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

130 lines
3.4 KiB
GDScript

@tool
extends Container3D
class_name Slider3D
@export var min: float = 0.0:
set(new_value):
min = new_value
if value < min: value = min
if !is_inside_tree(): return
_update_slider()
@export var max: float = 1.0:
set(new_value):
max = new_value
if value > max: value = max
if !is_inside_tree(): return
_update_slider()
@export var value: float = 0.2:
set(new_value):
value = roundi(clamp(new_value, min, max) / step) * step
if !is_inside_tree(): return
label.text = str(value) + " " + label_unit
if new_value != value: on_value_changed.emit(value)
_update_slider()
@export var step: float = 0.01
@export var show_label: bool = false:
set(value):
show_label = value
if !is_inside_tree(): return
label.visible = show_label
@export var label_unit: String = "":
set(new_value):
label_unit = new_value
if !is_inside_tree(): return
label.text = str(value) + " " + label_unit
@onready var label: Label3D = $Label
@onready var mesh: MeshInstance3D = $Body/MeshInstance3D
@onready var body_collision_shape: CollisionShape3D = $Body/CollisionShape3D
@onready var area_collision_shape: CollisionShape3D = $Area3D/CollisionShape3D
@onready var slider_knob: MeshInstance3D = $Knob
signal on_value_changed(value: float)
var move_plane: Plane
func _ready():
Update.props(self, ["value", "show_label", "label_unit"])
_update_slider()
_update()
move_plane = Plane(Vector3.BACK, Vector3(0, 0, size.z))
func _on_press_down(event: EventPointer):
_handle_press(event)
func _on_press_move(event: EventPointer):
_handle_press(event)
func _on_touch_enter(event: EventTouch):
_handle_touch(event)
func _get_slider_min_max():
return Vector2( - size.x / 2 + 0.01, size.x / 2 - 0.01)
func _handle_press(event: EventPointer):
var ray_pos = event.ray.global_position
var ray_dir = -event.ray.global_transform.basis.z
var local_pos = to_local(ray_pos)
var local_dir = global_transform.basis.inverse() * ray_dir
var click_pos = move_plane.intersects_ray(local_pos, local_dir)
if click_pos == null:
return
var min_max = _get_slider_min_max()
var pos_x = clamp(click_pos.x, min_max.x, min_max.y)
var click_percent = inverse_lerp(min_max.x, min_max.y, pos_x)
value = lerp(min, max, click_percent)
func _handle_touch(event: EventTouch):
var click_pos = to_local(event.fingers[0].area.global_position)
var min_max = _get_slider_min_max()
var pos_x = clamp(click_pos.x, min_max.x, min_max.y)
var click_percent = inverse_lerp(min_max.x, min_max.y, pos_x)
value = lerp(min, max, click_percent)
func _update_slider():
var min_max = _get_slider_min_max()
var click_percent = inverse_lerp(min, max, value)
slider_knob.position.x = lerp(min_max.x, min_max.y, click_percent)
func _update():
_update_slider()
body_collision_shape.shape.size = size
body_collision_shape.position = Vector3(0, 0, size.z / 2)
area_collision_shape.shape.size = Vector3(size.x, size.y, 0.01)
area_collision_shape.position = Vector3(0, 0, size.z + 0.005)
mesh.position = Vector3(0, 0, size.z)
mesh.mesh.size = Vector2(size.x, size.y)
mesh.material_override.set_shader_parameter("size", Vector2(size.x, size.y) * 10.0)
slider_knob.position.z = size.z + 0.002
slider_knob.mesh.size = Vector2(size.y * 0.75, size.y * 0.75)
slider_knob.material_override.set_shader_parameter("size", Vector2(size.y * 7.5, size.y * 7.5))
label.position = Vector3(size.x / 2 + 0.005, 0, size.z)