re-improve ui components

This commit is contained in:
Nitwel 2023-11-26 12:58:31 +01:00
parent 42ce37facb
commit 1590d1633b
21 changed files with 150 additions and 124 deletions

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@ -139,6 +139,7 @@ Thus I've decided to use a custom event system that is similar to the one used i
| Group | Description | | Group | Description |
| -- | -- | | -- | -- |
| `entity` | Marks the object as being an entity placed in space |
| `ui_focus` | The element can be focused | | `ui_focus` | The element can be focused |
| `ui_focus_skip` | The focus will not be reset. Useful for keyboard | | `ui_focus_skip` | The focus will not be reset. Useful for keyboard |
@ -182,3 +183,7 @@ Click at the link to get a list of the supported controls.
- Ckeck Internet under the permissions - Ckeck Internet under the permissions
- Under Resources > Filters to export, add `*.j2` - Under Resources > Filters to export, add `*.j2`
7. `<uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />` can be added to the `AndroidManifest.xml` to disable the boundary system. 7. `<uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />` can be added to the `AndroidManifest.xml` to disable the boundary system.
## Troubleshooting
- If you encounter unexpected behavior when building compared to running locally, it may be that the cached data of godot is corrupted or outdated. Try deleting the `.godot` folder and / or all `*.import` files.

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@ -5,13 +5,13 @@
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[sub_resource type="BoxShape3D" id="BoxShape3D_vi3eg"] [sub_resource type="BoxShape3D" id="BoxShape3D_vi3eg"]
size = Vector3(0.23, 0.07, 0.01) size = Vector3(0.23, 0.142768, 0.01)
[node name="MediaPlayer" type="StaticBody3D"] [node name="MediaPlayer" type="StaticBody3D" groups=["entity"]]
script = ExtResource("1_ame17") script = ExtResource("1_ame17")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.01) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0364514, -0.01)
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View File

@ -13,15 +13,12 @@ const IconFont = preload("res://assets/icons/icons.tres")
@export var label: String = "": @export var label: String = "":
set(value): set(value):
label = value label = value
if label_node == null: if !is_node_ready(): await ready
return
label_node.text = value label_node.text = value
@export var icon: bool = false: @export var icon: bool = false:
set(value): set(value):
icon = value icon = value
if !is_node_ready(): await ready
if label_node == null:
return
if value: if value:
label_node.font = IconFont label_node.font = IconFont
@ -50,9 +47,6 @@ var active: bool = false :
@onready var animation_player: AnimationPlayer = $AnimationPlayer @onready var animation_player: AnimationPlayer = $AnimationPlayer
func _ready(): func _ready():
label = label
icon = icon
if initial_active: if initial_active:
active = true active = true

View File

@ -13,11 +13,9 @@ var text_handler = preload("res://content/ui/components/input/text_handler.gd").
get: get:
return text_handler.width return text_handler.width
set(value): set(value):
width = value
text_handler.width = value text_handler.width = value
if mesh_box == null: if !is_node_ready(): await ready
return
mesh_box.mesh.size.x = value mesh_box.mesh.size.x = value
collision.shape.size.x = value collision.shape.size.x = value
@ -27,10 +25,9 @@ var text_handler = preload("res://content/ui/components/input/text_handler.gd").
get: get:
return text_handler.text return text_handler.text
set(value): set(value):
text = value
var focused = Engine.is_editor_hint() == false && EventSystem.is_focused(self) == false var focused = Engine.is_editor_hint() == false && EventSystem.is_focused(self) == false
if label == null:
return if !is_node_ready(): await ready
text_handler.set_text(value, focused) text_handler.set_text(value, focused)
label.text = text_handler.get_display_text() label.text = text_handler.get_display_text()
@ -41,8 +38,6 @@ var input_plane = Plane(Vector3.UP, Vector3.ZERO)
func _ready(): func _ready():
text_handler.label = label text_handler.label = label
width = width
text = text
if Engine.is_editor_hint(): if Engine.is_editor_hint():
return return