RhythmGame/InputHandler.gd

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GDScript3
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extends Label
var touch_points = {} # dict containing all points touched on the screen
var touch_positions = [] # array of above
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var fingers = 0 setget set_fingers # setter for show fingers number on screen
var txt_ball = preload("res://assets/ball.png") # preload our ball texture
var default_font = preload("res://assets/NotoSans.tres")
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var buttons_pressed := PoolByteArray()
var touchbuttons_pressed := PoolByteArray()
signal button_pressed(index) # Add int type to these once Godot supports typed signals
signal button_released(index)
signal touchbutton_pressed(index)
signal touchbutton_released(index)
const TOUCHBUTTON_MIN_DIST := 0.8
const TOUCHBUTTON_MAX_DIST := 1.05
const BUTTON_MIN_DIST := TOUCHBUTTON_MAX_DIST
const BUTTON_MAX_DIST := 1.25
func resize():
var screen_size = $"/root".get_visible_rect().size
rect_position = -screen_size*0.5
rect_size = screen_size
func _init():
buttons_pressed.resize(Rules.COLS)
touchbuttons_pressed.resize(Rules.COLS)
for i in Rules.COLS:
buttons_pressed[i] = 0
touchbuttons_pressed[i] = 0
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func _ready():
set_process_unhandled_input(true) # process user input
set_fingers(0)
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# connect("button_pressed", self, "print_pressed")
$"/root".connect("size_changed", self, "resize")
resize()
func print_pressed(col: int):
print("Pressed %d"%col)
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##########################################################################
# draw fingers points on screen
func _draw():
# draw points
for i in touch_points:
var point = touch_points[i]
# if point.pressed:
# DRAW POINTS ################################################
draw_texture(txt_ball, point.position - Vector2(24, 24))
draw_string(default_font, point.position - Vector2(24, 24), str(i))
draw_string(default_font, point.position + Vector2(-24, 48), str(point.position))
# if len(touch_positions) > 1:
# for i in range(len(touch_positions)-1):
# # Draw line
# draw_line(touch_positions[i], touch_positions[i+1], Color(1,1,1,1))
func update_data():
touch_positions.clear()
for i in touch_points:
touch_positions.push_back(touch_points[i].position - rect_size/2)
var buttons_pressed_temp := []
var touchbuttons_pressed_temp := []
for i in Rules.COLS:
buttons_pressed_temp.append(false)
touchbuttons_pressed_temp.append(false)
for pos in touch_positions:
var pol = cartesian2polar(pos.x, pos.y)
var dist = pol.x/GameTheme.receptor_ring_radius
var angle = rad2deg(pol.y)
if dist < TOUCHBUTTON_MIN_DIST:
continue
# bin the angle
angle -= Rules.FIRST_COLUMN_ANGLE_DEG - Rules.COLS_TOUCH_ARC_DEG/2.0
if fmod(angle, Rules.COLS_ANGLE_DEG) > Rules.COLS_TOUCH_ARC_DEG:
continue
var col := int(floor(angle/Rules.COLS_ANGLE_DEG))
if dist < TOUCHBUTTON_MAX_DIST:
touchbuttons_pressed_temp[col] = true
elif dist < BUTTON_MAX_DIST:
buttons_pressed_temp[col] = true
for i in Rules.COLS:
set_button_state(i, buttons_pressed_temp[i])
set_touchbutton_state(i, touchbuttons_pressed_temp[i])
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set_fingers(len(touch_positions))
update()
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##########################################################################
func _input(event):
# Unfortunately event.device does NOT differentiate touchscreen inputs on X11, Godot v3.1.1
# As such, we'll need to do some fancy mapping for multiple inputs
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if (event is InputEventScreenDrag):
touch_points[event.index] = {pressed = true, position = event.position}
elif (event is InputEventScreenTouch):
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if event.pressed:
if not touch_points.has(event.index):
touch_points[event.index] = {}
touch_points[event.index].position = event.position # update position
# touch_points[event.index].pressed = event.pressed # update "pressed" flag
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else:
if touch_points.has(event.index):
touch_points.erase(event.index)
update_data()
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##########################################################################
# write how many fingers are tapping the screen
func set_fingers(value):
fingers = max(value, 0)
set_text("Fingers: %d" % fingers)
func set_button_state(index: int, state: bool):
var new_state = int(state)
match new_state - buttons_pressed[index]:
1:
emit_signal("button_pressed", index)
-1:
emit_signal("button_released", index)
buttons_pressed[index] = new_state
func set_touchbutton_state(index: int, state: bool):
var new_state = int(state)
match new_state - touchbuttons_pressed[index]:
1:
emit_signal("touchbutton_pressed", index)
-1:
emit_signal("touchbutton_released", index)
touchbuttons_pressed[index] = new_state