godot-xterm/addons/gut/input_sender.gd

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# ##############################################################################
#(G)odot (U)nit (T)est class
#
# ##############################################################################
# The MIT License (MIT)
# =====================
#
# Copyright (c) 2020 Tom "Butch" Wesley
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
#
# ##############################################################################
# Description
# -----------
# This class sends input to one or more recievers. The receivers' _input,
# _unhandled_input, and _gui_input are called sending InputEvent* events.
# InputEvents can be sent via the helper methods or a custom made InputEvent
# can be sent via send_event(...)
#
# ##############################################################################
#extends "res://addons/gut/input_factory.gd"
# Implemented InputEvent* convenience methods
# InputEventAction
# InputEventKey
# InputEventMouseButton
# InputEventMouseMotion
# Yet to implement InputEvents
# InputEventJoypadButton
# InputEventJoypadMotion
# InputEventMagnifyGesture
# InputEventMIDI
# InputEventPanGesture
# InputEventScreenDrag
# InputEventScreenTouch
class InputQueueItem:
extends Node
var events = []
var time_delay = null
var frame_delay = null
var _waited_frames = 0
var _is_ready = false
var _delay_started = false
signal event_ready
# TODO should this be done in _physics_process instead or should it be
# configurable?
func _physics_process(delta):
if frame_delay > 0 and _delay_started:
_waited_frames += 1
if _waited_frames >= frame_delay:
emit_signal("event_ready")
func _init(t_delay, f_delay):
time_delay = t_delay
frame_delay = f_delay
_is_ready = time_delay == 0 and frame_delay == 0
func _on_time_timeout():
_is_ready = true
emit_signal("event_ready")
func _delay_timer(t):
return Engine.get_main_loop().root.get_tree().create_timer(t)
func is_ready():
return _is_ready
func start():
_delay_started = true
if time_delay > 0:
var t = _delay_timer(time_delay)
t.connect("timeout", self, "_on_time_timeout")
# ##############################################################################
#
# ##############################################################################
var _utils = load("res://addons/gut/utils.gd").get_instance()
var InputFactory = load("res://addons/gut/input_factory.gd")
const INPUT_WARN = "If using Input as a reciever it will not respond to *_down events until a *_up event is recieved. Call the appropriate *_up event or use .hold_for(...) to automatically release after some duration."
var _lgr = _utils.get_logger()
var _receivers = []
var _input_queue = []
var _next_queue_item = null
# used by mouse_relative_motion. These use this instead of _last_event since
# it is logical to have a series of events happen between mouse motions.
var _last_mouse_motion = null
# used by hold_for and echo.
var _last_event = null
# indexed by scancode, each entry contains a boolean value indicating the
# last emitted "pressed" value for that scancode.
var _pressed_keys = {}
var _pressed_actions = {}
var _pressed_mouse_buttons = {}
signal idle
func _init(r = null):
if r != null:
add_receiver(r)
func _send_event(event):
if event is InputEventKey:
if (event.pressed and !event.echo) and is_key_pressed(event.scancode):
_lgr.warn(
str(
"InputSender: key_down called for ",
event.as_text(),
" when that key is already pressed. ",
INPUT_WARN
)
)
_pressed_keys[event.scancode] = event.pressed
elif event is InputEventAction:
if event.pressed and is_action_pressed(event.action):
_lgr.warn(
str(
"InputSender: action_down called for ",
event.action,
" when that action is already pressed. ",
INPUT_WARN
)
)
_pressed_actions[event.action] = event.pressed
elif event is InputEventMouseButton:
if event.pressed and is_mouse_button_pressed(event.button_index):
_lgr.warn(
str(
"InputSender: mouse_button_down called for ",
event.button_index,
" when that mouse button is already pressed. ",
INPUT_WARN
)
)
_pressed_mouse_buttons[event.button_index] = event
for r in _receivers:
if r == Input:
Input.parse_input_event(event)
else:
if r.has_method("_input"):
r._input(event)
if r.has_method("_gui_input"):
r._gui_input(event)
if r.has_method("_unhandled_input"):
r._unhandled_input(event)
func _send_or_record_event(event):
_last_event = event
if _next_queue_item != null:
_next_queue_item.events.append(event)
else:
_send_event(event)
func _on_queue_item_ready(item):
