156 lines
5.4 KiB
GDScript
156 lines
5.4 KiB
GDScript
extends Label
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var touch_points = {} # dict containing all points touched on the screen
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var touch_positions = [] # array of above
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var fingers = 0 setget set_fingers # setter for show fingers number on screen
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var txt_ball = preload("res://assets/ball.png") # preload our ball texture
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var default_font = preload("res://assets/NotoSans.tres")
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var buttons_pressed := PoolByteArray()
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var touchbuttons_pressed := PoolByteArray()
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signal button_pressed(index) # Add int type to these once Godot supports typed signals
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signal button_released(index)
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signal touchbutton_pressed(index)
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signal touchbutton_released(index)
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const TOUCHBUTTON_MIN_DIST := 0.8
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const TOUCHBUTTON_MAX_DIST := 1.075
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const BUTTON_MIN_DIST := 0.925
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const BUTTON_MAX_DIST := 1.25
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func resize():
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var screen_size = $"/root".get_visible_rect().size
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rect_position = -screen_size*0.5
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rect_size = screen_size
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func _init():
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buttons_pressed.resize(Rules.COLS)
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touchbuttons_pressed.resize(Rules.COLS)
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for i in Rules.COLS:
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buttons_pressed[i] = 0
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touchbuttons_pressed[i] = 0
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func _ready():
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Input.set_use_accumulated_input(false) # Gotta go fast
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set_process_unhandled_input(true) # process user input
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set_fingers(0)
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# connect("button_pressed", self, "print_pressed")
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$"/root".connect("size_changed", self, "resize")
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$VsyncButton.connect("toggled", self, "update_vsync")
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$WakelockButton.connect("toggled", self, "update_wakelock")
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$FilterSlider.connect("value_changed", self, "update_filter")
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resize()
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func update_vsync(setting: bool):
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OS.vsync_enabled = setting
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func update_wakelock(setting: bool):
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OS.keep_screen_on = setting # This is waiting on godotengine/godot#35536 to be merged to do anything in Linux :(
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func update_filter(alpha: float):
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GameTheme.screen_filter_min_alpha = alpha
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func print_pressed(col: int):
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print("Pressed %d"%col)
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##########################################################################
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# draw fingers points on screen
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var fps: float = 0.0
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var audio_latency: float = 0.0
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func _draw():
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set_text("FPS: %.0f\nAudio Latency: %.2fms"%[fps, audio_latency*1000])
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# draw points
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for i in touch_points:
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var point = touch_points[i]
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# if point.pressed:
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# DRAW POINTS ################################################
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draw_texture(txt_ball, point.position - Vector2(24, 24))
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# draw_string(default_font, point.position - Vector2(24, 24), str(i))
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# draw_string(default_font, point.position + Vector2(-24, 48), str(point.position))
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# if len(touch_positions) > 1:
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# for i in range(len(touch_positions)-1):
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# # Draw line
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# draw_line(touch_positions[i], touch_positions[i+1], Color(1,1,1,1))
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var last_latency_check := 0.0
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func _process(delta):
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last_latency_check += delta
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fps = Engine.get_frames_per_second()
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if last_latency_check > 3.0:
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last_latency_check = 0.0
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audio_latency = AudioServer.get_output_latency() # Note that on official godot builds this will only work ONCE for PulseAudio
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update()
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func update_data():
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touch_positions.clear()
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for i in touch_points:
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touch_positions.push_back(touch_points[i].position - rect_size/2)
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var buttons_pressed_temp := []
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var touchbuttons_pressed_temp := []
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for i in Rules.COLS:
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buttons_pressed_temp.append(false)
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touchbuttons_pressed_temp.append(false)
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for pos in touch_positions:
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var pol = cartesian2polar(pos.x, pos.y)
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var dist = pol.x/GameTheme.receptor_ring_radius
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var angle = rad2deg(pol.y)
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if dist < TOUCHBUTTON_MIN_DIST: # Short circuit out to save some logic
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continue
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# bin the angle
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angle -= Rules.FIRST_COLUMN_ANGLE_DEG - Rules.COLS_TOUCH_ARC_DEG/2.0
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if fmod(angle, Rules.COLS_ANGLE_DEG) > Rules.COLS_TOUCH_ARC_DEG:
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continue
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var col := int(floor(angle/Rules.COLS_ANGLE_DEG))
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touchbuttons_pressed_temp[col] = touchbuttons_pressed_temp[col] or (dist < TOUCHBUTTON_MAX_DIST) # min dist already checked
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buttons_pressed_temp[col] = buttons_pressed_temp[col] or (dist >= BUTTON_MIN_DIST) and (dist < BUTTON_MAX_DIST)
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for i in Rules.COLS:
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set_button_state(i, buttons_pressed_temp[i])
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set_touchbutton_state(i, touchbuttons_pressed_temp[i])
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set_fingers(len(touch_positions))
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update()
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##########################################################################
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func _input(event):
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# Unfortunately event.device does NOT differentiate touchscreen inputs on X11, Godot v3.1.1
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# As such, we'll need to do some fancy mapping for multiple inputs
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if (event is InputEventScreenDrag):
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touch_points[event.index] = {pressed = true, position = event.position}
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elif (event is InputEventScreenTouch):
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if event.pressed:
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if not touch_points.has(event.index):
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touch_points[event.index] = {}
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touch_points[event.index].position = event.position # update position
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# touch_points[event.index].pressed = event.pressed # update "pressed" flag
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else:
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if touch_points.has(event.index):
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touch_points.erase(event.index)
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update_data()
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##########################################################################
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# write how many fingers are tapping the screen
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func set_fingers(value):
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fingers = max(value, 0)
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func set_button_state(index: int, state: bool):
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var new_state = int(state)
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match new_state - buttons_pressed[index]:
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1:
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emit_signal("button_pressed", index)
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-1:
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emit_signal("button_released", index)
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buttons_pressed[index] = new_state
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func set_touchbutton_state(index: int, state: bool):
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var new_state = int(state)
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match new_state - touchbuttons_pressed[index]:
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1:
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emit_signal("touchbutton_pressed", index)
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-1:
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emit_signal("touchbutton_released", index)
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touchbuttons_pressed[index] = new_state
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