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Automatic updates performed by the editor after opening files in Godot v4.0-beta12.
378 lines
10 KiB
GDScript
378 lines
10 KiB
GDScript
# ##############################################################################
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#(G)odot (U)nit (T)est class
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#
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# ##############################################################################
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# The MIT License (MIT)
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# =====================
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#
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# Copyright (c) 2020 Tom "Butch" Wesley
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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#
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# ##############################################################################
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# Description
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# -----------
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# This class sends input to one or more recievers. The receivers' _input,
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# _unhandled_input, and _gui_input are called sending InputEvent* events.
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# InputEvents can be sent via the helper methods or a custom made InputEvent
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# can be sent via send_event(...)
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#
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# ##############################################################################
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#extends "res://addons/gut/input_factory.gd"
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# Implemented InputEvent* convenience methods
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# InputEventAction
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# InputEventKey
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# InputEventMouseButton
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# InputEventMouseMotion
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# Yet to implement InputEvents
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# InputEventJoypadButton
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# InputEventJoypadMotion
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# InputEventMagnifyGesture
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# InputEventMIDI
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# InputEventPanGesture
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# InputEventScreenDrag
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# InputEventScreenTouch
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class InputQueueItem:
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extends Node
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var events = []
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var time_delay = null
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var frame_delay = null
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var _waited_frames = 0
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var _is_ready = false
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var _delay_started = false
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signal event_ready
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# TODO should this be done in _physics_process instead or should it be
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# configurable?
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func _physics_process(delta):
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if(frame_delay > 0 and _delay_started):
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_waited_frames += 1
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if(_waited_frames >= frame_delay):
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emit_signal("event_ready")
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func _init(t_delay,f_delay):
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time_delay = t_delay
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frame_delay = f_delay
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_is_ready = time_delay == 0 and frame_delay == 0
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func _on_time_timeout():
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_is_ready = true
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emit_signal("event_ready")
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func _delay_timer(t):
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return Engine.get_main_loop().root.get_tree().create_timer(t)
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func is_ready():
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return _is_ready
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func start():
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_delay_started = true
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if(time_delay > 0):
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var t = _delay_timer(time_delay)
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t.connect("timeout",Callable(self,"_on_time_timeout"))
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# ##############################################################################
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#
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# ##############################################################################
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var _utils = load('res://addons/gut/utils.gd').get_instance()
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var InputFactory = load("res://addons/gut/input_factory.gd")
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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.'
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var _lgr = _utils.get_logger()
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var _receivers = []
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var _input_queue = []
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var _next_queue_item = null
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# used by mouse_relative_motion. These use this instead of _last_event since
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# it is logical to have a series of events happen between mouse motions.
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var _last_mouse_motion = null
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# used by hold_for and echo.
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var _last_event = null
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# indexed by keycode, each entry contains a boolean value indicating the
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# last emitted "pressed" value for that keycode.
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var _pressed_keys = {}
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var _pressed_actions = {}
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var _pressed_mouse_buttons = {}
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var _auto_flush_input = false
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signal idle
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func _init(r=null):
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if(r != null):
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add_receiver(r)
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func _send_event(event):
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if(event is InputEventKey):
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if((event.pressed and !event.echo) and is_key_pressed(event.keycode)):
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_lgr.warn(str("InputSender: key_down called for ", event.as_text(), " when that key is already pressed. ", INPUT_WARN))
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_pressed_keys[event.keycode] = event.pressed
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elif(event is InputEventAction):
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if(event.pressed and is_action_pressed(event.action)):
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_lgr.warn(str("InputSender: action_down called for ", event.action, " when that action is already pressed. ", INPUT_WARN))
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_pressed_actions[event.action] = event.pressed
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elif(event is InputEventMouseButton):
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if(event.pressed and is_mouse_button_pressed(event.button_index)):
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_lgr.warn(str("InputSender: mouse_button_down called for ", event.button_index, " when that mouse button is already pressed. ", INPUT_WARN))
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_pressed_mouse_buttons[event.button_index] = event
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for r in _receivers:
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if(r == Input):
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Input.parse_input_event(event)
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if(_auto_flush_input):
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Input.flush_buffered_events()
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else:
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if(r.has_method("_input")):
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r._input(event)
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if(r.has_method("_gui_input")):
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r._gui_input(event)
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if(r.has_method("_unhandled_input")):
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r._unhandled_input(event)
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func _send_or_record_event(event):
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_last_event = event
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if(_next_queue_item != null):
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_next_queue_item.events.append(event)
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else:
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_send_event(event)
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func _on_queue_item_ready(item):
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for event in item.events:
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_send_event(event)
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var done_event = _input_queue.pop_front()
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done_event.queue_free()
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if(_input_queue.size() == 0):
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_next_queue_item = null
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emit_signal("idle")
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else:
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_input_queue[0].start()
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func _add_queue_item(item):
