Simplemouse fixes (#669)

* fix: Simplemouse bounding box size fix
* fix: Bug when exiting game with simplemouse with disconnecting non-connected gamepad
* fix: issue-339. Simplemouse gives an error in the debug when you move on/off ESCItems
* fix: tracks mouse position to allow for mouse tracking as well as on-demand tooltip updates on immediate target change, i.e. rendering doesn't lag a frame behind.
* chore: decouple further by using a signal
* fix: Correct action getting randomly lost with simplemouse
* fix: deleted objects aren't always equated to null.
* fix: clear the tooltip when an action is finished.
* fix: clears tooltip only on successful event completion; debug code cleanup.
* Broken room 5
* fix: Item collisions correctly determined when game resolution = screen resolution
* Update addons/escoria-core/game/core-scripts/esc_item.gd
Co-authored-by: Duncan Brown <duncan@prometheussoftware.ca>
* Update addons/escoria-ui-simplemouse/game.gd
Co-authored-by: Duncan Brown <duncan@prometheussoftware.ca>
* fix: Reverted default UI to 9 verbs
Co-authored-by: Balloonpopper <balloonpopper@git.com>
Co-authored-by: Duncan Brown <duncan@prometheussoftware.ca>
This commit is contained in:
balloonpopper
2023-01-12 22:38:06 +11:00
committed by GitHub
parent 68220ced91
commit 53c900b36e
10 changed files with 71 additions and 70 deletions

View File

@@ -321,7 +321,7 @@ class HoverStackSorter:
func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int):
if event is InputEventMouseMotion:
var physics2d_dss: Physics2DDirectSpaceState = get_world_2d().direct_space_state
var colliding: Array = physics2d_dss.intersect_point(event.global_position, 32, [], 0x7FFFFFFF, true, true)
var colliding: Array = physics2d_dss.intersect_point(get_global_mouse_position(), 32, [], 0x7FFFFFFF, true, true)
var colliding_nodes = []
for c in colliding:
if c.collider.get("global_id") \

View File

@@ -45,6 +45,9 @@ var waiting_for_target2 = false
# Node containing the debug white background
var debug_texturerect_node: TextureRect
# Indicates whether the current room is loaded and ready
var _room_is_ready: bool = false
# Connect relevant functions
func _ready():
@@ -58,7 +61,8 @@ func _ready():
# - p_color: the color to set the label
func set_color(p_color: Color):
color = p_color
update_tooltip_text()
if _room_is_ready:
update_tooltip_text()
# Enable/disable debug mode of the label. If enabled, the label is displayed
@@ -96,7 +100,8 @@ func set_debug_mode(p_debug_mode: bool):
func set_target(target: String, needs_second_target: bool = false) -> void:
current_target = target
waiting_for_target2 = needs_second_target
update_tooltip_text()
if _room_is_ready:
update_tooltip_text()
# Set the second target of the label
@@ -105,7 +110,8 @@ func set_target(target: String, needs_second_target: bool = false) -> void:
# - target2: String the second target to add to the label
func set_target2(target2: String) -> void:
current_target2 = target2
update_tooltip_text()
if _room_is_ready:
update_tooltip_text()
# Update the tooltip text.
@@ -121,39 +127,7 @@ func update_size():
if not get_tree():
# We're not in the tree anymore. Return
return
var rtl_width = rect_size.x
var rtl_height = rect_size.y
var content_height = get_content_height()
var nb_visible_characters = visible_characters
var nb_visible_lines = get_visible_line_count()
# if text is too long and is wrapped
var nblines = nb_visible_lines
if nblines >= 1:
var text_height = get_content_height()
if text_height > MAX_HEIGHT:
text_height = MAX_HEIGHT
if text_height <= MIN_HEIGHT:
text_height = MIN_HEIGHT
var parent_width = rect_size.x
# first, try to increase width until it goes above max_width
while parent_width < MAX_WIDTH && float(text_height) / float(ONE_LINE_HEIGHT) > 1.0:
rect_size.x += 1
parent_width = rect_size.x
rect_size.y = text_height
if rect_size.x >= MAX_WIDTH:
rect_size.x = MAX_WIDTH
## END RECT_SIZE ##
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
anchor_left = 0.0
rect_size = get_font("normal_font").get_string_size(current_target)
# Calculate the offset of the label depending on its position.
@@ -227,9 +201,12 @@ func clear():
# Called when the room is loaded to setup the label.
func _on_room_ready():
escoria.main.current_scene.game.tooltip_node = self
_room_is_ready = true
# Called when an action is selected in Escoria
func _on_action_selected() -> void:
current_action = escoria.action_manager.current_action
update_tooltip_text()
if _room_is_ready:
update_tooltip_text()

View File

@@ -185,7 +185,7 @@ func unset_hovered_node(item: ESCItem):
if _hovered_element == item:
_hovered_element.mouse_exited()
_hovered_element = null
if not hover_stack.empty() and hover_stack.back():
if hover_stack:
set_hovered_node(hover_stack.pop_back())
else:
hotspot_focused = ""
@@ -211,7 +211,7 @@ func set_hovered_node(item: ESCItem) -> bool:
return true
# Else if the tested item is on top of hover stack (or null)
# Set that item as hovered and call that item's mouse_entered()
if _hovered_element == null or hover_stack.back() != item:
if not is_instance_valid(_hovered_element) or hover_stack.back() != item:
_hovered_element = item
_hovered_element.mouse_entered()
return true

