103 lines
2.7 KiB
GDScript
103 lines
2.7 KiB
GDScript
extends Node
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const FN_PREFIX = "_on_"
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const SIGNAL_PREFIX = "on_"
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# Interaction Events
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signal on_click(event: EventPointer)
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signal on_press_down(event: EventPointer)
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signal on_press_move(event: EventPointer)
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signal on_press_up(event: EventPointer)
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signal on_grab_down(event: EventPointer)
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signal on_grab_move(event: EventPointer)
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signal on_grab_up(event: EventPointer)
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signal on_ray_enter(event: EventPointer)
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signal on_ray_leave(event: EventPointer)
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signal on_key_down(event: EventKey)
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signal on_key_up(event: EventKey)
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signal on_focus_in(event: EventFocus)
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signal on_focus_out(event: EventFocus)
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signal on_touch_enter(event: EventTouch)
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signal on_touch_move(event: EventTouch)
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signal on_touch_leave(event: EventTouch)
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var _active_node: Node = null
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func emit(type: String, event: Event):
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if event is EventBubble:
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_bubble_call(type, event.target, event)
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else:
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_root_call(type, event)
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func is_focused(node: Node):
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return _active_node == node
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func _handle_focus(target: Variant, event: EventBubble):
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print("focus ", target, " ", target.get_groups(), " ", event)
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if target != null:
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if target.is_in_group("ui_focus_skip"):
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return false
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if target.is_in_group("ui_focus_stop"):
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return true
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var event_focus = EventFocus.new()
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event_focus.previous_target = _active_node
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event_focus.target = target
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if _active_node != null && _active_node.has_method(FN_PREFIX + "focus_out"):
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_active_node.call(FN_PREFIX + "focus_out", event_focus)
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on_focus_out.emit(event_focus)
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if target == null || target.is_in_group("ui_focus") == false:
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_active_node = null
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return false
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_active_node = target
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print("focus", _active_node )
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if _active_node != null && _active_node.has_method(FN_PREFIX + "focus_in"):
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_active_node.call(FN_PREFIX + "focus_in", event_focus)
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on_focus_in.emit(event_focus)
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return true
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func _bubble_call(type: String, target: Variant, event: EventBubble, focused = false):
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if target == null:
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return false
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if target.has_method(FN_PREFIX + type):
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var updated_event = target.call(FN_PREFIX + type, event)
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if updated_event is EventBubble:
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updated_event.merge(event)
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event = updated_event
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if event.bubbling == false:
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return false
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if (type == "press_down" || type == "touch_enter") && focused == false:
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focused = _handle_focus(target, event)
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for child in target.get_children():
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if child is Function && child.has_method(FN_PREFIX + type):
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child.call(FN_PREFIX + type, event)
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var parent = target.get_parent()
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if parent != null && parent is Node:
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_bubble_call(type, parent, event, focused)
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else:
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# in case the top has been reached
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_root_call(type, event)
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return true
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func _root_call(type: String, event: Event):
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get(SIGNAL_PREFIX + type).emit(event)
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