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

219 lines
4.6 KiB
GDScript

@tool
extends Container3D
class_name Button3D
signal on_button_down()
signal on_button_up()
signal on_toggled(active: bool)
const IconFont = preload ("res://assets/icons/icons.tres")
const ECHO_WAIT_INITIAL = 0.5
const ECHO_WAIT_REPEAT = 0.1
@onready var body: StaticBody3D = $Body
@onready var panel: Panel3D = $Body/Panel3D
@onready var collision: CollisionShape3D = $Body/CollisionShape3D
@onready var label_node: Label3D = $Body/Label
@onready var finger_area: Area3D = $FingerArea
@onready var finger_area_collision: CollisionShape3D = $FingerArea/CollisionShape3D
@onready var click_sound = $ClickSound
@export var focusable: bool = true:
set(value):
focusable = value
if value == false:
add_to_group("ui_focus_stop")
else:
remove_from_group("ui_focus_stop")
@export var font_size: int = 10:
set(value):
font_size = value
if !is_inside_tree()||icon: return
label_node.font_size = font_size
@export var label: String = "":
set(value):
label = value
if !is_inside_tree(): return
label_node.text = label
@export var icon: bool = false:
set(value):
icon = value
if !is_inside_tree(): return
if icon:
label_node.font = IconFont
label_node.font_size = size.x / 0.05 * 36
label_node.width = 1000
label_node.autowrap_mode = TextServer.AUTOWRAP_OFF
else:
label_node.font = null
label_node.font_size = font_size
label_node.width = size.x / label_node.pixel_size
label_node.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
@export var toggleable: bool = false
@export var disabled: bool = false
@export var echo: bool = false
@export var initial_active: bool = false:
set(value):
if initial_active == value:
return
initial_active = value
if !is_inside_tree(): return
update_animation(1.0 if initial_active else 0.0)
var active: bool = false:
set(value):
if active != value:
on_toggled.emit(value)
active = value
if !is_node_ready(): return
panel.active = active
update_animation(1.0 if active else 0.0)
var echo_timer: Timer = null
func _ready():
if initial_active:
active = true
_update()
Update.props(self, ["active", "external_value", "icon", "label", "font_size", "disabled"])
if echo:
echo_timer = Timer.new()
echo_timer.wait_time = ECHO_WAIT_INITIAL
echo_timer.one_shot = false
echo_timer.timeout.connect(func():
echo_timer.stop()
echo_timer.wait_time=ECHO_WAIT_REPEAT
echo_timer.start()
on_button_down.emit()
)
add_child(echo_timer)
func update_animation(value: float):
var tween = create_tween()
tween.set_parallel(true)
tween.tween_property(body, "scale:z", lerpf(1.0, 0.5, value), 0.2)
tween.tween_property(body, "position:z", lerpf(size.z / 2, size.z / 4, value), 0.2)
func _on_press_down(event):
if disabled:
event.bubbling = false
return
click_sound.play()
if toggleable:
return
if echo:
echo_timer.start()
active = true
on_button_down.emit()
func _on_press_up(event):
if disabled:
event.bubbling = false
return
if toggleable:
active = !active
if active:
on_button_down.emit()
else:
on_button_up.emit()
else:
if echo:
echo_timer.stop()
echo_timer.wait_time = ECHO_WAIT_INITIAL
active = false
on_button_up.emit()
func _on_ray_enter(_event: EventPointer):
if disabled:
return
panel.hovering = true
func _on_ray_leave(_event: EventPointer):
panel.hovering = false
func _on_touch_enter(event: EventTouch):
if event.target != finger_area:
return
if disabled:
event.bubbling = false
return
click_sound.play()
if toggleable:
active = !active
if active:
on_button_down.emit()
else:
on_button_up.emit()
return
active = true
on_button_down.emit()
_touch_change(event)
func _on_touch_move(event: EventTouch):
if disabled:
event.bubbling = false
return
if toggleable:
return
_touch_change(event)
func _on_touch_leave(event: EventTouch):
if disabled:
event.bubbling = false
return
if toggleable:
return
active = false
on_button_up.emit()
func _touch_change(event: EventTouch):
var click_pos = to_local(event.fingers[0].area.global_position)
var percent = (click_pos.z - size.z / 2) / (size.z / 2)
percent = clamp(percent, 0.0, 1.0)
update_animation(percent)
func _update():
body.position = Vector3(0, 0, size.z / 2)
panel.size = Vector2(size.x, size.y)
panel.position = Vector3(0, 0, size.z / 2)
collision.shape.size = Vector3(size.x, size.y, size.z)
label_node.width = size.x / label_node.pixel_size
label_node.position = Vector3(0, 0, size.z / 2 + 0.001)
finger_area.position = Vector3(0, 0, size.z * 0.75)
finger_area_collision.shape.size = Vector3(size.x, size.y, size.z / 2)