frame-of-mind/src/logic-scenes/board/card-board.gd

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GDScript3
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extends PanelContainer
var area_dict = {}
@onready var dropzone = $HBoxContainer/dropzone
var currently_selected_node: Area2D = null
var is_area_dragged: bool = false
var currently_dragged_area: Area2D
# Called when the node enters the scene tree for the first time.
func _ready():
populate_board()
reorder_areas("dropzone_content")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
# Reset information about Areas being dragged, if the mouse is not longer pressed.
# Needed because otherwise it can happen that the areas don't register it if you stop clicking on them.
if !Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) and is_area_dragged:
currently_dragged_area.is_dragged = false
is_area_dragged = false
currently_dragged_area = null
# Will be used later to spawn Cards and Post-Its and remember them in the dictionary
func populate_board():
# TODO: Currently populating the dictionary with the Nodes currently in the scene
# When opening the scene we need to pass some kind of collection to the Board
# Then it can display the Card/PostIts and populate its dictionary at the same time
var cards = dropzone.get_children()
var post_it_panels = get_child(0).get_child(1).get_child(0).get_children()
var post_its = Array()
for panel in post_it_panels:
post_its.push_back(panel.get_child(1))
area_dict["dropzone_content"] = cards # will be selected on the left side
area_dict["post_it_panels"] = post_it_panels # to remember panel positions
area_dict["post_its_in_list"] = post_its # will be selected on the right side
currently_selected_node = area_dict["dropzone_content"][0] # set first Card as currently selected node by default
# Checks if a Node is currently inside the dropzone
func is_in_dropzone(to_check: Node) -> bool:
if (dropzone.size.x < to_check.position.x or dropzone.size.y < to_check.position.y):
return false
elif (to_check.position.x < 0 or to_check.position.y < 0):
return false
else:
return true
func handle_mouse_button(to_handle: Area2D, input: InputEvent):
# No two areas can be dragged at the same time.
# Make sure that only the same area is dragged.
# Otherwise overlapping areas are dragged at the same time.
if currently_dragged_area != null and to_handle != currently_dragged_area:
return
currently_selected_node = to_handle # update currently selected
currently_dragged_area = to_handle
to_handle.is_dragged = input.pressed
is_area_dragged = input.pressed
# TODO: We need a better way to recognize whether "to_handle" is a Card or a Post-It.
# (Tried checking for a script, didn't work, because script has no name attached.
# Alternative might be to check for specific values within the script ("is_card" f.e))
match to_handle.get_meta("type"):
"card": # 1 = Card
if input.is_pressed():
reorder_areas("dropzone_content")
else:
currently_dragged_area = null
"post-it": # 2 = PostIt
if input.is_pressed():
to_handle.reparent(dropzone)
to_handle.set_owner(self) # needs to be here otherwise the owner disappears
area_dict["post_its_in_list"].erase(to_handle)
area_dict["dropzone_content"].push_back(to_handle)
# TODO (if needed): Add function to rearrange the array based on positions in the dropzone
else:
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if is_in_dropzone(to_handle):
if to_handle.has_overlapping_areas():
var overlaps = to_handle.get_overlapping_areas()
for area in overlaps:
if area.get_meta("type") == "card":
if !area.has_postit_attached():
to_handle.reparent(area)
to_handle.set_owner(self)
to_handle.position = area.get_child(3).position
else:
to_handle.rotation = to_handle.base_rotation
to_handle.scale = to_handle.base_scale
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else:
for panel in area_dict["post_it_panels"]:
if panel.get_child_count() == 1:
to_handle.reparent(panel)
to_handle.set_owner(self)
area_dict["dropzone_content"].erase(to_handle)
area_dict["post_its_in_list"].push_back(to_handle)
to_handle.position = panel.get_child(0).position
to_handle.rotation = to_handle.base_rotation
to_handle.scale = to_handle.base_scale
reorder_areas("post_its_in_list")
break
currently_dragged_area = null
func handle_hover(to_handle: Area2D):
currently_selected_node = to_handle
pass
# Reorders the areas in any of the dictionaries entries
# Pass the entries key in order to reorder it
func reorder_areas(reorder: String):
var old_order = area_dict[reorder]
var new_order = Array()
for obj in old_order:
var i = 0
if !new_order.is_empty():
for obj_2 in new_order:
if obj_2.position.y < obj.position.y:
i += 1
new_order.insert(i, obj)
#print_debug(new_order)