View File

@@ -67,6 +67,14 @@ const ESC_UI_CHANGE_VERB_ACTION = "esc_change_verb"
# true when a gamepad is connected.
var _is_gamepad_connected = false
# Tracks the mouse's current position onscreen.
var _current_mouse_pos = Vector2.ZERO
func _ready():
$tooltip_layer/tooltip.connect("tooltip_size_updated", self, "update_tooltip_following_mouse_position")
func _enter_tree():
var room_selector_parent = $CanvasLayer/ui/HBoxContainer/VBoxContainer
@@ -93,14 +101,15 @@ func _enter_tree():
func _exit_tree():
escoria.inputs_manager.register_custom_input_handler(null)
Input.disconnect("joy_connection_changed", self, "_on_joy_connection_changed")
_on_gamepad_disconnected()
if _is_gamepad_connected:
_on_gamepad_disconnected()
func _input(event: InputEvent) -> void:
if escoria.get_escoria().is_ready_for_inputs():
if event is InputEventMouseMotion:
escoria.main.current_scene.game. \
update_tooltip_following_mouse_position(event.position)
_current_mouse_pos = get_global_mouse_position()
update_tooltip_following_mouse_position()
# https://github.com/godotengine/godot-demo-projects/blob/3.4-585455e/misc/joypads/joypads.gd
@@ -219,14 +228,22 @@ func element_unfocused() -> void:
## ITEMS ##
func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
var target_obj = escoria.object_manager.get_object(item_global_id).node
# current_action will be empty if an event completes between when you stop
# moving the mouse and when you click.
if escoria.action_manager.current_action == "":
if target_obj is ESCItem:
$mouse_layer/verbs_menu.set_by_name(
target_obj.default_action
)
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
true
)
func right_click_on_item(item_global_id: String, event: InputEvent) -> void:
mousewheel_action(1)
@@ -347,30 +364,29 @@ func get_custom_data() -> Dictionary:
# Update the tooltip
#
# #### Parameters
#
# - p_position: Position of the mouse
func update_tooltip_following_mouse_position(p_position: Vector2):
var corrected_position = p_position
func update_tooltip_following_mouse_position():
var corrected_position = _current_mouse_pos \
- Vector2(
tooltip_node.rect_size.x / 2,
tooltip_node.rect_size.y / 2
)
# clamp TOP
if tooltip_node.tooltip_distance_to_edge_top(p_position) <= mouse_tooltip_margin:
if tooltip_node.tooltip_distance_to_edge_top(_current_mouse_pos) <= mouse_tooltip_margin:
corrected_position.y = mouse_tooltip_margin
# clamp BOTTOM
if tooltip_node.tooltip_distance_to_edge_bottom(p_position + tooltip_node.rect_size) <= mouse_tooltip_margin:
if tooltip_node.tooltip_distance_to_edge_bottom(_current_mouse_pos + tooltip_node.rect_size) <= mouse_tooltip_margin:
corrected_position.y = escoria.game_size.y - mouse_tooltip_margin - tooltip_node.rect_size.y
# clamp LEFT
if tooltip_node.tooltip_distance_to_edge_left(p_position - tooltip_node.rect_size/2) <= mouse_tooltip_margin:
if tooltip_node.tooltip_distance_to_edge_left(_current_mouse_pos - tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = mouse_tooltip_margin
# clamp RIGHT
if tooltip_node.tooltip_distance_to_edge_right(p_position + tooltip_node.rect_size/2) <= mouse_tooltip_margin:
if tooltip_node.tooltip_distance_to_edge_right(_current_mouse_pos + tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = escoria.game_size.x - mouse_tooltip_margin - tooltip_node.rect_size.x
tooltip_node.anchor_right = 0.2
tooltip_node.rect_position = corrected_position + tooltip_node.offset_from_cursor
@@ -378,10 +394,12 @@ func _on_action_finished():
$mouse_layer/verbs_menu.clear_tool_texture()
$mouse_layer/verbs_menu.iterate_actions_cursor(0)
func _on_event_done(_return_code: int, _event_name: String):
if _return_code == ESCExecution.RC_OK:
escoria.action_manager.clear_current_action()
$mouse_layer/verbs_menu.clear_tool_texture()
$tooltip_layer/tooltip.set_target("")
func _on_MenuButton_pressed() -> void:

View File

@@ -89,7 +89,6 @@ mouse_filter = 2
theme = ExtResource( 9 )
bbcode_text = "[center][color=#000000][/color][/center]"
fit_content_height = true
offset_from_cursor = Vector2( 75, 10 )
[node name="mouse_layer" type="CanvasLayer" parent="."]
layer = 2

View File

@@ -3,15 +3,9 @@
[ext_resource path="res://addons/escoria-ui-simplemouse/tooltip/tooltip_target.gd" type="Script" id=2]
[node name="tooltip" type="RichTextLabel"]
margin_right = 200.0
margin_bottom = 32.0
rect_min_size = Vector2( 200, 32 )
bbcode_enabled = true
bbcode_text = "[center][color=#ffffff][/color][/center]"
scroll_active = false
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
color = Color( 1, 1, 1, 1 )
offset_from_cursor = Vector2( 100, 10 )
offset_from_cursor = Vector2( 0, 0 )

View File

@@ -1,6 +1,21 @@
extends ESCTooltip
signal tooltip_size_updated
func update_tooltip_text():
# Need to update size of bbcode rect before updating the text itself otherwise on the
# first frame the text is wider than the default of 0 and ends up being really tall
# and setting the wrong vertical margin for the tooltip
update_size()
# We signal this here since the processing in this class happens AFTER input
# processing. We signal here to avoid "lagging" behind a frame since
# tooltips are presently dependent on the size of the bounding box around
# the rendered string.
emit_signal("tooltip_size_updated")
bbcode_text = "[center]"
bbcode_text += "[color=#" + color.to_html(false) + "]"
bbcode_text += current_target
@@ -11,4 +26,3 @@ func update_tooltip_text():
# append_bbcode(current_target)
# pop()
# pop()
update_size()