add focus event
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README.md
43
README.md
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@ -95,36 +95,33 @@ In case that an event of a specific node has to be reacted on, use the `Clickabl
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It is also possible to bubble up information by returning a dictionary from a function like `_on_click`.
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```python
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InteractionEvent {
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"controller": XRController3D, # The controller that triggered the event
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"ray": RayCast3D, # The ray-cast that triggered the event
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"target": Node3D, # The node that was hit by the ray-cast
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}
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KeyEvent {
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"key": String, # The key that was pressed
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}
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```
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| Function called | Args | Description |
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| -- | -- | -- |
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| `_on_click` | `[event: InteractionEvent]` | The back trigger button has been pressed and released |
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| `_on_press_down` | `[event: InteractionEvent]` | The back trigger button has been pressed down |
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| `_on_press_move` | `[event: InteractionEvent]` | The back trigger button has been moved while pressed down |
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| `_on_press_up` | `[event: InteractionEvent]` | The back trigger button has been released |
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| `_on_grab_down` | `[event: InteractionEvent]` | The side grab button been pressed down |
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| `_on_grab_move` | `[event: InteractionEvent]` | The side grab button been pressed down |
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| `_on_grab_up` | `[event: InteractionEvent]` | The side grab button been released |
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| `_on_ray_enter` | `[event: InteractionEvent]` | The ray-cast enters the the collision body |
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| `_on_ray_leave` | `[event: InteractionEvent]` | The ray-cast leaves the the collision body |
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| `_on_key_down` | `[event: KeyEvent]` | The ray-cast leaves the the collision body |
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| `_on_key_up` | `[event: KeyEvent]` | The ray-cast leaves the the collision body |
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| `_on_click` | `[event: EventRay]` | The back trigger button has been pressed and released |
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| `_on_press_down` | `[event: EventRay]` | The back trigger button has been pressed down |
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| `_on_press_move` | `[event: EventRay]` | The back trigger button has been moved while pressed down |
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| `_on_press_up` | `[event: EventRay]` | The back trigger button has been released |
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| `_on_grab_down` | `[event: EventRay]` | The side grab button been pressed down |
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| `_on_grab_move` | `[event: EventRay]` | The side grab button been pressed down |
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| `_on_grab_up` | `[event: EventRay]` | The side grab button been released |
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| `_on_ray_enter` | `[event: EventRay]` | The ray-cast enters the the collision body |
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| `_on_ray_leave` | `[event: EventRay]` | The ray-cast leaves the the collision body |
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| `_on_key_down` | `[event: EventKey]` | The ray-cast leaves the the collision body |
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| `_on_key_up` | `[event: EventKey]` | The ray-cast leaves the the collision body |
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| `_on_focus_in` | `[event: EventFocus]` | The node is got focused |
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| `_on_focus_out` | `[event: EventFocus]` | The node lost focus |
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After considering using the build in godot event system, I've decided that it would be better to use a custom event system.
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The reason being that we would have to check each tick if the event matches the desired one which seems very inefficient compared to using signals like the browser does.
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Thus I've decided to use a custom event system that is similar to the one used in the browser.
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### UI Groups
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| Group | Description |
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| -- | -- |
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| `ui_focus` | The element can be focused |
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### Functions
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In order to implement generic features, a set of functions is available to be used in the project.
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@ -81,7 +81,7 @@ _data = {
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"down": SubResource("Animation_iu2ed")
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}
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[node name="Button" type="StaticBody3D"]
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[node name="Button" type="StaticBody3D" groups=["ui_focus"]]
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script = ExtResource("1_74x7g")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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5
lib/events/event_focus.gd
Normal file
5
lib/events/event_focus.gd
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@ -0,0 +1,5 @@
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extends Event
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class_name EventFocus
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var target: Node
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var previous_target: Node
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@ -17,16 +17,39 @@ signal on_ray_leave(event: EventRay)
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signal on_key_down(event: EventKey)
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signal on_key_up(event: EventKey)
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signal on_focus_in(event: EventFocus)
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signal on_focus_out(event: EventFocus)
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var active_node: Node = null
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func emit(type: String, event: Event):
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if event is EventBubble:
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_bubble_call(type, event.target, event)
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if event.target.is_in_group("ui_focus"):
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_handle_focus(event.target)
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else:
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_handle_focus(null)
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else:
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_root_call(type, event)
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func _handle_focus(node: Node):
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var event = EventFocus.new()
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event.previous_target = active_node
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event.target = node
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if active_node != null && active_node.has_method(FN_PREFIX + "focus_in"):
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active_node.call(FN_PREFIX + "focus_out", event)
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on_focus_out.emit(event)
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active_node = node
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if active_node != null:
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active_node.call(FN_PREFIX + "focus_in", event)
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on_focus_in.emit(event)
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func _bubble_call(type: String, target: Variant, event: EventBubble):
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if target == null:
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return
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return false
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if target.has_method(FN_PREFIX + type):
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var updated_event = target.call(FN_PREFIX + type, event)
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@ -36,7 +59,7 @@ func _bubble_call(type: String, target: Variant, event: EventBubble):
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event = updated_event
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if event.bubbling == false:
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return
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return false
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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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@ -50,6 +73,8 @@ func _bubble_call(type: String, target: Variant, event: EventBubble):
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# in case the top has been reached
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_root_call(type, event)
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return true
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func _root_call(type: String, event: Event):
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get(SIGNAL_PREFIX + type).emit(event)
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