409 lines
12 KiB
GDScript
409 lines
12 KiB
GDScript
extends ESCGame
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const VERB_USE = "use"
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const VERB_WALK = "walk"
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"""
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Implement methods to react to inputs.
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- left_click_on_bg(position: Vector2)
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- right_click_on_bg(position: Vector2)
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- left_double_click_on_bg(position: Vector2)
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- element_focused(element_id: String)
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- element_unfocused()
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- left_click_on_item(item_global_id: String, event: InputEvent)
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- right_click_on_item(item_global_id: String, event: InputEvent)
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- left_double_click_on_item(item_global_id: String, event: InputEvent)
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- left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
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- right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
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- left_double_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
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- inventory_item_focused(inventory_item_global_id: String)
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- inventory_item_unfocused()
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- open_inventory()
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- close_inventory()
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- mousewheel_action(direction: int)
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- hide_ui()
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- show_ui()
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- pause_game()
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- unpause_game()
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- show_main_menu()
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- hide_main_menu()
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- apply_custom_settings()
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- _on_event_done(event_name: String)
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"""
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# Value to use for `device` argument to various `Input.get_joy` methods.
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const JOY_DEVICE = 0
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# See https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html?#dead-zone
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const DEADZONE = 0.2
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# Multiplier to apply to axis when it exceeds DEADZONE.
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const AXIS_WEIGHT = 50.0
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# JOY_BUTTON_2 corresponds to the "X" button on an XBox controller
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# or the Square button on a Playstation controller. These appear to
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# map to the "primary action," in practice, so we treat it like a left click.
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const PRIMARY_ACTION_BUTTON = JOY_BUTTON_2
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# JOY_BUTTON_3 corresponds to the "Y" button on an XBox controller
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# or the Triangle button on a Playstation controller. These appear to
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# map to the "secondary action," in practice, so we treat it like a right click.
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const CHANGE_VERB_BUTTON = JOY_BUTTON_3
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# Input action for use by InputMap
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const ESC_UI_CHANGE_VERB_ACTION = "esc_change_verb"
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# true when a gamepad is connected.
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var _is_gamepad_connected = false
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# Tracks the mouse's current position onscreen.
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var _current_mouse_pos = Vector2.ZERO
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func _ready():
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$tooltip_layer/tooltip.connect("tooltip_size_updated", self, "update_tooltip_following_mouse_position")
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func _enter_tree():
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var room_selector_parent = $CanvasLayer/ui/HBoxContainer/VBoxContainer
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if ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR) \
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and room_selector_parent.get_node_or_null("room_select") == null:
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room_selector_parent.add_child(
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preload(
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"res://addons/escoria-core/ui_library/tools/room_select" +\
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"/room_select.tscn"
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).instance()
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)
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var input_handler = funcref(self, "_process_input")
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escoria.inputs_manager.register_custom_input_handler(input_handler)
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_is_gamepad_connected = Input.is_joy_known(JOY_DEVICE)
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if _is_gamepad_connected:
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_on_gamepad_connected()
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Input.connect("joy_connection_changed", self, "_on_joy_connection_changed")
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func _exit_tree():
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escoria.inputs_manager.register_custom_input_handler(null)
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Input.disconnect("joy_connection_changed", self, "_on_joy_connection_changed")
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if _is_gamepad_connected:
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_on_gamepad_disconnected()
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func _input(event: InputEvent) -> void:
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if escoria.get_escoria().is_ready_for_inputs():
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if event is InputEventMouseMotion:
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_current_mouse_pos = get_global_mouse_position()
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update_tooltip_following_mouse_position()
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# https://github.com/godotengine/godot-demo-projects/blob/3.4-585455e/misc/joypads/joypads.gd
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# was informative in wiring up the gamepad properly.
