immersive-home/app/lib/globals/event_system.gd

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extends Node
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## Prefix for the function names to be called
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const FN_PREFIX = "_on_"
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## Prefix for the signal names to be emitted
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const SIGNAL_PREFIX = "on_"
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## Tick rate for the slow tick event
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const SLOW_TICK = 0.1
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## Emitted when a node is clicked
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signal on_click(event: EventPointer)
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## Emitted when a node is pressed down
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signal on_press_down(event: EventPointer)
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## Emitted when a node is moved while pressed
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signal on_press_move(event: EventPointer)
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## Emitted when a node is released
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signal on_press_up(event: EventPointer)
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## Emitted when a node is grabbed
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signal on_grab_down(event: EventPointer)
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## Emitted when a node is moved while grabbed
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signal on_grab_move(event: EventPointer)
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## Emitted when a node is released from being grabbed
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signal on_grab_up(event: EventPointer)
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## Emitted when a node is hovered
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signal on_ray_enter(event: EventPointer)
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## Emitted when a node is no longer hovered
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signal on_ray_leave(event: EventPointer)
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## Emitted when a key on the virtual keyboard is pressed
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signal on_key_down(event: EventKey)
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## Emitted when a key on the virtual keyboard is released
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signal on_key_up(event: EventKey)
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## Emitted when a button on the controller is pressed
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signal on_action_down(event: EventAction)
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## Emitted when a button on the controller is released
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signal on_action_up(event: EventAction)
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## Emitted when a value changes on the controller (e.g. joystick)
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signal on_action_value(event: EventAction)
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## Emitted when the node gains focus
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signal on_focus_in(event: EventFocus)
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## Emitted when the node loses focus
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signal on_focus_out(event: EventFocus)
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## Emitted when a finger enters a TouchArea
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signal on_touch_enter(event: EventTouch)
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## Emitted when a finger moves inside a TouchArea
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signal on_touch_move(event: EventTouch)
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## Emitted when a finger leaves a TouchArea
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signal on_touch_leave(event: EventTouch)
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## Emitted when a message is sent to the user
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signal on_notify(event: EventNotify)
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## Emitted when the slow tick event occurs
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signal on_slow_tick(delta: float)
var _slow_tick: float = 0.0
func _physics_process(delta):
_slow_tick += delta
if _slow_tick >= SLOW_TICK:
on_slow_tick.emit(_slow_tick)
_slow_tick -= SLOW_TICK
var _active_node: Node = null
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## Emits an event to the node tree
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func emit(type: String, event: Event):
if event is EventBubble:
_bubble_call(type, event.target, event)
else:
_root_call(type, event)
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## Shortcut for sending a notification
func notify(message: String, type:=EventNotify.Type.INFO):
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var event = EventNotify.new()
event.message = message
event.type = type
emit("notify", event)
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## Returns true when the node is focused
func is_focused(node: Node):
return _active_node == node
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func _handle_focus(target: Variant, event: EventBubble):
if target != null:
if target.is_in_group("ui_focus_skip"):
return false
if target.is_in_group("ui_focus_stop"):
return true
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var event_focus = EventFocus.new()
event_focus.previous_target = _active_node
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event_focus.target = target
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event_focus.bubbling = false
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if _active_node != null&&_active_node.has_method(FN_PREFIX + "focus_out"):
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emit("focus_out", event_focus)
_active_node.call(FN_PREFIX + "focus_out", event_focus)
on_focus_out.emit(event_focus)
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if target == null||target.is_in_group("ui_focus") == false:
_active_node = null
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return false
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_active_node = target
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if _active_node != null&&_active_node.has_method(FN_PREFIX + "focus_in"):
_active_node.call(FN_PREFIX + "focus_in", event_focus)
on_focus_in.emit(event_focus)
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return true
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func _bubble_call(type: String, target: Variant, event: EventBubble, focused=false):
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if target == null:
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return false
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if target.has_method(FN_PREFIX + type):
var updated_event = target.call(FN_PREFIX + type, event)
if updated_event is EventBubble:
updated_event.merge(event)
event = updated_event
if event.bubbling == false:
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return false
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if (type == "press_down"||type == "touch_enter")&&focused == false:
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focused = _handle_focus(target, event)
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for child in target.get_children():
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if child is Function&&child.has_method(FN_PREFIX + type):
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child.call(FN_PREFIX + type, event)
var parent = target.get_parent()
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if parent != null&&parent is Node:
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_bubble_call(type, parent, event, focused)
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else:
# in case the top has been reached
_root_call(type, event)
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return true
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func _root_call(type: String, event: Event):
get(SIGNAL_PREFIX + type).emit(event)