Files
settled-reach/client/scripts/rendering/cursor_renderer.gd
T
jpmschweitzerandClaude Opus 4.6 931399f248 feat(client): resolve OQ-07 — insert-off suppresses verb labels (#522)
Option (a): cursor shape still changes (body orients to targets), but
verb labels and interaction prompts are suppressed when insert_active
is false. Amends D-056 and D-057 with resolution note.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 12:05:36 +01:00

323 lines
9.6 KiB
GDScript

class_name CursorRenderer
extends Node2D
## Cursor state machine — 4 geometric states, 150ms linear transitions (D-056).
## Insert-styled cursor on z-layer 7 (UILayer CanvasLayer).
## Detects entity hover via world-space proximity to visible entities.
enum State { DEFAULT, ENTITY_HOVER, OBJECT_HOVER, WEAPON_AIM }
# --- Public ---
var current_state: State = State.DEFAULT
var hovered_entity_id: int = -1
var weapon_mode_active: bool = false
# OQ-07 (#522): when false, verb labels are suppressed (should_show_interactions → false).
# Cursor shape transitions still fire — the character's body still orients to targets.
var insert_active: bool = true
signal state_changed(new_state: State)
signal hovered_entity_changed(entity_id: int)
# D-056 colors
const COLOR_DEFAULT := Color("#c8d0e0")
const COLOR_OBJECT := Color("#8b8ba0")
const COLOR_OBJECT_FLAGGED := Color("#e8c547")
const COLOR_WEAPON := Color("#f0e8d8")
const TRANSITION_SEC := 0.15 # 150ms linear (D-056)
const HOVER_RADIUS_PX := 16.0 # World pixels — ~half a tile
# Bracket geometry (screen pixels — sized for 24px entity at 2x zoom)
const BRACKET_HALF := 26.0
const BRACKET_ARM := 8.0
# --- Transition state ---
var _target: State = State.DEFAULT
var _t: float = 1.0
var _from: Dictionary = {}
var _time: float = 0.0
var _mouse_inside: bool = true
var _shift_held: bool = false
# Hover tracking
var _hover_color: Color = COLOR_DEFAULT
var _hover_offset: Vector2 = Vector2.ZERO
# Interpolated draw params
var _gap: float = 4.0
var _len: float = 6.0
var _rot: float = 0.0
var _thick: float = 1.0
var _color: Color = COLOR_DEFAULT
var _bloom: float = 0.4
var _bracket_a: float = 0.0
var _alpha: float = 0.45
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
_from = _snapshot()
func _notification(what: int) -> void:
if what == NOTIFICATION_WM_MOUSE_EXIT:
_mouse_inside = false
visible = false
elif what == NOTIFICATION_WM_MOUSE_ENTER:
_mouse_inside = true
visible = true
func _process(delta: float) -> void:
if not _mouse_inside:
return
_time += delta
position = get_viewport().get_mouse_position()
_detect_hover()
if _t < 1.0:
_t = minf(_t + delta / TRANSITION_SEC, 1.0)
_interpolate()
if _t >= 1.0:
current_state = _target
queue_redraw()
# --- Hover detection (automatic, from GameState.visible_entities) ---
func _detect_hover() -> void:
var prev_id := hovered_entity_id
if weapon_mode_active:
var found := _find_nearest_entity()
hovered_entity_id = found.id
_hover_color = found.color
_hover_offset = found.offset
_set_target(State.WEAPON_AIM)
if hovered_entity_id != prev_id:
hovered_entity_changed.emit(hovered_entity_id)
return
