-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathinteraction_manager.gd
190 lines (166 loc) · 6.69 KB
/
interaction_manager.gd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
extends Node
const lassodb_class := preload("./lassodb.gd")
const canvas_plane_class := preload("res://addons/canvas_plane/canvas_plane.gd")
const canvas_3d_anchor := preload("res://addons/canvas_plane/canvas_3d_anchor.gd")
var lasso_db: lassodb_class
var canvas_planes: Array[canvas_plane_class]
func _init():
lasso_db = lassodb_class.new()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_viewport().set_meta(&"interaction_manager", self)
func _enter_tree() -> void:
get_viewport().set_meta(&"interaction_manager", self)
func register_node_3d(node: Node3D):
var lasso_point := lassodb_class.PointOfInterest.new()
lasso_point.register_point(lasso_db, node)
func register_canvas(cp: canvas_plane_class):
if cp.has_meta(&"canvas_registered"):
return
cp.set_meta(&"canvas_registered", true)
var root_control: Control = cp.control_root
var form_element: Control = root_control.find_next_valid_focus()
var already_added_items := {}
var canvas_anchors := root_control.find_children("*", "Node3D", false, false)
print(canvas_anchors)
for anchor in canvas_anchors:
if anchor is canvas_3d_anchor:
var canvas_item := anchor.get_node_or_null(anchor.canvas_item_node_path)
anchor.canvas_item_node_path = NodePath("../" + str(cp.get_path_to(canvas_item)))
anchor.reparent(cp)
while form_element != null:
print("New form element: " + str(form_element))
already_added_items[form_element] = true
# Get 3D position say way canvas 3d anchor works.
var form_3d_anchor := canvas_3d_anchor.new()
form_3d_anchor.canvas_item_node_path = NodePath("../" + str(cp.get_path_to(form_element)))
cp.add_child(form_3d_anchor)
# Add to LassoDB
register_node_3d(form_3d_anchor)
# Jump to next element
var form_element_new: Control = form_element.find_next_valid_focus()
if already_added_items.has(form_element_new):
# Godot restarts at the beginning once we have found all focusable nodes.
break
form_element = form_element_new
# TODO: Figure out how to maintain the list of form elements as they change.
# TODO: figure out how to improve data structure
# TODO: it might be nice to know if you are over a canvas and show a different mouse cursor or pointer.
var mouse_global_pos: Vector2
var last_coord: Vector2
var last_canvas_item: CanvasItem
var focused_control: Control
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func mouse_moved() -> void:
#var position2D: Vector2 = get_viewport().get_mouse_position()
var position2D: Vector2 = mouse_global_pos
var camera: Camera3D = get_viewport().get_camera_3d()
var dropPlane := camera.global_transform * Plane(Vector3(0, 0, -1), camera.near)
var position3D := dropPlane.intersects_ray(
camera.project_ray_origin(position2D),
camera.project_ray_normal(position2D))
#print(position3D)
#print(camera.project_ray_origin(position2D))
(get_child(0) as Node3D).global_position = position3D
var top_two = lasso_db.calc_top_two_snapping_power(
Transform3D(Basis.looking_at(camera.project_ray_normal(position2D)), position3D),
null, 0.01, 0.01, false, 0.5)
var main_3d_anchor: canvas_3d_anchor = null
if top_two[0] != null:
main_3d_anchor = top_two[0].origin as canvas_3d_anchor
if main_3d_anchor != null:
var ci: CanvasItem = main_3d_anchor.canvas_item
var viewport: Viewport
if ci != null:
viewport = ci.get_viewport()
if ci != null and viewport != null:
var center = ci.get_global_transform().origin
var event := InputEventMouseMotion.new()
event.set_global_position(center)
event.set_relative(Vector2(0,0)) # should this be scaled/warped?
event.set_button_mask(0)
event.set_pressure(0.5)
if viewport:
viewport.push_input(event)
if ci != last_canvas_item:
var last_control := last_canvas_item as Control
if last_control != null:
#last_control.mouse_exited.emit()
last_control.notify_thread_safe(Control.NOTIFICATION_MOUSE_EXIT)
var new_control := ci as Control
if new_control != null:
#new_control.mouse_entered.emit()
new_control.notify_thread_safe(Control.NOTIFICATION_MOUSE_ENTER)
last_canvas_item = ci
last_coord = center
else:
var last_control := last_canvas_item as Control
if last_control != null:
last_control.notify_thread_safe(Control.NOTIFICATION_MOUSE_EXIT)
#last_control.mouse_exited.emit()
last_canvas_item = null
var event_index: int = get_instance_id()
func handle_mouse_motion(global_pos: Vector2):
mouse_global_pos = global_pos
mouse_moved()
func handle_mouse_button(mb: InputEventMouseButton):
var center = last_coord # last_canvas_item.get_global_transform().origin
var ev := InputEventMouseButton.new()
ev.set_global_position(center)
#ev.set_relative(Vector2(0,0)) # should this be scaled/warped?
ev.double_click = mb.double_click
ev.factor = mb.factor
ev.pressed = mb.pressed
ev.canceled = mb.canceled
ev.button_index = mb.button_index
ev.set_button_mask(mb.button_mask)
var new_button := last_canvas_item as BaseButton
var new_control := last_canvas_item as Control
if new_control != null:
if focused_control != new_control:
if focused_control != null:
focused_control.notify_thread_safe(Control.NOTIFICATION_FOCUS_EXIT)
#focused_control.focus_exited.emit()
# new_control.notify_thread_safe(Control.NOTIFICATION_FOCUS_ENTER)
new_control.grab_focus()
new_control.grab_click_focus()
#new_control.focus_entered.emit()
focused_control = new_control
var viewport = last_canvas_item.get_viewport()
if viewport:
# This doesn't seem to work...
#viewport.push_input(ev)
var ev2 := InputEventAction.new()
ev2.action = &"ui_accept"
ev2.pressed = mb.pressed
ev2.event_index = event_index
viewport.push_input(ev2)
#ev.set_global_position(center)
#ev.set_relative(Vector2(0,0)) # should this be scaled/warped?
#ev.double_click = mb.double_click
#ev.factor = mb.factor
#ev.canceled = mb.canceled
#ev.button_index = mb.button_index
#ev.set_button_mask(mb.button_mask)
#var new_button := last_canvas_item as BaseButton
#if new_button != null:
#new_button.button_pressed = ev.pressed
#new_button.set_pressed_no_signal(ev.pressed)
#new_button.pressed.emit()
#new_button.shortcut_input
#if ev.pressed:
#print(InputMap.action_get_events(&"ui_accept"))
#viewport.push_input(InputMap.action_get_events(&"ui_accept")[0])
elif focused_control != null:
focused_control.notify_thread_safe(Control.NOTIFICATION_FOCUS_EXIT)
focused_control = null
#focused_control.focus_exited.emit()
func _input(event: InputEvent):
var me := event as InputEventMouseMotion
if me != null:
self.handle_mouse_motion(me.global_position)
var mb := event as InputEventMouseButton
if mb != null:
self.handle_mouse_button(mb)