Hi all, I am a Godot newbie. I'd like to use Godot to implement an old SPI wargame. The battlefield is a hex map, and can be seen at the end of this PDF. This is just a passion project on my bucket list.
Rather than reconstruct the game map in Godot using a tileset, I'd like to display the original game map as an image. The problem then becomes how to tell which hex in the map the player has selected. I am thus in a very similar situation to this question posted by Mike Whittemore last year (2020).
Mike W. thought that one approach might be to create a "grid with a bunch of invisible 2D polygons (hexagons) for each location that can intercept mouse clicks, have center points, etc." I realize there are alternative approaches, but I would like to go this route. In addition to having clickable hexagons in the map, I'd also like to be able to zoom and pan around the map.
Using the code implementing clickable polygons here as well as the code implementing an interactive Camera2D here, I have been able to get a bare-bones prototype to work; example code is here. Hexagons are displayed in a translucent light green color. Note that when you click on a hexagon, the prototype can identify the index number of the clicked hexagon. This is very cool! (I'm guessing that the battlefield map is still protected under copyright, so in the example code I am instead using a different map made publicly available under a free license for personal use. It is a very nice hex map designed by Dyson Logos.)
But a problem arises when I try to add a vertical bank of buttons to the left of the interactive map: although the hexagons are still visible, they are no longer clickable. As a result, we can't identify which hexagon the user has clicked on. The updated code in which the vertical bank of buttons (actually only a Label and a Button, for illustration) has been added is here. Interestingly, the Camera2D zooming and panning functionality still works. Note that I've placed the TextureRect (which contains the map) and the Camera2D within a Node2D, which in turn is the child of a ViewPort.

Is the problem that the ViewPort blocks signals from getting to the hexagonal polygons, so I need to use something besides a ViewPort? (But somehow the Camera2D is still able to receive events?!) Or, have I improperly set the Mouse Filter property for some of the parent nodes? Or, something else?
How do I fix the updated code? I'd like to retain:
1. The general layout of the interface (i.e., an HSplitContainer containing a vertical bank of buttons to the left, and the battlefield map on the right)
2. The interactivity of the Camera2D (zoom and drag)
3. The identifiability of clicked hexagons
Thanks very much in advance for any advice!