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DragManager

Self-contained drag manager for tile-based drag operations.

Reads confirm_build input action directly and monitors GridTargetingState for tile changes. When both conditions are met (physics frame + new tile), calls BuildingSystem.try_build().

Architecture (v5.0.0): - One-way dependency: DragManager → BuildingSystem (calls try_build API) - BuildingSystem has NO knowledge of DragManager - Reads input directly via _input() to monitor confirm_build action state - Monitors GridTargetingState tile changes in _physics_process() - Physics-gated to prevent multiple builds per frame - Calls BuildingSystem.try_build() when conditions met

Usage: - Add DragManager as a child of your World/Systems node in the scene - Call resolve_gb_dependencies(container) to inject dependencies - DragManager automatically handles input, drag lifecycle, and building

const DEFAULT_NAME = “DragManager”

Prevents multiple signal emissions in same physics frame. Tracks the last physics frame where targeting_new_tile was emitted to gate rapid signals. See: CHANGES/2025-10-02-drag-building-race-condition.md

drag_data: DragPathData = null
func _init( p_name: String ) -> void
func _ready( )
func set_test_mode( enabled: bool ) -> void

Public API for tests to manually control drag lifecycle. Disables input processing and allows manual drag control.

func reset_physics_frame_gate( ) -> void

Public API for tests: Reset the physics frame gate to allow next build. This simulates advancing to a new physics frame without actually waiting. Tests can call this between movements to clear the per-frame gate.

func start_drag( ) -> DragPathData

Public API: Start drag operation and return drag data. Returns: DragPathData instance, or null if drag cannot start

func stop_drag( ) -> void

Public API: Stop drag operation.

static func format_drag_state( drag_data: DragPathData ) -> String

DRY diagnostic helper: Format drag state for debugging drag_data: The DragPathData instance to format Returns: Formatted string with drag state information

func _input( event: InputEvent ) -> void

Reads confirm_build input action to start/stop drag operations. Uses _input() instead of _unhandled_input() to read raw input state regardless of handling.

func update_drag_state( delta: float ) -> void

Public API: Update drag state and check for tile changes. Core drag update logic extracted for testability. Called automatically by _physics_process() during normal gameplay. Tests can call this directly to simulate drag updates without physics timing. delta: Time elapsed since last update in seconds

func _physics_process( delta: float ) -> void

Synchronizes drag detection with physics frame updates to prevent race conditions. Changed from _process() to _physics_process() to ensure drag events align with collision detection updates, preventing multiple builds in same physics frame. See: CHANGES/2025-10-02-drag-building-race-condition.md

func resolve_gb_dependencies( p_container: GBCompositionContainer ) -> void
func is_dragging( ) -> bool
func _start_drag( ) -> DragPathData

Internal: Start drag operation and return drag data. Returns: DragPathData instance, or null if drag cannot start

func _stop_drag( ) -> void
func _can_continue_dragging( ) -> bool

addons/grid_building/systems/building/components/drag_manager.gd


This API reference is automatically generated from the plugin source code. For implementation examples and usage guides, see the guides section.