immersive-home/lib/globals/event_system.gd
2023-11-22 17:35:54 +01:00

81 lines
2.0 KiB
GDScript

extends Node
const FN_PREFIX = "_on_"
const SIGNAL_PREFIX = "on_"
# Interaction Events
signal on_click(event: EventRay)
signal on_press_down(event: EventRay)
signal on_press_move(event: EventRay)
signal on_press_up(event: EventRay)
signal on_grab_down(event: EventRay)
signal on_grab_move(event: EventRay)
signal on_grab_up(event: EventRay)
signal on_ray_enter(event: EventRay)
signal on_ray_leave(event: EventRay)
signal on_key_down(event: EventKey)
signal on_key_up(event: EventKey)
signal on_focus_in(event: EventFocus)
signal on_focus_out(event: EventFocus)
var active_node: Node = null
func emit(type: String, event: Event):
if event is EventBubble:
_bubble_call(type, event.target, event)
if event.target.is_in_group("ui_focus"):
_handle_focus(event.target)
else:
_handle_focus(null)
else:
_root_call(type, event)
func _handle_focus(node: Node):
var event = EventFocus.new()
event.previous_target = active_node
event.target = node
if active_node != null && active_node.has_method(FN_PREFIX + "focus_in"):
active_node.call(FN_PREFIX + "focus_out", event)
on_focus_out.emit(event)
active_node = node
if active_node != null:
active_node.call(FN_PREFIX + "focus_in", event)
on_focus_in.emit(event)
func _bubble_call(type: String, target: Variant, event: EventBubble):
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
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)
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)