fix: adding ui_pause input action, and logging unhandled input (very spammy)
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059b4b96cc
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982c426439
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@ -5,7 +5,7 @@ extends Area3D
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@onready var viewport: SubViewport = $UiSprite/SubViewport
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func _process(_delta):
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func _process(_delta : float) -> void:
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if billboard:
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var camera := get_viewport().get_camera_3d()
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@ -14,14 +14,13 @@ func _process(_delta):
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look_at(global_position - (camera.global_position - global_position), up)
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func _input(event: InputEvent) -> void:
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if event is InputEventAction:
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print(event.action)
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#func _unhandled_input(event):
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# viewport.push_input(event)
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func _on_input_event(_camera: Camera3D, event: InputEvent, pos: Vector3, _normal: Vector3, _shape_idx: int):
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func _on_input_event(_camera: Camera3D, event: InputEvent, pos: Vector3, _normal: Vector3, _shape_idx: int) -> void:
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if not Scenes.is_playing:
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# Position of the event in Sprite3D local coordinates.
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var texture_3d_position := sprite.get_global_transform().affine_inverse() * pos
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@ -37,8 +36,8 @@ func _on_input_event(_camera: Camera3D, event: InputEvent, pos: Vector3, _normal
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e.set_global_position(texture_position)
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viewport.push_input(e)
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func _on_button_pressed():
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func _on_button_pressed() -> void:
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print("Button pressed")
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func _on_line_edit_text_submitted(new_text):
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func _on_line_edit_text_submitted(new_text) -> void:
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print("Text submitted: ", new_text)
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@ -17,4 +17,4 @@ func vanish():
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get_parent_control().visible = false
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#func _input(event: InputEvent) -> void:
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# print(event)
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# print(event : InputEvent)
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@ -390,7 +390,7 @@ func handle_drop(draggable: Draggable) -> int:
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# Takes the inputs for control inputs
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func _input(event) -> void:
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func _input(event : InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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closed.emit()
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get_viewport().set_input_as_handled()
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@ -100,7 +100,7 @@ var random_player: AnimationPlayer
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var card_anim_skipped:bool = false
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func _input(event):
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func _input(event : InputEvent):
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if _input_locked: return
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# Navigation
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@ -173,6 +173,7 @@ func play():
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_type(): print_debug("Unhandled Input", event)
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var just_revealed_text := false
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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@ -2,28 +2,26 @@ extends TabContainer
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var focus_list: Array
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func _ready():
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func _ready() -> void:
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for child in get_children():
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focus_list.append(_find_selectable_in(child))
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func _find_selectable_in(parent:Control):
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func _find_selectable_in(parent:Control) -> Control:
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if parent.focus_mode != FOCUS_NONE:
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return parent
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if parent.get_child_count() == 0:
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return self
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else:
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for child in parent.get_children():
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var ret = _find_selectable_in(child)
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if not ret == self:
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return ret
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func _unhandled_input(event):
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for child in parent.get_children():
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var ret := _find_selectable_in(child)
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if not ret == self:
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return ret
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return self
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func _unhandled_input(event : InputEvent) -> void:
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if event.is_action_type(): print_debug("Unhandled Input", event)
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if event.is_action_type():
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if event.is_action_pressed("ui_left"): previous()
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elif event.is_action_pressed("ui_right"): next()
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func next():
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func next() -> void:
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if current_tab < get_tab_count()-1:
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if !Input.is_action_just_released("mouse_left"):
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if not get_viewport().gui_get_focus_owner() == null:
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@ -33,7 +31,7 @@ func next():
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else:
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current_tab += 1
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func previous():
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func previous() -> void:
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if current_tab > 0:
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if !Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
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if not get_viewport().gui_get_focus_owner() == null:
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@ -204,6 +204,15 @@ crouch={
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":7,"pressure":0.0,"pressed":false,"script":null)
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]
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}
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ui_pause={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194313,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":6,"pressure":0.0,"pressed":true,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":4,"pressure":0.0,"pressed":true,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":5,"pressure":0.0,"pressed":true,"script":null)
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]
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}
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[internationalization]
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@ -242,7 +242,6 @@ func _unhandled_input(event: InputEvent) -> void:
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else:
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last_mode = DisplayServer.window_get_mode()
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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#endregion
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func _ready():
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@ -107,5 +107,6 @@ func _load_room(scene_path: String) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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if event.is_action_type(): print_debug("Unhandled Input", event)
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if event.is_action_pressed("ui_pause"):
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state = AppState.PAUSE
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