feat: introduce escoria-ui-keyboard-9verbs to verify register_custom_input_handler() API

This commit was started by copying `addons/escoria-ui-9verbs` as the
basis for `addons/escoria-ui-keyboard-9verbs`. It was then amended to
wire up keyboard shortcuts for each verb using the new
`register_custom_input_handler()` API.

Note that `addons/escoria-ui-keyboard-9verbs/input_map.gd` introduces
one action per verb and provides a `add_actions_to_input_map()`
function to add the actions to the `InputMap`. The `_process_input()`
function in `game.gd` is responsible for mapping each action to the
appropriate call to `verbs_menu.on_action_selected()`.
This commit is contained in:
Michael Bolin
2022-02-23 09:40:01 -08:00
committed by Julian Murgia
parent 14cf1327fe
commit 5a77bd6fdc
13 changed files with 897 additions and 0 deletions

View File

@@ -0,0 +1,401 @@
extends ESCGame
const VERB_CLOSE = "close"
const VERB_GIVE = "give"
const VERB_LOOK = "look"
const VERB_OPEN = "open"
const VERB_PICKUP = "pickup"
const VERB_PULL = "pull"
const VERB_PUSH = "push"
const VERB_TALK = "talk"
const VERB_USE = "use"
"""
Implement methods to react to inputs.
- left_click_on_bg(position: Vector2)
- right_click_on_bg(position: Vector2)
- left_double_click_on_bg(position: Vector2)
- element_focused(element_id: String)
- element_unfocused()
- left_click_on_item(item_global_id: String, event: InputEvent)
- right_click_on_item(item_global_id: String, event: InputEvent)
- left_double_click_on_item(item_global_id: String, event: InputEvent)
- left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
- right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
- left_double_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
- inventory_item_focused(inventory_item_global_id: String)
- inventory_item_unfocused()
- open_inventory()
- close_inventory()
- mousewheel_action(direction: int)
- hide_ui()
- show_ui()
- pause_game()
- unpause_game()
- show_main_menu()
- hide_main_menu()
- apply_custom_settings()
- _on_event_done(event_name: String)
"""
onready var verbs_menu = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
/VerbsMargin/verbs_menu
onready var tooltip = $ui/Control/panel_down/VBoxContainer/MarginContainer\
/tooltip
onready var room_select = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
/MainMargin/VBoxContainer/room_select
onready var inventory_ui = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
/InventoryMargin/inventory_ui
const input_map = preload("res://addons/escoria-ui-keyboard-9verbs/input_map.gd")
func _enter_tree():
var room_selector_parent = $ui/Control/panel_down/VBoxContainer\
/HBoxContainer/MainMargin/VBoxContainer
if ProjectSettings.get_setting("escoria/debug/enable_room_selector") and \
room_selector_parent.get_node_or_null("room_select") == null:
room_selector_parent.add_child(
preload(
"res://addons/escoria-core/ui_library/tools/room_select" +\
"/room_select.tscn"
).instance()
)
var input_handler = funcref(self, "_process_input")
escoria.inputs_manager.register_custom_input_handler(input_handler)
input_map.add_actions_to_input_map()
func _exit_tree():
escoria.inputs_manager.register_custom_input_handler(null)
input_map.erase_actions_from_input_map()
func _process_input(event: InputEvent, is_default_state: bool) -> bool:
if not is_default_state:
return false
elif event.is_action_pressed(input_map.ACTION_SET_VERB_OPEN):
verbs_menu.on_action_selected(VERB_OPEN)
return true
elif event.is_action_pressed(input_map.ACTION_SET_VERB_PICKUP):
verbs_menu.on_action_selected(VERB_PICKUP)
return true
elif event.is_action_pressed(input_map.ACTION_SET_VERB_PUSH):
verbs_menu.on_action_selected(VERB_PUSH)
return true
elif event.is_action_pressed(input_map.ACTION_SET_VERB_CLOSE):
verbs_menu.on_action_selected(VERB_CLOSE)
return true
elif event.is_action_pressed(input_map.ACTION_SET_VERB_LOOK):
verbs_menu.on_action_selected(VERB_LOOK)
return true
elif event.is_action_pressed(input_map.ACTION_SET_VERB_PULL):
verbs_menu.on_action_selected(VERB_PULL)
return true
elif event.is_action_pressed(input_map.ACTION_SET_VERB_GIVE):
verbs_menu.on_action_selected(VERB_GIVE)
return true
elif event.is_action_pressed(input_map.ACTION_SET_VERB_USE):
verbs_menu.on_action_selected(VERB_USE)
return true
elif event.is_action_pressed(input_map.ACTION_SET_VERB_TALK):
verbs_menu.on_action_selected(VERB_TALK)
return true
else:
return false
## BACKGROUND ##
func left_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
[escoria.main.current_scene.player.global_id, position],
true
)
escoria.action_manager.clear_current_action()
escoria.action_manager.clear_current_tool()
tooltip.clear()
verbs_menu.unselect_actions()
func right_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
[escoria.main.current_scene.player.global_id, position],
