RhythmGame/scripts/TouchInput.gd

77 lines
2.7 KiB
GDScript

extends Control
var touch_points = {} # dict containing all points touched on the screen
var touch_positions = [] # array of above
signal touch_positions_updated(positions)
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 swipe_momentum := Vector2.ZERO
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')
func print_pressed(col: int):
print('Pressed %d'%col)
func _draw(): # draw fingers points on screen
# var swipe_origin = Vector2(300, 540)
# draw_line(swipe_origin, swipe_origin+swipe_momentum, Color.red)
# 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 _process(delta):
swipe_momentum *= max(1.0 - 5.0*delta, 0)
if swipe_momentum.length_squared() < 1.0:
swipe_momentum = Vector2.ZERO
update()
func update_data():
touch_positions.clear()
for i in touch_points:
touch_positions.push_back(touch_points[i].position) # - rect_size/2)
emit_signal('touch_positions_updated', touch_positions)
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):
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
touch_points[event.index] = {pressed = true, position = event.position}
swipe_momentum = event.speed
elif (event is InputEventScreenTouch):
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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)
elif (event is InputEventMouse):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
update_data()
func set_fingers(value):
fingers = max(value, 0)