110 lines
2.2 KiB
GDScript
110 lines
2.2 KiB
GDScript
@tool
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class_name XRToolsHoldButton
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extends Node3D
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signal pressed
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# Enable our button
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@export var enabled : bool = false: set = set_enabled
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@export var activate_action : String = "trigger_click"
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# Countdown
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@export var hold_time : float = 2.0
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# Color our our visualisation
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@export var color : Color = Color(1.0, 1.0, 1.0, 1.0): set = set_color
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# Size
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@export var size : Vector2 = Vector2(1.0, 1.0): set = set_size
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var time_held = 0.0
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var material : ShaderMaterial
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# Add support for is_xr_class on XRTools classes
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func is_xr_class(name : String) -> bool:
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return name == "XRToolsHoldButton"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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material = $Visualise.get_surface_override_material(0)
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if !Engine.is_editor_hint():
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_set_time_held(0.0)
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_update_size()
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_update_color()
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_update_enabled()
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func _process(delta):
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if Engine.is_editor_hint():
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return
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var button_pressed = false
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# we check all trackers
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var controllers = XRServer.get_trackers(XRServer.TRACKER_CONTROLLER)
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for name in controllers:
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var tracker : XRPositionalTracker = controllers[name]
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if tracker.get_input(activate_action):
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button_pressed = true
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if button_pressed:
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_set_time_held(time_held + delta)
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if time_held > hold_time:
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# done, disable this
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set_enabled(false)
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emit_signal("pressed")
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else:
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_set_time_held(max(0.0, time_held - delta))
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func set_enabled(p_enabled: bool):
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enabled = p_enabled
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_update_enabled()
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func _update_enabled():
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if is_inside_tree() and !Engine.is_editor_hint():
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_set_time_held(0.0)
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set_process(enabled)
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func _set_time_held(p_time_held):
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time_held = p_time_held
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if material:
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$Visualise.visible = time_held > 0.0
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material.set_shader_parameter("value", time_held/hold_time)
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func set_size(p_size: Vector2):
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size = p_size
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_update_size()
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func _update_size():
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if material: # Note, material won't be set until after we setup our scene
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var mesh : QuadMesh = $Visualise.mesh
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if mesh.size != size:
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mesh.size = size
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# updating the size will unset our material, so reset it
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$Visualise.set_surface_override_material(0, material)
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func set_color(p_color: Color):
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color = p_color
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_update_color()
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func _update_color():
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if material:
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material.set_shader_parameter("albedo", color)
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