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item.connect("event_ready", _on_queue_item_ready.bind(item))
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_next_queue_item = item
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_input_queue.append(item)
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Engine.get_main_loop().root.add_child(item)
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if(_input_queue.size() == 1):
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item.start()
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func add_receiver(obj):
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_receivers.append(obj)
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func get_receivers():
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return _receivers
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func wait(t):
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if(typeof(t) == TYPE_STRING):
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var suffix = t.substr(t.length() -1, 1)
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var val = t.rstrip('s').rstrip('f').to_float()
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if(suffix.to_lower() == 's'):
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wait_secs(val)
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elif(suffix.to_lower() == 'f'):
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wait_frames(val)
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else:
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wait_secs(t)
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return self
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func wait_frames(num_frames):
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var item = InputQueueItem.new(0, num_frames)
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_add_queue_item(item)
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return self
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func wait_secs(num_secs):
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var item = InputQueueItem.new(num_secs, 0)
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_add_queue_item(item)
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return self
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# ------------------------------
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# Event methods
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# ------------------------------
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func key_up(which):
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var event = InputFactory.key_up(which)
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_send_or_record_event(event)
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return self
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func key_down(which):
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var event = InputFactory.key_down(which)
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_send_or_record_event(event)
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return self
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func key_echo():
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if(_last_event != null and _last_event is InputEventKey):
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var new_key = _last_event.duplicate()
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new_key.echo = true
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_send_or_record_event(new_key)
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return self
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func action_up(which, strength=1.0):
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var event = InputFactory.action_up(which, strength)
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_send_or_record_event(event)
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return self
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func action_down(which, strength=1.0):
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var event = InputFactory.action_down(which, strength)
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_send_or_record_event(event)
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return self
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func mouse_left_button_down(position, global_position=null):
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var event = InputFactory.mouse_left_button_down(position, global_position)
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_send_or_record_event(event)
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return self
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func mouse_left_button_up(position, global_position=null):
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var event = InputFactory.mouse_left_button_up(position, global_position)
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_send_or_record_event(event)
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return self
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func mouse_double_click(position, global_position=null):
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var event = InputFactory.mouse_double_click(position, global_position)
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event.double_click = true
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_send_or_record_event(event)
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return self
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func mouse_right_button_down(position, global_position=null):
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var event = InputFactory.mouse_right_button_down(position, global_position)
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_send_or_record_event(event)
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return self
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func mouse_right_button_up(position, global_position=null):
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var event = InputFactory.mouse_right_button_up(position, global_position)
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_send_or_record_event(event)
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return self
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func mouse_motion(position, global_position=null):
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var event = InputFactory.mouse_motion(position, global_position)
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_last_mouse_motion = event
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_send_or_record_event(event)
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return self
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func mouse_relative_motion(offset, speed=Vector2(0, 0)):
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var event = InputFactory.mouse_relative_motion(offset, _last_mouse_motion, speed)
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_last_mouse_motion = event
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_send_or_record_event(event)
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return self
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func mouse_set_position(position, global_position=null):
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_last_mouse_motion = InputFactory.mouse_motion(position, global_position)
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return self
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func send_event(event):
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_send_or_record_event(event)
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return self
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func release_all():
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for key in _pressed_keys:
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if(_pressed_keys[key]):
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_send_event(InputFactory.key_up(key))
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_pressed_keys.clear()
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for key in _pressed_actions:
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if(_pressed_actions[key]):
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_send_event(InputFactory.action_up(key))
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_pressed_actions.clear()
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for key in _pressed_mouse_buttons:
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var event = _pressed_mouse_buttons[key].duplicate()
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if(event.pressed):
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event.pressed = false
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_send_event(event)
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_pressed_mouse_buttons.clear()
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func hold_for(duration):
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if(_last_event != null and _last_event.pressed):
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var next_event = _last_event.duplicate()
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next_event.pressed = false
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wait(duration)
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send_event(next_event)
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return self
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func clear():
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pass
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_last_event = null
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_last_mouse_motion = null
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_next_queue_item = null
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for item in _input_queue:
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item.free()
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_input_queue.clear()
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_pressed_keys.clear()
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_pressed_actions.clear()
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_pressed_mouse_buttons.clear()
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func is_idle():
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return _input_queue.size() == 0
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func is_key_pressed(which):
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var event = InputFactory.key_up(which)
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return _pressed_keys.has(event.keycode) and _pressed_keys[event.keycode]
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func is_action_pressed(which):
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return _pressed_actions.has(which) and _pressed_actions[which]
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func is_mouse_button_pressed(which):
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return _pressed_mouse_buttons.has(which) and _pressed_mouse_buttons[which]
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func get_auto_flush_input():
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return _auto_flush_input
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func set_auto_flush_input(val):
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_auto_flush_input = val
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