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func _on_gamepad_connected():
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set_physics_process(true)
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var primary_event = InputEventJoypadButton.new()
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primary_event.button_index = PRIMARY_ACTION_BUTTON
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InputMap.add_action(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION)
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InputMap.action_add_event(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION, primary_event)
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var verb_event = InputEventJoypadButton.new()
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verb_event.button_index = CHANGE_VERB_BUTTON
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InputMap.add_action(ESC_UI_CHANGE_VERB_ACTION)
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InputMap.action_add_event(ESC_UI_CHANGE_VERB_ACTION, verb_event)
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func _on_gamepad_disconnected():
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InputMap.action_erase_events(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION)
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InputMap.erase_action(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION)
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InputMap.action_erase_events(ESC_UI_CHANGE_VERB_ACTION)
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InputMap.erase_action(ESC_UI_CHANGE_VERB_ACTION)
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set_physics_process(false)
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_is_gamepad_connected = false
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func _on_joy_connection_changed(device: int, connected: bool) -> void:
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if device != JOY_DEVICE:
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return
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elif connected:
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_on_gamepad_connected()
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else:
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_on_gamepad_disconnected()
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func _process(_delta) -> void:
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if !_is_gamepad_connected:
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return
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var x = Input.get_joy_axis(JOY_DEVICE, JOY_AXIS_0)
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var y = Input.get_joy_axis(JOY_DEVICE, JOY_AXIS_1)
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var delta_x = int(x * AXIS_WEIGHT) if abs(x) > DEADZONE else 0
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var delta_y = int(y * AXIS_WEIGHT) if abs(y) > DEADZONE else 0
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if delta_x or delta_y:
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var direction: Vector2
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direction.x = delta_x
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direction.y = delta_y
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escoria.logger.trace("gamepad direction:", [direction])
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var viewport = get_viewport()
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viewport.warp_mouse(viewport.get_mouse_position() + direction)
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func _process_input(event: InputEvent, is_default_state: bool) -> bool:
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if not is_default_state:
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# ESCBackground is not guaranteed to be set, as we may be on
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# the "New Game" screen.
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return false
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elif _is_gamepad_connected and event is InputEventJoypadButton:
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escoria.logger.trace("InputEventJoypadButton:", [event.as_text()])
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if event.is_action_pressed(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION):
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# Admittedly, this breaks abstraction barriers and is completely
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# inappropriate, but it's what works right now.
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escoria.inputs_manager._on_left_click_on_bg(get_global_mouse_position())
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return true
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elif event.is_action_pressed(ESC_UI_CHANGE_VERB_ACTION):
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mousewheel_action(1)
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return true
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return false
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## BACKGROUND ##
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func left_click_on_bg(position: Vector2) -> void:
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if escoria.main.current_scene.player:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.BACKGROUND_CLICK,
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[escoria.main.current_scene.player.global_id, position],
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true
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)
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$mouse_layer/verbs_menu.set_by_name(VERB_WALK)
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$mouse_layer/verbs_menu.clear_tool_texture()
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func right_click_on_bg(position: Vector2) -> void:
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mousewheel_action(1)
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func left_double_click_on_bg(position: Vector2) -> void:
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if escoria.main.current_scene.player:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.BACKGROUND_CLICK,
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[escoria.main.current_scene.player.global_id, position, true],
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true
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)
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$mouse_layer/verbs_menu.set_by_name(VERB_WALK)
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$mouse_layer/verbs_menu.clear_tool_texture()
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## ITEM/HOTSPOT FOCUS ##
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func element_focused(element_id: String) -> void:
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var target_obj = escoria.object_manager.get_object(element_id).node
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$tooltip_layer/tooltip.set_target(target_obj.tooltip_name)
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if escoria.action_manager.current_action != VERB_USE \
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and escoria.action_manager.current_tool == null \
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and target_obj is ESCItem:
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$mouse_layer/verbs_menu.set_by_name(
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target_obj.default_action
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)
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func element_unfocused() -> void:
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$tooltip_layer/tooltip.set_target("")
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## ITEMS ##
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func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
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var target_obj = escoria.object_manager.get_object(item_global_id).node
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# current_action will be empty if an event completes between when you stop
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# moving the mouse and when you click.