var found := _find_nearest_entity()
hovered_entity_id = found.id
_hover_color = found.color
_hover_offset = found.offset
var new_state := State.DEFAULT
if found.id >= 0:
new_state = State.ENTITY_HOVER if found.kind == "Npc" else State.OBJECT_HOVER
_set_target(new_state)
if hovered_entity_id != prev_id:
hovered_entity_changed.emit(hovered_entity_id)
func _find_nearest_entity() -> Dictionary:
var xform := get_viewport().get_canvas_transform()
var mouse_screen := get_viewport().get_mouse_position()
var mouse_world: Vector2 = xform.affine_inverse() * mouse_screen
var best_dist := INF
var result := { id = -1, kind = "", color = COLOR_DEFAULT, offset = Vector2.ZERO }
for entity in GameState.visible_entities:
if not entity.has("entity_id") or not entity.has("x") or not entity.has("y"):
continue
if entity.entity_id == GameState.player_entity_id:
continue
var center := Vector2(
floorf(entity.x) * Constants.TILE_SIZE + Constants.TILE_SIZE * 0.5,
floorf(entity.y) * Constants.TILE_SIZE + Constants.TILE_SIZE * 0.5
)
var dist := mouse_world.distance_to(center)
if dist < HOVER_RADIUS_PX and dist < best_dist:
best_dist = dist
result.id = entity.entity_id
result.kind = entity.get("kind", {}).get("variant", "")
result.color = Constants.color_for_entity_kind(entity)
result.offset = (xform * center) - mouse_screen
return result
# --- State transitions ---
func _set_target(new_state: State) -> void:
if new_state == _target:
return
_target = new_state
_from = _snapshot()
# D-056: weapon aim is "hard transition" — skip interpolation
if new_state == State.WEAPON_AIM:
_t = 1.0
_apply_params(_params_for(State.WEAPON_AIM))
current_state = State.WEAPON_AIM
else:
_t = 0.0
state_changed.emit(new_state)
func _snapshot() -> Dictionary:
return { gap = _gap, len = _len, rot = _rot, thick = _thick,
color = _color, bloom = _bloom, bracket_a = _bracket_a, alpha = _alpha }
func _params_for(state: State) -> Dictionary:
match state:
State.ENTITY_HOVER:
return { gap = 10.0, len = 6.0, rot = 0.0, thick = 1.0,
color = _hover_color, bloom = 0.5, bracket_a = 1.0, alpha = 1.0 }
State.OBJECT_HOVER:
return { gap = 4.0, len = 6.0, rot = PI / 4.0, thick = 1.0,
color = _hover_color, bloom = 0.3, bracket_a = 0.0, alpha = 0.8 }
State.WEAPON_AIM:
return { gap = 12.0, len = 9.0, rot = 0.0, thick = 2.0,
color = COLOR_WEAPON, bloom = 0.0, bracket_a = 0.0, alpha = 1.0 }
_:
return { gap = 4.0, len = 6.0, rot = 0.0, thick = 1.0,
color = COLOR_DEFAULT, bloom = 0.4, bracket_a = 0.0, alpha = 0.45 }
func _apply_params(p: Dictionary) -> void:
_gap = p.gap; _len = p.len; _rot = p.rot; _thick = p.thick
_color = p.color; _bloom = p.bloom; _bracket_a = p.bracket_a; _alpha = p.alpha
func _interpolate() -> void:
var p := _params_for(_target)
_gap = lerpf(_from.gap, p.gap, _t)
_len = lerpf(_from.len, p.len, _t)
_rot = lerp_angle(_from.rot, p.rot, _t)
_thick = lerpf(_from.thick, p.thick, _t)
_color = _from.color.lerp(p.color, _t)
_bloom = lerpf(_from.bloom, p.bloom, _t)
_bracket_a = lerpf(_from.bracket_a, p.bracket_a, _t)
_alpha = lerpf(_from.alpha, p.alpha, _t)
# --- Drawing ---
func _draw() -> void:
