size = Vector2(Vector2i(MapSingleton.get_width(), MapSingleton.get_height()))
+ _map_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y
+ var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform
+ _map_mesh_corner = Vector2(
+ min(map_mesh_aabb.position.x, map_mesh_aabb.end.x),
+ min(map_mesh_aabb.position.z, map_mesh_aabb.end.z)
+ )
+ _map_mesh_dims = abs(Vector2(
+ map_mesh_aabb.position.x - map_mesh_aabb.end.x,
+ map_mesh_aabb.position.z - map_mesh_aabb.end.z
+ ))
+
+func _notification(what : int):
+ match what:
+ NOTIFICATION_WM_MOUSE_ENTER: # Mouse inside window
+ _on_mouse_entered_viewport()
+ NOTIFICATION_WM_MOUSE_EXIT: # Mouse out of window
+ _on_mouse_exited_viewport()
+
+func _update_colour_texture() -> void:
+ MapSingleton.update_colour_image()
+ _map_province_colour_texture.update(_map_province_colour_image)
+
+func _world_to_map_coords(pos : Vector3) -> Vector2:
+ return (Vector2(pos.x, pos.z) - _map_mesh_corner) / _map_mesh_dims
+
+func _viewport_to_map_coords(pos_viewport : Vector2) -> Vector2:
+ var ray_origin := _camera.project_ray_origin(pos_viewport)
+ var ray_normal := _camera.project_ray_normal(pos_viewport)
+ # Plane with normal (0,1,0) facing upwards, at a distance 0 from the origin
+ var intersection = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal)
+ if typeof(intersection) == TYPE_VECTOR3:
+ return _world_to_map_coords(intersection as Vector3)
+ else:
+ # Normals parallel to the xz-plane could cause null intersections,
+ # but the camera's orientation should prevent such normals
+ push_error("Invalid intersection: ", intersection)
+ return Vector2(0.5, 0.5)
+# REQUIREMENTS
+# * SS-31
func _unhandled_input(event : InputEvent):
if event.is_action_pressed(_action_click):
# Check if the mouse is outside of bounds
if _map_mesh.is_valid_uv_coord(_mouse_pos_map):
- _map_shader_material.set_shader_parameter(_shader_param_selected_pos, _mouse_pos_map)
- var mouse_pixel_pos := Vector2i(_mouse_pos_map * _map_image_size)
- var province_identifier := MapSingleton.get_province_identifier_from_pixel_coords(mouse_pixel_pos)
+ var selected_index := MapSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
+ _map_shader_material.set_shader_parameter(_shader_param_selected_index, selected_index)
+ var province_identifier := MapSingleton.get_province_identifier_from_uv_coords(_mouse_pos_map)
province_selected.emit(province_identifier)
+ else:
+ print("Clicked outside the map!")
elif event.is_action_pressed(_action_drag):
if _drag_active:
push_warning("Drag being activated while already active!")
@@ -116,6 +165,7 @@ func _unhandled_input(event : InputEvent):
func _physics_process(delta : float):
_mouse_pos_viewport = get_viewport().get_mouse_position()
+ _viewport_dims = Vector2(Resolution.get_current_resolution())
# Process movement
_movement_process(delta)
# Keep within map bounds
@@ -124,9 +174,13 @@ func _physics_process(delta : float):
_zoom_process(delta)
# Orient based on height
_update_orientation()
+ # Update viewport on minimap
+ _update_minimap_viewport()
# Calculate where the mouse lies on the map
_update_mouse_map_position()
+# REQUIREMENTS
+# * UIFUN-124
func _movement_process(delta : float) -> void:
var direction : Vector2
if _drag_active:
@@ -137,13 +191,18 @@ func _movement_process(delta : float) -> void:
direction *= _camera.position.y * delta
_camera.position += Vector3(direction.x, 0, direction.y)
+# REQUIREMENTS
+# * UIFUN-125
func _edge_scrolling_vector() -> Vector2:
- var viewport_dims := Vector2(Resolution.get_current_resolution())
- var mouse_vector := _mouse_pos_viewport / viewport_dims - Vector2(0.5, 0.5);
- if pow(mouse_vector.x, 4) + pow(mouse_vector.y, 4) < pow(0.5 - _edge_move_threshold, 4):
+ if not _mouse_over_viewport:
+ return Vector2()
+ var mouse_vector := _mouse_pos_viewport / _viewport_dims - Vector2(0.5, 0.5)
+ if abs(mouse_vector.x) < 0.5 - _edge_move_threshold and abs(mouse_vector.y) < 0.5 - _edge_move_threshold:
mouse_vector *= 0
return mouse_vector * _edge_move_speed
+# REQUIREMENTS
+# * SS-75
func _cardinal_movement_vector() -> Vector2:
var move := Vector2(
float(Input.is_action_pressed(_action_east)) - float(Input.is_action_pressed(_action_west)),
@@ -155,6 +214,9 @@ func _clamp_over_map() -> void:
_camera.position.x = _map_mesh_corner.x + fposmod(_camera.position.x - _map_mesh_corner.x, _map_mesh_dims.x)
_camera.position.z = clamp(_camera.position.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y)
+# REQUIREMENTS
+# * SS-74
+# * UIFUN-123
func _zoom_process(delta : float) -> void:
var height := _camera.position.y
var zoom := _zoom_target - height
@@ -169,17 +231,27 @@ func _update_orientation() -> void:
var dir := Vector3(0, -1, -exp(-_camera.position.y * 2.0 + 0.5))
_camera.look_at(_camera.position + dir)
+func _update_minimap_viewport() -> void:
+ var near_left := _viewport_to_map_coords(Vector2(0, _viewport_dims.y))
+ var far_left := _viewport_to_map_coords(Vector2(0, 0))
+ var far_right := _viewport_to_map_coords(Vector2(_viewport_dims.x, 0))
+ var near_right := _viewport_to_map_coords(_viewport_dims)
+ map_view_camera_changed.emit(near_left, far_left, far_right, near_right)
+
func _update_mouse_map_position() -> void:
- var ray_origin := _camera.project_ray_origin(_mouse_pos_viewport)
- var ray_normal := _camera.project_ray_normal(_mouse_pos_viewport)
- # Plane with normal (0,1,0) facing upwards, at a distance 0 from the origin
- var intersection = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal)
- if typeof(intersection) == TYPE_VECTOR3:
- var intersection_vec := intersection as Vector3
- # This loops both horizontally (good) and vertically (bad)
- _mouse_pos_map = (Vector2(intersection_vec.x, intersection_vec.z) - _map_mesh_corner) / _map_mesh_dims
- _map_shader_material.set_shader_parameter(_shader_param_hover_pos, _mouse_pos_map)
- else:
- # Normals parallel to the xz-plane could cause null intersections,
- # but the camera's orientation should prevent such normals
- push_error("Invalid intersection: ", intersection)
+ _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport)
+ var hover_index := MapSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
+ if _mouse_over_viewport:
+ _map_shader_material.set_shader_parameter(_shader_param_hover_index, hover_index)
+
+func _on_mouse_entered_viewport():
+ _mouse_over_viewport = true
+
+func _on_mouse_exited_viewport():
+ _mouse_over_viewport = false
+
+func _on_minimap_clicked(pos_clicked : Vector2):
+ pos_clicked *= _map_mesh_dims
+ _camera.position.x = pos_clicked.x
+ _camera.position.z = pos_clicked.y
+ _clamp_over_map() \ No newline at end of file