RhythmGame/scripts/InputHandler.gd

181 lines
6.4 KiB
GDScript

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
var swipe_momentum := Vector2.ZERO
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')
$VolumeSlider.connect('value_changed', self, 'update_volume')
$SSXSlider.connect('value_changed', Settings, 'SSX_set')
$SSYSlider.connect('value_changed', Settings, 'SSY_set')
$BtnLanguage.add_item('Native')
$BtnLanguage.add_item('Romaji')
$BtnLanguage.add_item('English')
$BtnLanguage.connect('item_selected', self, 'update_display_language')
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 update_volume(volume: float):
AudioServer.set_bus_volume_db(0, volume)
func update_display_language(index: int):
GameTheme.display_language = ['n', 'tl', 'en'][index]
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])
# 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))
var last_latency_check := 0.0
func _process(delta):
swipe_momentum *= max(1.0 - 5.0*delta, 0)
if swipe_momentum.length_squared() < 1.0:
swipe_momentum = Vector2.ZERO
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):
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()
##########################################################################
# 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