true
)
escoria.action_manager.clear_current_action()
escoria.action_manager.clear_current_tool()
tooltip.clear()
verbs_menu.unselect_actions()
func left_double_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
[escoria.main.current_scene.player.global_id, position, true],
true
)
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
## ITEM FOCUS ##
func element_focused(element_id: String) -> void:
var target_obj = escoria.object_manager.get_object(element_id).node
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target(target_obj.tooltip_name)
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2(target_obj.tooltip_name)
func element_unfocused() -> void:
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target("")
verbs_menu.unselect_actions()
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2("")
## ITEMS ##
func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
true
)
var target_obj = escoria.object_manager.get_object(
item_global_id
).node
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
# Just clicked on the item
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target(target_obj.tooltip_name)
# Clicked on item and now we're awaiting a target item
# This means we clicked the tool and we now need a target
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target(target_obj.tooltip_name, true)
func right_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.set_current_action(verbs_menu.selected_action)
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
[item_global_id, event],
true
)
func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
true
)
## INVENTORY ##
func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[inventory_item_global_id, event]
)
var target_obj = escoria.object_manager.get_object(
inventory_item_global_id
).node
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
# Just clicked on the inventory item: do nothing special
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
return
# Clicked on inventory item and now we're awaiting a target item
# This means we clicked the tool and we now need a target
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target(target_obj.tooltip_name, true)
func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.set_current_action(verbs_menu.selected_action)
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
[inventory_item_global_id, event]
)
func left_double_click_on_inventory_item(_inventory_item_global_id: String, _event: InputEvent) -> void:
pass
func inventory_item_focused(inventory_item_global_id: String) -> void:
var target_obj = escoria.object_manager.get_object(
inventory_item_global_id
).node
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target(target_obj.tooltip_name)
# Hovering an ESCItem highlights its default action
if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
verbs_menu.set_by_name(target_obj.default_action)
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2(target_obj.tooltip_name)
func inventory_item_unfocused() -> void:
match escoria.action_manager.action_state:
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target("")
verbs_menu.unselect_actions()
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2("")
func open_inventory():
pass
func close_inventory():
pass
func mousewheel_action(_direction: int):
pass
func hide_ui():
$ui/Control.hide()
verbs_menu.hide()
if ProjectSettings.get("escoria/debug/enable_room_selector") == true:
room_select.hide()
inventory_ui.hide()
tooltip.hide()
func show_ui():
$ui/Control.show()
verbs_menu.show()
if ProjectSettings.get("escoria/debug/enable_room_selector") == true:
room_select.show()
inventory_ui.show()
tooltip.show()
func hide_main_menu():
if get_node(main_menu).visible:
get_node(main_menu).hide()
show_ui()
func show_main_menu():
if not get_node(main_menu).visible:
hide_ui()
get_node(main_menu).reset()
get_node(main_menu).show()
func unpause_game():
if get_node(pause_menu).visible:
get_node(pause_menu).hide()
escoria.object_manager.get_object("_camera").node.current = true
escoria.main.current_scene.game.show_ui()
escoria.main.current_scene.show()
escoria.set_game_paused(false)
func pause_game():
if not get_node(pause_menu).visible:
get_node(pause_menu).reset()
get_node(pause_menu).set_save_enabled(escoria.save_manager.save_enabled)
get_node(pause_menu).show()
escoria.object_manager.get_object("_camera").node.current = false
escoria.main.current_scene.game.hide_ui()
escoria.main.current_scene.hide()
escoria.set_game_paused(true)
func _on_MenuButton_pressed() -> void:
pause_game()
func _on_action_finished() -> void:
verbs_menu.unselect_actions()
tooltip.clear()
func _on_event_done(_return_code: int, _event_name: String):
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()