immersive-home/app/lib/globals/event_system.gd

154 lines
4.4 KiB
GDScript

extends Node
## Prefix for the function names to be called
const FN_PREFIX = "_on_"
## Prefix for the signal names to be emitted
const SIGNAL_PREFIX = "on_"
## Tick rate for the slow tick event
const SLOW_TICK = 0.1
## Emitted when a node is clicked
signal on_click(event: EventPointer)
## Emitted when a node is pressed down
signal on_press_down(event: EventPointer)
## Emitted when a node is moved while pressed
signal on_press_move(event: EventPointer)
## Emitted when a node is released
signal on_press_up(event: EventPointer)
## Emitted when a node is grabbed
signal on_grab_down(event: EventPointer)
## Emitted when a node is moved while grabbed
signal on_grab_move(event: EventPointer)
## Emitted when a node is released from being grabbed
signal on_grab_up(event: EventPointer)
## Emitted when a node is hovered
signal on_ray_enter(event: EventPointer)
## Emitted when a node is no longer hovered
signal on_ray_leave(event: EventPointer)
## Emitted when a key on the virtual keyboard is pressed
signal on_key_down(event: EventKey)
## Emitted when a key on the virtual keyboard is released
signal on_key_up(event: EventKey)
## Emitted when a button on the controller is pressed
signal on_action_down(event: EventAction)
## Emitted when a button on the controller is released
signal on_action_up(event: EventAction)
## Emitted when a value changes on the controller (e.g. joystick)
signal on_action_value(event: EventAction)
## Emitted when the node gains focus
signal on_focus_in(event: EventFocus)
## Emitted when the node loses focus
signal on_focus_out(event: EventFocus)
## Emitted when a finger enters a TouchArea
signal on_touch_enter(event: EventTouch)
## Emitted when a finger moves inside a TouchArea
signal on_touch_move(event: EventTouch)
## Emitted when a finger leaves a TouchArea
signal on_touch_leave(event: EventTouch)
## Emitted when a message is sent to the user
signal on_notify(event: EventNotify)
## Emitted when the slow tick event occurs
signal on_slow_tick(delta: float)
var _slow_tick: float = 0.0
func _physics_process(delta):
_slow_tick += delta
if _slow_tick >= SLOW_TICK:
on_slow_tick.emit(_slow_tick)
_slow_tick -= SLOW_TICK
var _active_node: Node = null
## Emits an event to the node tree
func emit(type: String, event: Event):
if event is EventBubble:
_bubble_call(type, event.target, event)
else:
_root_call(type, event)
## Shortcut for sending a notification
func notify(message: String, type:=EventNotify.Type.INFO):
var event = EventNotify.new()
event.message = message
event.type = type
emit("notify", event)
## Returns true when the node is focused
func is_focused(node: Node):
return _active_node == node
func _handle_focus(target: Variant, event: EventBubble):
if target != null:
if target.is_in_group("ui_focus_skip"):
return false
if target.is_in_group("ui_focus_stop"):
return true
if is_instance_valid(_active_node) == false:
_active_node = null
var event_focus = EventFocus.new()
event_focus.previous_target = _active_node
event_focus.target = target
event_focus.bubbling = false
if _active_node != null&&_active_node.has_method(FN_PREFIX + "focus_out"):
emit("focus_out", event_focus)
_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
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)