immersive-home/content/system/keyboard/keyboard.gd

94 lines
2.2 KiB
GDScript

@tool
extends StaticBody3D
const button_scene = preload ("res://content/ui/components/button/button.tscn")
@onready var keys = $Keys
@onready var caps_button = $Caps
@onready var backspace_button = $Backspace
@onready var paste_button = $Paste
var key_list = [
[KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, KEY_0, KEY_ASCIITILDE],
[KEY_Q, KEY_W, KEY_E, KEY_R, KEY_T, KEY_Y, KEY_U, KEY_I, KEY_O, KEY_P, KEY_SLASH],
[KEY_A, KEY_S, KEY_D, KEY_F, KEY_G, KEY_H, KEY_J, KEY_K, KEY_L, KEY_COLON, KEY_BACKSLASH],
[KEY_Z, KEY_X, KEY_C, KEY_V, KEY_B, KEY_N, KEY_M, KEY_COMMA, KEY_PERIOD, KEY_MINUS]
]
var caps = false:
set(value):
caps = value
update_labels()
func _ready():
for row in key_list:
for key in row:
var key_node = create_key(key)
keys.add_child(key_node)
if Engine.is_editor_hint():
continue
key_node.on_button_down.connect(func():
_emit_event("key_down", key)
)
key_node.on_button_up.connect(func():
_emit_event("key_up", key)
)
keys.columns = key_list[0].size()
if Engine.is_editor_hint():
return
backspace_button.on_button_down.connect(func():
_emit_event("key_down", KEY_BACKSPACE)
)
backspace_button.on_button_up.connect(func():
_emit_event("key_up", KEY_BACKSPACE)
)
caps_button.on_button_down.connect(func():
caps=true
_emit_event("key_down", KEY_CAPSLOCK)
)
caps_button.on_button_up.connect(func():
caps=false
_emit_event("key_up", KEY_CAPSLOCK)
)
paste_button.on_button_down.connect(func():
# There is no KEY_PASTE obviously, so we use KEY_INSERT for now
_emit_event("key_down", KEY_INSERT)
)
paste_button.on_button_up.connect(func():
_emit_event("key_up", KEY_INSERT)
)
func create_key(key: Key):
var key_node = button_scene.instantiate()
key_node.label = EventKey.key_to_string(key, caps)
key_node.focusable = false
key_node.font_size = 32
key_node.echo = true
key_node.set_meta("key", key)
return key_node
func update_labels():
for key_button in keys.get_children():
if caps:
key_button.label = key_button.label.to_upper()
else:
key_button.label = key_button.label.to_lower()
func _emit_event(type: String, key: Key):
var event = EventKey.new()
event.key = key
event.shift_pressed = caps
EventSystem.emit(type, event)