for event in item.events:
_send_event(event)
var done_event = _input_queue.pop_front()
done_event.queue_free()
if _input_queue.size() == 0:
_next_queue_item = null
emit_signal("idle")
else:
_input_queue[0].start()
func _add_queue_item(item):
item.connect("event_ready", self, "_on_queue_item_ready", [item])
_next_queue_item = item
_input_queue.append(item)
Engine.get_main_loop().root.add_child(item)
if _input_queue.size() == 1:
item.start()
func add_receiver(obj):
_receivers.append(obj)
func get_receivers():
return _receivers
func wait(t):
if typeof(t) == TYPE_STRING:
var suffix = t.substr(t.length() - 1, 1)
var val = float(t.rstrip("s").rstrip("f"))
if suffix.to_lower() == "s":
wait_secs(val)
elif suffix.to_lower() == "f":
wait_frames(val)
else:
wait_secs(t)
return self
func wait_frames(num_frames):
var item = InputQueueItem.new(0, num_frames)
_add_queue_item(item)
return self
func wait_secs(num_secs):
var item = InputQueueItem.new(num_secs, 0)
_add_queue_item(item)
return self
# ------------------------------
# Event methods
# ------------------------------
func key_up(which):
var event = InputFactory.key_up(which)
_send_or_record_event(event)
return self
func key_down(which):
var event = InputFactory.key_down(which)
_send_or_record_event(event)
return self
func key_echo():
if _last_event != null and _last_event is InputEventKey:
var new_key = _last_event.duplicate()
new_key.echo = true
_send_or_record_event(new_key)
return self
func action_up(which, strength = 1.0):
var event = InputFactory.action_up(which, strength)
_send_or_record_event(event)
return self
func action_down(which, strength = 1.0):
var event = InputFactory.action_down(which, strength)
_send_or_record_event(event)
return self
func mouse_left_button_down(position, global_position = null):
var event = InputFactory.mouse_left_button_down(position, global_position)
_send_or_record_event(event)
return self
func mouse_left_button_up(position, global_position = null):
var event = InputFactory.mouse_left_button_up(position, global_position)
_send_or_record_event(event)
return self
func mouse_double_click(position, global_position = null):
var event = InputFactory.mouse_double_click(position, global_position)
event.doubleclick = true
_send_or_record_event(event)
return self
func mouse_right_button_down(position, global_position = null):
var event = InputFactory.mouse_right_button_down(position, global_position)
_send_or_record_event(event)
return self
func mouse_right_button_up(position, global_position = null):
var event = InputFactory.mouse_right_button_up(position, global_position)
_send_or_record_event(event)
return self
func mouse_motion(position, global_position = null):
var event = InputFactory.mouse_motion(position, global_position)
_last_mouse_motion = event
_send_or_record_event(event)
return self
func mouse_relative_motion(offset, speed = Vector2(0, 0)):
var event = InputFactory.mouse_relative_motion(offset, _last_mouse_motion, speed)
_last_mouse_motion = event
_send_or_record_event(event)
return self
func mouse_set_position(position, global_position = null):
_last_mouse_motion = InputFactory.mouse_motion(position, global_position)
return self
func send_event(event):
_send_or_record_event(event)
return self
func release_all():
for key in _pressed_keys:
if _pressed_keys[key]:
_send_event(InputFactory.key_up(key))
_pressed_keys.clear()
for key in _pressed_actions:
if _pressed_actions[key]:
_send_event(InputFactory.action_up(key))
_pressed_actions.clear()
for key in _pressed_mouse_buttons:
var event = _pressed_mouse_buttons[key].duplicate()
if event.pressed:
event.pressed = false
_send_event(event)
_pressed_mouse_buttons.clear()
func hold_for(duration):
if _last_event != null and _last_event.pressed:
var next_event = _last_event.duplicate()
next_event.pressed = false
wait(duration)
send_event(next_event)
return self
func clear():
pass
_last_event = null
_last_mouse_motion = null
_next_queue_item = null
for item in _input_queue:
item.free()
_input_queue.clear()
_pressed_keys.clear()
_pressed_actions.clear()
_pressed_mouse_buttons.clear()
func is_idle():
return _input_queue.size() == 0
func is_key_pressed(which):
var event = InputFactory.key_up(which)
return _pressed_keys.has(event.scancode) and _pressed_keys[event.scancode]
func is_action_pressed(which):
return _pressed_actions.has(which) and _pressed_actions[which]
func is_mouse_button_pressed(which):
return _pressed_mouse_buttons.has(which) and _pressed_mouse_buttons[which]