@tool extends Container3D class_name Input3D var text_handler = preload ("res://content/ui/components/input/text_handler.gd").new() @onready var caret: MeshInstance3D = $Body/Label/Caret @onready var mesh_box: MeshInstance3D = $Body/Box @onready var body: StaticBody3D = $Body @onready var collision: CollisionShape3D = $Body/Collision @onready var animation: AnimationPlayer = $AnimationPlayer @onready var label: Label3D = $Body/Label @export var text: String: set(value): text = value if !is_inside_tree(): return 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): disabled = value if !is_inside_tree(): return if disabled: label.modulate = Color(0.7, 0.7, 0.7) add_to_group("ui_focus_skip") animation.stop() caret.visible = false else: label.modulate = Color(1, 1, 1) remove_from_group("ui_focus_skip") var keyboard_input: bool = false var input_plane = Plane(Vector3.UP, Vector3.ZERO) func _ready(): text_handler.label = label 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: 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() func _on_press_down(event): if disabled: return var pos_x = label.to_local(event.ray.get_collision_point()).x text_handler.update_caret_position(pos_x) func _on_press_move(event): if disabled: return 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() label.text = text_handler.get_display_text() func _on_focus_in(_event): if disabled: return caret.position.x = text_handler.get_caret_position() label.text = text_handler.get_display_text() caret.visible = true animation.play("blink") 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() caret.visible = false func _draw_debug_text_gaps(): 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)), Color(1, 0, 0) if i != text_handler.overflow_index else Color(0, 1, 0) ) func _update(): text_handler.width = size.x mesh_box.mesh.size = Vector2(size.x, size.y) mesh_box.position.z = size.z / 2 mesh_box.material_override.set_shader_parameter("size", mesh_box.mesh.size) 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)