mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
112 lines
2.8 KiB
GDScript
112 lines
2.8 KiB
GDScript
extends Node2D
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const INACTIVE_IDX = -1;
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export (NodePath) var listenerNodePath : NodePath = "../../../../../.."
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export (String) var padname : String = ""
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var parent : Control
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var centerPoint = Vector2(0,0)
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var currentForce = Vector2(0,0)
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var last_pointer_position : Vector2 = Vector2()
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var currentPointerIDX = INACTIVE_IDX;
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var listener : Entity = null
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func _ready():
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parent = get_node("..")
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listener = get_node(listenerNodePath) as Entity
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set_process_input(true)
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func get_force():
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return currentForce
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func _input(event):
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var incomingPointer = extractPointerIdx(event)
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if incomingPointer == INACTIVE_IDX:
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return
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if need2ChangeActivePointer(event):
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if (currentPointerIDX != incomingPointer) and event.is_pressed():
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currentPointerIDX = incomingPointer;
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last_pointer_position = Vector2(event.position.x - parent.get_global_rect().position.x, event.position.y - parent.get_global_rect().position.y);
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get_tree().set_input_as_handled()
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var theSamePointer = currentPointerIDX == incomingPointer
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if isActive() and theSamePointer:
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process_input(event)
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func need2ChangeActivePointer(event): #touch down inside analog
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if event is InputEventMouseButton or event is InputEventScreenTouch:
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return parent.get_global_rect().has_point(Vector2(event.position.x, event.position.y))
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else:
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return false
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func isActive():
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return currentPointerIDX != INACTIVE_IDX
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func extractPointerIdx(event):
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var touch = event is InputEventScreenTouch
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var drag = event is InputEventScreenDrag
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var mouseButton = event is InputEventMouseButton
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var mouseMove = event is InputEventMouseMotion
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#print(event)
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if touch:
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return event.index
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elif drag:
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return event.index
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elif mouseButton or mouseMove:
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#plog("SOMETHING IS VERYWRONG??, I HAVE MOUSE ON TOUCH DEVICE")
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return INACTIVE_IDX
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else:
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return INACTIVE_IDX
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func process_input(event):
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calculateForce(event.position.x - parent.get_global_rect().position.x, event.position.y - parent.get_global_rect().position.y)
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var isReleased = isReleased(event)
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if isReleased:
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reset()
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get_tree().set_input_as_handled()
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func reset():
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currentPointerIDX = INACTIVE_IDX
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##calculateForce(0, 0)
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last_pointer_position = Vector2()
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func calculateForce(var x, var y):
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var v : Vector2 = Vector2(x, y)
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currentForce = last_pointer_position - v
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last_pointer_position = v
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sendSignal2Listener()
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func sendSignal2Listener():
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if (listener != null):
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# listener.analog_force_change(currentForce, self)
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listener.queue_camera_rotation(currentForce)
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func isPressed(event):
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if event is InputEventMouseMotion:
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return (InputEventMouse.button_mask == 1)
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elif event is InputEventScreenTouch:
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return event.is_pressed()
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func isReleased(event):
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if event is InputEventScreenTouch:
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return !event.is_pressed()
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elif event is InputEventMouseButton:
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return !event.is_pressed()
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