ovr-utils/src/addons/openvr_overlay/interaction/overlay_cursor.gd
2021-10-16 00:52:39 +02:00

98 lines
2.4 KiB
GDScript

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)