extends ESCGame const VERB_WALK = "walk" """ 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) """ func _enter_tree(): var room_selector_parent = $CanvasLayer/ui/HBoxContainer/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() ) func _input(event: InputEvent) -> void: if escoria.main.current_scene and escoria.main.current_scene.game: if event is InputEventMouseMotion: escoria.main.current_scene.game. \ update_tooltip_following_mouse_position(event.position) ## 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 ) $mouse_layer/verbs_menu.set_by_name(VERB_WALK) $mouse_layer/verbs_menu.clear_tool_texture() func right_click_on_bg(position: Vector2) -> void: mousewheel_action(1) 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 ) $mouse_layer/verbs_menu.set_by_name(VERB_WALK) $mouse_layer/verbs_menu.clear_tool_texture() ## ITEM/HOTSPOT FOCUS ## func element_focused(element_id: String) -> void: var target_obj = escoria.object_manager.get_object(element_id).node $tooltip_layer/tooltip.set_target(target_obj.tooltip_name) if escoria.action_manager.current_action != "use" \ and escoria.action_manager.current_tool == null \ and target_obj is ESCItem: $mouse_layer/verbs_menu.set_by_name(target_obj.default_action) func element_unfocused() -> void: $tooltip_layer/tooltip.set_target("") ## 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 ) func right_click_on_item(item_global_id: String, event: InputEvent) -> void: mousewheel_action(1) 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] ) if escoria.action_manager.current_action == "use": var item = escoria.object_manager.get_object( inventory_item_global_id ).node if item.has_method("get_sprite") and item.get_sprite().texture: $mouse_layer/verbs_menu.set_tool_texture( item.get_sprite().texture ) elif item.inventory_item.texture_normal: $mouse_layer/verbs_menu.set_tool_texture( item.inventory_item.texture_normal ) func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void: mousewheel_action(1) 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: $tooltip_layer/tooltip.set_target( escoria.object_manager.get_object( inventory_item_global_id ).node.tooltip_name ) func inventory_item_unfocused() -> void: $tooltip_layer/tooltip.set_target("") func open_inventory(): $CanvasLayer/ui/HBoxContainer/inventory_ui.show_inventory() func close_inventory(): $CanvasLayer/ui/HBoxContainer/inventory_ui.hide_inventory() func mousewheel_action(direction: int): $mouse_layer/verbs_menu.iterate_actions_cursor(direction) func hide_ui(): $CanvasLayer/ui/HBoxContainer/inventory_ui.hide() func show_ui(): $CanvasLayer/ui/HBoxContainer/inventory_ui.show() func hide_main_menu(): if get_node(main_menu).visible: get_node(main_menu).hide() func show_main_menu(): if not get_node(main_menu).visible: 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() func pause_game(): if not get_node(pause_menu).visible: get_node(main_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() func apply_custom_settings(custom_settings: Dictionary): if custom_settings.has("a_custom_setting"): escoria.logger.info( "custom setting value loaded:", [custom_settings["a_custom_setting"]] ) func get_custom_data() -> Dictionary: return { "ui_type": "simplemouse" } # Update the tooltip # # #### Parameters # # - p_position: Position of the mouse func update_tooltip_following_mouse_position(p_position: Vector2): var corrected_position = p_position # clamp TOP if tooltip_node.tooltip_distance_to_edge_top(p_position) <= 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: 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: 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: 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 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): escoria.action_manager.clear_current_action() $mouse_layer/verbs_menu.clear_tool_texture() func _on_MenuButton_pressed() -> void: pause_game()