extends Control class_name Point const OFFSET : Vector2 = Vector2(13,13) var point_value : Array setget set_value,get_value var point_position : Vector2 var color : Color setget set_color_point, get_color_point var color_outline : Color var function : String setget set_function, get_function var mouse_entered : bool = false signal _mouse_entered() signal _mouse_exited() signal _point_pressed(point) # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. func _draw(): if mouse_entered: draw_circle(OFFSET,7,color_outline) draw_circle(OFFSET,5,color) func create_point(color : Color, color_outline : Color, position : Vector2, value : Array, function : String): self.color = color self.color_outline = color_outline self.point_position = position self.rect_position = point_position - OFFSET self.point_value = value self.function = function func _on_Point_mouse_entered(): mouse_entered = true emit_signal("_mouse_entered") update() func _on_Point_mouse_exited(): mouse_entered = false emit_signal("_mouse_exited") update() func format_value(v : Array, format_x : bool, format_y : bool): var x : String = str(v[0]) var y : String = str(v[1]) if format_x: x = format(v[1]) if format_y: y = format(v[1]) return [x,y] func format(n): n = str(n) var size = n.length() var s for i in range(size): if((size - i) % 3 == 0 and i > 0): s = str(s,",", n[i]) else: s = str(s,n[i]) return s.replace("Null","") func _on_Point_gui_input(event): if event is InputEventMouseButton: if event.is_pressed(): if event.button_index == 1: emit_signal("_point_pressed",self) func set_value( v : Array = [] ) : point_value = v func get_value() -> Array: return point_value func set_color_point( c : Color ): color = c func get_color_point() -> Color: return color func set_function( f : String ): function = f func get_function() -> String: return function