160 lines
4.4 KiB
GDScript
160 lines
4.4 KiB
GDScript
@tool
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extends Container3D
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class_name Input3D
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var text_handler = preload ("res://content/ui/components/input/text_handler.gd").new()
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@onready var caret: MeshInstance3D = $Body/Label/Caret
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@onready var mesh_box: MeshInstance3D = $Body/Box
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@onready var body: StaticBody3D = $Body
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@onready var collision: CollisionShape3D = $Body/Collision
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@onready var animation: AnimationPlayer = $AnimationPlayer
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@onready var label: Label3D = $Body/Label
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@export var text: String:
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set(value):
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text = value
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if !is_inside_tree(): return
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var focused = Engine.is_editor_hint() == false&&EventSystem.is_focused(self) == false
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text_handler.set_text(text, focused)
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label.text = text_handler.get_display_text()
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@export var disabled: bool = false:
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set(value):
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disabled = value
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if !is_inside_tree(): return
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if disabled:
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label.modulate = Color(0.7, 0.7, 0.7)
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add_to_group("ui_focus_skip")
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animation.stop()
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caret.visible = false
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else:
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label.modulate = Color(1, 1, 1)
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remove_from_group("ui_focus_skip")
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var keyboard_input: bool = false
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var input_plane = Plane(Vector3.UP, Vector3.ZERO)
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func _ready():
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text_handler.label = label
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Update.props(self, ["text", "disabled", "width"])
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_update()
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if Engine.is_editor_hint():
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return
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EventSystem.on_key_down.connect(func(event):
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if EventSystem.is_focused(self) == false||disabled:
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return
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text=EventKey.key_to_string(event.key, event.shift_pressed, text.substr(0, text_handler.caret_position)) + text.substr(text_handler.caret_position, text.length())
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caret.position.x=text_handler.get_caret_position()
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label.text=text_handler.get_display_text()
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)
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func _input(event):
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if event is InputEventKey&&EventSystem.is_focused(self)&&event.pressed:
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if event.keycode == KEY_F1:
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keyboard_input = !keyboard_input
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return
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if disabled:
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return
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if keyboard_input:
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text = EventKey.key_to_string(event.keycode, event.shift_pressed, text.substr(0, text_handler.caret_position)) + text.substr(text_handler.caret_position, text.length())
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caret.position.x = text_handler.get_caret_position()
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func _process(_delta):
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if Engine.is_editor_hint():
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return
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if get_tree().debug_collisions_hint&&OS.get_name() != "Android":
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_draw_debug_text_gaps()
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func _on_press_down(event):
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if disabled:
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return
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var pos_x = label.to_local(event.ray.get_collision_point()).x
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text_handler.update_caret_position(pos_x)
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func _on_press_move(event):
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if disabled:
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return
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var ray_pos = event.ray.global_position
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var ray_dir = -event.ray.global_transform.basis.z
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var local_pos = label.to_local(ray_pos)
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var local_dir = label.global_transform.basis.inverse() * ray_dir
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var intersection_point = input_plane.intersects_ray(local_pos, local_dir)
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if intersection_point == null:
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return
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var pos_x = intersection_point.x
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text_handler.update_caret_position(pos_x)
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caret.position.x = text_handler.get_caret_position()
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label.text = text_handler.get_display_text()
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func _on_focus_in(_event):
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if disabled:
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return
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caret.position.x = text_handler.get_caret_position()
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label.text = text_handler.get_display_text()
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caret.visible = true
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animation.play("blink")
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func update_caret_position(event):
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var ray_pos = event.ray.global_position
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var ray_dir = -event.ray.global_transform.basis.z
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var local_pos = label.to_local(ray_pos)
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var local_dir = label.global_transform.basis.inverse() * ray_dir
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var intersection_point = input_plane.intersects_ray(local_pos, local_dir)
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if intersection_point == null:
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return
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var pos_x = intersection_point.x
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text_handler.update_caret_position(pos_x)
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caret.position.x = text_handler.get_caret_position()
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func _on_focus_out(_event):
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if disabled:
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return
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animation.stop()
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caret.visible = false
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func _draw_debug_text_gaps():
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if text_handler.gap_offsets == null:
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return
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for i in range(text_handler.gap_offsets.size()):
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var offset = text_handler.gap_offsets[i] - text_handler.gap_offsets[text_handler.char_offset]
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DebugDraw3D.draw_line(
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label.to_global(Vector3(offset, -0.01, 0)),
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label.to_global(Vector3(offset, 0.01, 0)),
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Color(1, 0, 0) if i != text_handler.overflow_index else Color(0, 1, 0)
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)
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func _update():
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text_handler.width = size.x
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mesh_box.mesh.size = Vector2(size.x, size.y)
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mesh_box.position.z = size.z / 2
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mesh_box.material_override.set_shader_parameter("size", mesh_box.mesh.size)
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collision.shape.size = size
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label.position = Vector3( - size.x / 2 + 0.002, 0, size.z / 2)
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label.text = text_handler.get_display_text()
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body.position = Vector3(0, 0, size.z / 2) |