immersive-home/app/content/ui/components/input/input.gd

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GDScript3
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@tool
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extends Container3D
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class_name Input3D
var text_handler = preload ("res://content/ui/components/input/text_handler.gd").new()
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@onready var caret: MeshInstance3D = $Body/Label/Caret
@onready var panel: Panel3D = $Body/Panel3D
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@onready var body: StaticBody3D = $Body
@onready var collision: CollisionShape3D = $Body/Collision
@onready var animation: AnimationPlayer = $AnimationPlayer
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@onready var label: Label3D = $Body/Label
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@export var text: String:
set(value):
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text = value
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if !is_inside_tree(): return
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var focused = Engine.is_editor_hint() == false&&EventSystem.is_focused(self) == false
text_handler.set_text(text, focused)
label.text = text_handler.get_display_text()
@export var disabled: bool = false:
set(value):
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disabled = value
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if !is_inside_tree(): return
if disabled:
label.modulate = Color(0.7, 0.7, 0.7)
add_to_group("ui_focus_skip")
animation.stop()
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caret.visible = false
else:
label.modulate = Color(1, 1, 1)
remove_from_group("ui_focus_skip")
var keyboard_input: bool = false
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var input_plane = Plane(Vector3.UP, Vector3.ZERO)
func _ready():
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text_handler.label = label
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Update.props(self, ["text", "disabled", "width"])
_update()
if Engine.is_editor_hint():
return
EventSystem.on_key_down.connect(func(event):
if EventSystem.is_focused(self) == false||disabled:
return
text=EventKey.key_to_string(event.key, event.shift_pressed, text.substr(0, text_handler.caret_position)) + text.substr(text_handler.caret_position, text.length())
caret.position.x=text_handler.get_caret_position()
label.text=text_handler.get_display_text()
)
func _input(event):
if event is InputEventKey&&EventSystem.is_focused(self)&&event.pressed:
if event.keycode == KEY_F1:
keyboard_input = !keyboard_input
return
if disabled:
return
if keyboard_input:
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text = EventKey.key_to_string(event.keycode, event.shift_pressed, text.substr(0, text_handler.caret_position)) + text.substr(text_handler.caret_position, text.length())
caret.position.x = text_handler.get_caret_position()
func _process(_delta):
if Engine.is_editor_hint():
return
if get_tree().debug_collisions_hint&&OS.get_name() != "Android":
_draw_debug_text_gaps()
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func _on_press_down(event):
if disabled:
return
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var pos_x = label.to_local(event.ray.get_collision_point()).x
text_handler.update_caret_position(pos_x)
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func _on_press_move(event):
if disabled:
return
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var ray_pos = event.ray.global_position
var ray_dir = -event.ray.global_transform.basis.z
var local_pos = label.to_local(ray_pos)
var local_dir = label.global_transform.basis.inverse() * ray_dir
var intersection_point = input_plane.intersects_ray(local_pos, local_dir)
if intersection_point == null:
return
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var pos_x = intersection_point.x
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text_handler.update_caret_position(pos_x)
caret.position.x = text_handler.get_caret_position()
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label.text = text_handler.get_display_text()
func _on_ray_enter(_event: EventPointer):
if disabled:
return
panel.hovering = true
func _on_ray_leave(_event: EventPointer):
panel.hovering = false
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func _on_focus_in(_event):
if disabled:
return
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caret.position.x = text_handler.get_caret_position()
label.text = text_handler.get_display_text()
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caret.visible = true
panel.active = true
animation.play("blink")
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func update_caret_position(event):
var ray_pos = event.ray.global_position
var ray_dir = -event.ray.global_transform.basis.z
var local_pos = label.to_local(ray_pos)
var local_dir = label.global_transform.basis.inverse() * ray_dir
var intersection_point = input_plane.intersects_ray(local_pos, local_dir)
if intersection_point == null:
return
var pos_x = intersection_point.x
text_handler.update_caret_position(pos_x)
caret.position.x = text_handler.get_caret_position()
func _on_focus_out(_event):
if disabled:
return
animation.stop()
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caret.visible = false
panel.active = false
func _draw_debug_text_gaps():
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if text_handler.gap_offsets == null:
return
for i in range(text_handler.gap_offsets.size()):
var offset = text_handler.gap_offsets[i] - text_handler.gap_offsets[text_handler.char_offset]
DebugDraw3D.draw_line(
label.to_global(Vector3(offset, -0.01, 0)),
label.to_global(Vector3(offset, 0.01, 0)),
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Color(1, 0, 0) if i != text_handler.overflow_index else Color(0, 1, 0)
)
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func _update():
text_handler.width = size.x
panel.size = Vector2(size.x, size.y)
panel.position.z = size.z / 2
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collision.shape.size = size
label.position = Vector3( - size.x / 2 + 0.002, 0, size.z / 2)
label.text = text_handler.get_display_text()
body.position = Vector3(0, 0, size.z / 2)