extends Node const FN_PREFIX = "_on_" const SIGNAL_PREFIX = "on_" # Interaction Events signal on_click(event: EventPointer) signal on_press_down(event: EventPointer) signal on_press_move(event: EventPointer) signal on_press_up(event: EventPointer) signal on_grab_down(event: EventPointer) signal on_grab_move(event: EventPointer) signal on_grab_up(event: EventPointer) signal on_ray_enter(event: EventPointer) signal on_ray_leave(event: EventPointer) signal on_key_down(event: EventKey) signal on_key_up(event: EventKey) signal on_focus_in(event: EventFocus) signal on_focus_out(event: EventFocus) signal on_touch_enter(event: EventTouch) signal on_touch_move(event: EventTouch) signal on_touch_leave(event: EventTouch) var _active_node: Node = null func emit(type: String, event: Event): if event is EventBubble: _bubble_call(type, event.target, event) else: _root_call(type, event) func is_focused(node: Node): return _active_node == node func _handle_focus(target: Variant, event: EventBubble): print("focus ", target, " ", target.get_groups(), " ", event) if target != null: if target.is_in_group("ui_focus_skip"): return false if target.is_in_group("ui_focus_stop"): return true var event_focus = EventFocus.new() event_focus.previous_target = _active_node event_focus.target = target if _active_node != null && _active_node.has_method(FN_PREFIX + "focus_out"): _active_node.call(FN_PREFIX + "focus_out", event_focus) on_focus_out.emit(event_focus) if target == null || target.is_in_group("ui_focus") == false: _active_node = null return false _active_node = target print("focus", _active_node ) 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) return true func _bubble_call(type: String, target: Variant, event: EventBubble, focused = false): if target == null: return false 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: return false if (type == "press_down" || type == "touch_enter") && focused == false: focused = _handle_focus(target, event) for child in target.get_children(): if child is Function && child.has_method(FN_PREFIX + type): child.call(FN_PREFIX + type, event) var parent = target.get_parent() if parent != null && parent is Node: _bubble_call(type, parent, event, focused) else: # in case the top has been reached _root_call(type, event) return true func _root_call(type: String, event: Event): get(SIGNAL_PREFIX + type).emit(event)