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-rw-r--r--game/src/GameSession/GameSession.tscn2
-rw-r--r--game/src/GameSession/MapView.gd4
-rw-r--r--game/src/GameSession/ProvinceOverviewPanel.gd2
-rw-r--r--game/src/GameSession/ProvinceOverviewPanel.tscn4
-rw-r--r--game/src/GameSession/TerrainMap.gdshader7
5 files changed, 15 insertions, 4 deletions
diff --git a/game/src/GameSession/GameSession.tscn b/game/src/GameSession/GameSession.tscn
index 70f0583..cad6a96 100644
--- a/game/src/GameSession/GameSession.tscn
+++ b/game/src/GameSession/GameSession.tscn
@@ -75,6 +75,8 @@ grow_horizontal = 0
[connection signal="mouse_exited" from="MapControlPanel" to="MapView" method="_on_mouse_entered_viewport"]
[connection signal="zoom_in_button_pressed" from="MapControlPanel" to="MapView" method="zoom_in"]
[connection signal="zoom_out_button_pressed" from="MapControlPanel" to="MapView" method="zoom_out"]
+[connection signal="mouse_entered" from="ProvinceOverviewPanel" to="MapView" method="_on_mouse_exited_viewport"]
+[connection signal="mouse_exited" from="ProvinceOverviewPanel" to="MapView" method="_on_mouse_entered_viewport"]
[connection signal="province_deselected" from="ProvinceOverviewPanel" to="MapView" method="_deselect_province"]
[connection signal="back_button_pressed" from="OptionsMenu" to="MapView" method="enable_processing"]
[connection signal="back_button_pressed" from="OptionsMenu" to="OptionsMenu" method="hide"]
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
index e2c8519..dc62594 100644
--- a/game/src/GameSession/MapView.gd
+++ b/game/src/GameSession/MapView.gd
@@ -70,9 +70,9 @@ func _ready():
_map_mesh = _map_mesh_instance.mesh
# Set map mesh size and get bounds
- _map_mesh.aspect_ratio = GameSingleton.get_aspect_ratio()
+ const pixels_per_terrain_tile : float = 64.0
_map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor,
- float(GameSingleton.get_height()) / 128.0)
+ float(GameSingleton.get_height()) / pixels_per_terrain_tile)
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),
diff --git a/game/src/GameSession/ProvinceOverviewPanel.gd b/game/src/GameSession/ProvinceOverviewPanel.gd
index 5a914f7..80f02c5 100644
--- a/game/src/GameSession/ProvinceOverviewPanel.gd
+++ b/game/src/GameSession/ProvinceOverviewPanel.gd
@@ -54,11 +54,13 @@ func _add_building(building : Dictionary) -> void:
progress_bar.max_value = 1
progress_bar.value = building.get(_expansion_progress_key, 0)
progress_bar.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ progress_bar.mouse_filter = Control.MOUSE_FILTER_PASS
_buildings_container.add_child(progress_bar)
else:
var expand_button := Button.new()
expand_button.text = _expand_province_building
expand_button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ expand_button.mouse_filter = Control.MOUSE_FILTER_PASS
expand_button.disabled = expansion_state != CAN_EXPAND
expand_button.pressed.connect(func(): _expand_building(building_label.text))
_buildings_container.add_child(expand_button)
diff --git a/game/src/GameSession/ProvinceOverviewPanel.tscn b/game/src/GameSession/ProvinceOverviewPanel.tscn
index 48e7c25..8c83baa 100644
--- a/game/src/GameSession/ProvinceOverviewPanel.tscn
+++ b/game/src/GameSession/ProvinceOverviewPanel.tscn
@@ -10,6 +10,7 @@ anchor_bottom = 1.0
offset_top = -300.0
offset_right = 200.0
grow_vertical = 0
+mouse_filter = 1
script = ExtResource("1_3n8k5")
_province_name_label = NodePath("PanelList/TopBarList/NameList/ProvinceName")
_region_name_label = NodePath("PanelList/TopBarList/NameList/RegionName")
@@ -42,11 +43,13 @@ vertical_alignment = 1
[node name="LifeRatingBar" type="ProgressBar" parent="PanelList/TopBarList/NameList"]
editor_description = "UI-62"
layout_mode = 2
+mouse_filter = 1
[node name="CloseButton" type="Button" parent="PanelList/TopBarList"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
size_flags_vertical = 0
+mouse_filter = 1
text = "X"
[node name="InteractList" type="VBoxContainer" parent="PanelList"]
@@ -55,6 +58,7 @@ size_flags_vertical = 3
[node name="HSeparator" type="HSeparator" parent="PanelList/InteractList"]
layout_mode = 2
+mouse_filter = 1
[node name="BuildingsContainer" type="GridContainer" parent="PanelList/InteractList"]
layout_mode = 2
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
index cab757b..7d160f0 100644
--- a/game/src/GameSession/TerrainMap.gdshader
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -15,13 +15,16 @@ uniform sampler2DArray terrain_tex: source_color, repeat_enable, filter_linear;
// The number of times the terrain textures should tile vertically
uniform float terrain_tile_factor;
+const vec3 highlight_colour = vec3(1.0);
+
vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) {
uvec3 province_data = read_uvec3(fma(corner, half_pixel_size, uv));
vec4 province_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0);
vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(province_data.b))).rgb;
+ vec3 mixed_colour = mix(terrain_colour, province_colour.rgb, province_colour.a);
uint index = uvec2_to_uint(province_data.rg);
- float mix_val = province_colour.a + float(index == hover_index) * 0.2 + float(index == selected_index) * 0.2;
- return mix(terrain_colour, province_colour.rgb, mix_val);
+ float mix_val = 0.1 * (float(index == hover_index) + float(index == selected_index));
+ return mix(mixed_colour, highlight_colour, mix_val);
}
vec3 mix_terrain_colour(vec2 uv) {