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gymkhana-actions/addons/escoria-ui-simplemouse/game.gd

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GDScript
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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:
if target_obj is ESCItem:
$mouse_layer/verbs_menu.set_by_name(
escoria.action_to_string(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()