extends Node onready var viewport: Viewport = get_node("../../OverlayViewport") onready var _i = get_parent() var cursor_pos := { "right": Vector2(), "left": Vector2(), } var prev_pos := { "right": Vector2(), "left": Vector2(), } var click := { "right": false, "left": false, } var cursor_nodes := { "right": preload("res://addons/openvr_overlay/interaction/Cursor.tscn").instance(), "left": preload("res://addons/openvr_overlay/interaction/Cursor.tscn").instance(), } func _ready() -> void: viewport.add_child(cursor_nodes.right) viewport.add_child(cursor_nodes.left) get_parent().connect("trigger_on", self, "_trigger_on") get_parent().connect("trigger_off", self, "_trigger_off") func _process(_delta: float) -> void: cursor_pos.right= get_canvas_pos("right") cursor_pos.left= get_canvas_pos("left") _update_cursors() _send_move_event() prev_pos = cursor_pos.duplicate(true) #get canvas position of controller func get_canvas_pos(controller) -> Vector2: var controller_local_pos = _i._overlay_area.global_transform.xform_inv(\ _i.tracker_nodes[controller].translation) var pos = Vector2(controller_local_pos.x, controller_local_pos.y) var overlay_size = Vector2(2048, 2048) # scale to pixels pos *= overlay_size.x pos /= _i.get_parent().width_meters # adjust to center pos.y *= -1 pos += overlay_size * 0.5 return pos func _update_cursors(): cursor_nodes.right.visible = _i.state.right.near cursor_nodes.left.visible = _i.state.left.near cursor_nodes.right.rect_position = cursor_pos.right cursor_nodes.left.rect_position = cursor_pos.left func _send_move_event(): var active: String if click.right: active = "right" elif click.left: active = "left" else: return# only send move events while a cursor is held down var event = InputEventMouseMotion.new() event.position = prev_pos[active] event.relative = cursor_pos[active] - prev_pos[active] event.speed = event.relative viewport.input(event) func _send_click_event(state: bool, controller: String): if click[controller] == state: return # already in that state click[controller] = state var click_event = InputEventMouseButton.new() click_event.position = cursor_pos[controller] click_event.pressed = state click_event.button_index = 1 viewport.input(click_event) func _trigger_on(controller): if click.right or click.left: return _send_click_event(true, controller) func _trigger_off(controller): _send_click_event(false, controller)