# _hover_offset is computed in _detect_hover() during _process(), not recalculated
# here. This is safe because Camera2D (tree sibling, earlier in scene order) applies
# its smoothing transform before CursorRenderer._process() reads canvas_transform.
# Nothing modifies the canvas transform between _process() and _draw().
# Bloom pass — wider, semi-transparent glow
if _bloom > 0.01:
var bloom_mod := 1.0
# D-056: ~10% bloom pulse during entity hover
if current_state == State.ENTITY_HOVER:
bloom_mod += sin(_time * 4.0) * 0.1
var bloom_a := _alpha * _bloom * 0.6 * bloom_mod
_draw_ticks(Color(_color, bloom_a), _thick + 3.0)
if _bracket_a > 0.01:
_draw_brackets(_hover_offset, Color(_color, _bracket_a * _bloom * 0.4))
# Crisp pass
_draw_ticks(Color(_color, _alpha), _thick)
if _bracket_a > 0.01:
_draw_brackets(_hover_offset, Color(_color, _bracket_a * _alpha))
func _draw_ticks(color: Color, thickness: float) -> void:
var dirs: Array[Vector2] = [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT]
for dir: Vector2 in dirs:
var d := dir.rotated(_rot)
draw_line(d * _gap, d * (_gap + _len), color, thickness, true)
func _draw_brackets(offset: Vector2, color: Color) -> void:
for sx in [-1.0, 1.0]:
for sy in [-1.0, 1.0]:
var corner := offset + Vector2(sx * BRACKET_HALF, sy * BRACKET_HALF)
draw_line(corner, corner + Vector2(-sx * BRACKET_ARM, 0), color, 1.0, true)
draw_line(corner, corner + Vector2(0, -sy * BRACKET_ARM), color, 1.0, true)
# --- Test-friendly API (expected by test_cursor_states.gd) ---
func get_state() -> String:
match current_state:
State.DEFAULT: return "Default"
State.ENTITY_HOVER: return "EntityHover"
State.OBJECT_HOVER: return "ObjectHover"
State.WEAPON_AIM: return "WeaponAim"
_: return "Default"
func set_hover_target(data: Dictionary) -> void:
var kind: String = data.get("kind", "")
# D-056: cursor changes require LOS
if not data.get("in_los", true):
return
hovered_entity_id = data.get("entity_id", -1)
if kind == "Npc":
var rel: String = data.get("relationship", "Unknown")
match rel:
"Friendly": _hover_color = Constants.ENTITY_COLOR_FRIENDLY
"PersonOfInterest": _hover_color = Constants.ENTITY_COLOR_POI
"Hostile": _hover_color = Constants.ENTITY_COLOR_HOSTILE
_: _hover_color = Constants.ENTITY_COLOR_UNKNOWN
_target = State.ENTITY_HOVER
_t = 1.0
_apply_params(_params_for(State.ENTITY_HOVER))
current_state = State.ENTITY_HOVER
elif kind == "Object" or kind == "Terrain":
_hover_color = COLOR_OBJECT_FLAGGED if data.get("flagged", false) else COLOR_OBJECT
_target = State.OBJECT_HOVER
_t = 1.0
_apply_params(_params_for(State.OBJECT_HOVER))
current_state = State.OBJECT_HOVER
func clear_hover_target() -> void:
hovered_entity_id = -1
_hover_color = COLOR_DEFAULT
_target = State.DEFAULT
_t = 1.0
_apply_params(_params_for(State.DEFAULT))
current_state = State.DEFAULT
func set_weapon_mode(active: bool) -> void:
weapon_mode_active = active
if active:
_target = State.WEAPON_AIM
_t = 1.0
_apply_params(_params_for(State.WEAPON_AIM))
current_state = State.WEAPON_AIM
else:
_target = State.DEFAULT
_t = 1.0
_apply_params(_params_for(State.DEFAULT))
current_state = State.DEFAULT
func set_shift_held(held: bool) -> void:
_shift_held = held
func get_transition_duration() -> float:
return TRANSITION_SEC
func get_cursor_color() -> Color:
return _color
func get_z_layer() -> int:
return Constants.CANVAS_UI # D-049/D-056
func should_show_interactions() -> bool:
# OQ-07: insert off suppresses verb labels even though cursor shape still changes
if not insert_active:
return false
return not weapon_mode_active or _shift_held
func set_insert_active(active: bool) -> void:
insert_active = active
func get_interaction_range() -> int:
return 2 # D-056: ~2 sim tiles