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>
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@@ -321,7 +321,7 @@ class HoverStackSorter:
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func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int):
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if event is InputEventMouseMotion:
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var physics2d_dss: Physics2DDirectSpaceState = get_world_2d().direct_space_state
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var colliding: Array = physics2d_dss.intersect_point(event.global_position, 32, [], 0x7FFFFFFF, true, true)
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var colliding: Array = physics2d_dss.intersect_point(get_global_mouse_position(), 32, [], 0x7FFFFFFF, true, true)
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var colliding_nodes = []
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for c in colliding:
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if c.collider.get("global_id") \
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@@ -45,6 +45,9 @@ var waiting_for_target2 = false
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# Node containing the debug white background
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var debug_texturerect_node: TextureRect
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# Indicates whether the current room is loaded and ready
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var _room_is_ready: bool = false
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# Connect relevant functions
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func _ready():
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@@ -58,7 +61,8 @@ func _ready():
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# - p_color: the color to set the label
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func set_color(p_color: Color):
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color = p_color
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update_tooltip_text()
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if _room_is_ready:
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update_tooltip_text()
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# Enable/disable debug mode of the label. If enabled, the label is displayed
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@@ -96,7 +100,8 @@ func set_debug_mode(p_debug_mode: bool):
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func set_target(target: String, needs_second_target: bool = false) -> void:
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current_target = target
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waiting_for_target2 = needs_second_target
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update_tooltip_text()
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if _room_is_ready:
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update_tooltip_text()
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# Set the second target of the label
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@@ -105,7 +110,8 @@ func set_target(target: String, needs_second_target: bool = false) -> void:
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# - target2: String the second target to add to the label
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func set_target2(target2: String) -> void:
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current_target2 = target2
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update_tooltip_text()
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if _room_is_ready:
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update_tooltip_text()
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# Update the tooltip text.
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@@ -121,39 +127,7 @@ func update_size():
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if not get_tree():
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# We're not in the tree anymore. Return
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return
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var rtl_width = rect_size.x
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var rtl_height = rect_size.y
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var content_height = get_content_height()
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var nb_visible_characters = visible_characters
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var nb_visible_lines = get_visible_line_count()
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# if text is too long and is wrapped
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var nblines = nb_visible_lines
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if nblines >= 1:
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var text_height = get_content_height()
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if text_height > MAX_HEIGHT:
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text_height = MAX_HEIGHT
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if text_height <= MIN_HEIGHT:
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text_height = MIN_HEIGHT
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var parent_width = rect_size.x
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# first, try to increase width until it goes above max_width
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while parent_width < MAX_WIDTH && float(text_height) / float(ONE_LINE_HEIGHT) > 1.0:
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rect_size.x += 1
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parent_width = rect_size.x
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rect_size.y = text_height
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if rect_size.x >= MAX_WIDTH:
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rect_size.x = MAX_WIDTH
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## END RECT_SIZE ##
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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anchor_left = 0.0
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rect_size = get_font("normal_font").get_string_size(current_target)
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# Calculate the offset of the label depending on its position.
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@@ -227,9 +201,12 @@ func clear():
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# Called when the room is loaded to setup the label.
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func _on_room_ready():
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escoria.main.current_scene.game.tooltip_node = self
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_room_is_ready = true
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# Called when an action is selected in Escoria
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func _on_action_selected() -> void:
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current_action = escoria.action_manager.current_action
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update_tooltip_text()
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if _room_is_ready:
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update_tooltip_text()
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@@ -185,7 +185,7 @@ func unset_hovered_node(item: ESCItem):
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if _hovered_element == item:
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_hovered_element.mouse_exited()
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_hovered_element = null
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if not hover_stack.empty() and hover_stack.back():
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if hover_stack:
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set_hovered_node(hover_stack.pop_back())
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else:
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hotspot_focused = ""
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@@ -211,7 +211,7 @@ func set_hovered_node(item: ESCItem) -> bool:
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return true
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# Else if the tested item is on top of hover stack (or null)
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# Set that item as hovered and call that item's mouse_entered()
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if _hovered_element == null or hover_stack.back() != item:
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if not is_instance_valid(_hovered_element) or hover_stack.back() != item:
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_hovered_element = item
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_hovered_element.mouse_entered()
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return true
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