extends Label var touch_points = {} # dict containing all points touched on the screen var touch_positions = [] # array of above 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") 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 := 1.075 const BUTTON_MIN_DIST := 0.925 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 func _ready(): Input.set_use_accumulated_input(false) # Gotta go fast set_process_unhandled_input(true) # process user input set_fingers(0) # connect("button_pressed", self, "print_pressed") $"/root".connect("size_changed", self, "resize") $VsyncButton.connect("toggled", self, "update_vsync") $WakelockButton.connect("toggled", self, "update_wakelock") $FilterSlider.connect("value_changed", self, "update_filter") resize() func update_vsync(setting: bool): OS.vsync_enabled = setting func update_wakelock(setting: bool): OS.keep_screen_on = setting # This is waiting on godotengine/godot#35536 to be merged to do anything in Linux :( func update_filter(alpha: float): GameTheme.screen_filter_min_alpha = alpha func print_pressed(col: int): print("Pressed %d"%col) ########################################################################## # draw fingers points on screen var fps: float = 0.0 var audio_latency: float = 0.0 func _draw(): set_text("FPS: %.0f\nAudio Latency: %.2fms"%[fps, audio_latency*1000]) # 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)) var last_latency_check := 0.0 func _process(delta): last_latency_check += delta fps = Engine.get_frames_per_second() if last_latency_check > 3.0: last_latency_check = 0.0 audio_latency = AudioServer.get_output_latency() # Note that on official godot builds this will only work ONCE for PulseAudio update() 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: # Short circuit out to save some logic 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)) touchbuttons_pressed_temp[col] = touchbuttons_pressed_temp[col] or (dist < TOUCHBUTTON_MAX_DIST) # min dist already checked buttons_pressed_temp[col] = buttons_pressed_temp[col] or (dist >= BUTTON_MIN_DIST) and (dist < BUTTON_MAX_DIST) for i in Rules.COLS: set_button_state(i, buttons_pressed_temp[i]) set_touchbutton_state(i, touchbuttons_pressed_temp[i]) set_fingers(len(touch_positions)) update() ########################################################################## 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 if (event is InputEventScreenDrag): touch_points[event.index] = {pressed = true, position = event.position} elif (event is InputEventScreenTouch): 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 else: if touch_points.has(event.index): touch_points.erase(event.index) update_data() ########################################################################## # write how many fingers are tapping the screen func set_fingers(value): fingers = max(value, 0) 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