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if escoria.action_manager.current_action == "":
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if target_obj is ESCItem:
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$mouse_layer/verbs_menu.set_by_name(
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target_obj.default_action
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)
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escoria.action_manager.do(
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escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
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[item_global_id, event],
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true
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)
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$mouse_layer/verbs_menu.clear_tool_texture()
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func right_click_on_item(item_global_id: String, event: InputEvent) -> void:
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mousewheel_action(1)
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func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
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[item_global_id, event],
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true
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)
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## INVENTORY ##
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func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
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[inventory_item_global_id, event]
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)
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if escoria.action_manager.current_action == VERB_USE:
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var item = escoria.object_manager.get_object(
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inventory_item_global_id
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).node
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if item.has_method("get_sprite") and item.get_sprite().texture:
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$mouse_layer/verbs_menu.set_tool_texture(
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item.get_sprite().texture
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)
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elif item.inventory_item.texture_normal:
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$mouse_layer/verbs_menu.set_tool_texture(
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item.inventory_item.texture_normal
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)
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func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
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mousewheel_action(1)
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func left_double_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
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pass
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func inventory_item_focused(inventory_item_global_id: String) -> void:
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$tooltip_layer/tooltip.set_target(
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escoria.object_manager.get_object(
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inventory_item_global_id
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).node.tooltip_name
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)
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func inventory_item_unfocused() -> void:
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$tooltip_layer/tooltip.set_target("")
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func open_inventory():
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$CanvasLayer/ui/HBoxContainer/inventory_ui.show_inventory()
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func close_inventory():
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$CanvasLayer/ui/HBoxContainer/inventory_ui.hide_inventory()
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func mousewheel_action(direction: int):
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$mouse_layer/verbs_menu.iterate_actions_cursor(direction)
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func hide_ui():
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$CanvasLayer/ui/HBoxContainer/inventory_ui.hide()
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$CanvasLayer/ui.hide()
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func show_ui():
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$CanvasLayer/ui/HBoxContainer/inventory_ui.show()
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$CanvasLayer/ui.show()
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func hide_main_menu():
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if get_node(main_menu).visible:
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get_node(main_menu).hide()
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func show_main_menu():
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if not get_node(main_menu).visible:
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get_node(main_menu).reset()
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get_node(main_menu).show()
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func unpause_game():
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if get_node(pause_menu).visible:
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get_node(pause_menu).hide()
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escoria.object_manager.get_object(ESCObjectManager.CAMERA).node.current = true
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escoria.object_manager.get_object(ESCObjectManager.SPEECH).node.resume()
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escoria.main.current_scene.game.show_ui()
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escoria.main.current_scene.show()
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func pause_game():
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if not get_node(pause_menu).visible:
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get_node(main_menu).reset()
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get_node(pause_menu).reset()
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get_node(pause_menu).set_save_enabled(
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escoria.save_manager.save_enabled
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)
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get_node(pause_menu).show()
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escoria.object_manager.get_object(ESCObjectManager.CAMERA).node.current = false
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escoria.object_manager.get_object(ESCObjectManager.SPEECH).node.pause()
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escoria.main.current_scene.game.hide_ui()
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escoria.main.current_scene.hide()
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func apply_custom_settings(custom_settings: Dictionary):
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if custom_settings.has("a_custom_setting"):
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escoria.logger.info(
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self,
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"custom setting value loaded: %s."
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% str(custom_settings["a_custom_setting"])
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)
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func get_custom_data() -> Dictionary:
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return {
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"ui_type": "simplemouse"
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}
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# Update the tooltip
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func update_tooltip_following_mouse_position():
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var corrected_position = _current_mouse_pos \
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- Vector2(
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tooltip_node.rect_size.x / 2,
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tooltip_node.rect_size.y / 2
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)
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# clamp TOP
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if tooltip_node.tooltip_distance_to_edge_top(_current_mouse_pos) <= mouse_tooltip_margin:
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corrected_position.y = mouse_tooltip_margin
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# clamp BOTTOM
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if tooltip_node.tooltip_distance_to_edge_bottom(_current_mouse_pos + tooltip_node.rect_size) <= mouse_tooltip_margin:
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corrected_position.y = escoria.game_size.y - mouse_tooltip_margin - tooltip_node.rect_size.y
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# clamp LEFT
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if tooltip_node.tooltip_distance_to_edge_left(_current_mouse_pos - tooltip_node.rect_size/2) <= mouse_tooltip_margin:
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corrected_position.x = mouse_tooltip_margin
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# clamp RIGHT
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if tooltip_node.tooltip_distance_to_edge_right(_current_mouse_pos + tooltip_node.rect_size/2) <= mouse_tooltip_margin:
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corrected_position.x = escoria.game_size.x - mouse_tooltip_margin - tooltip_node.rect_size.x
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tooltip_node.rect_position = corrected_position + tooltip_node.offset_from_cursor
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func _on_action_finished():
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$mouse_layer/verbs_menu.clear_tool_texture()
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$mouse_layer/verbs_menu.iterate_actions_cursor(0)
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func _on_event_done(_return_code: int, _event_name: String):
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if _return_code == ESCExecution.RC_OK:
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escoria.action_manager.clear_current_action()
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$tooltip_layer/tooltip.set_target("")
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func _on_MenuButton_pressed() -> void:
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pause_game()
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