refactor: some events turned into gui_input
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69cec724f5
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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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# Takes the inputs for control inputs
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func _input(event : InputEvent) -> void:
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func _gui_input(event : InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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if event.is_action_pressed("ui_cancel"):
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closed.emit()
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closed.emit()
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get_viewport().set_input_as_handled()
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get_viewport().set_input_as_handled()
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@ -56,11 +56,11 @@ func _get_hover_handler() -> Node:
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## Walks up the scene tree to find the CardBoard
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## Walks up the scene tree to find the CardBoard
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func _get_board() -> Node:
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func _get_board() -> CardBoard:
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var node := get_parent()
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var node := get_parent()
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while node:
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while node:
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if node.has_method("handle_mouse_button"):
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if node.has_method("handle_mouse_button"):
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return node
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return node as CardBoard
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node = node.get_parent()
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node = node.get_parent()
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return null
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return null
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@ -91,23 +91,16 @@ func _on_mouse_exited() -> void:
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## Handles global input events (used to catch mouse release during drag)
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## Handles global input events (used to catch mouse release during drag)
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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if is_dragged and event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.is_released():
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if event.button_index == MOUSE_BUTTON_LEFT and not event.pressed:
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if is_dragged:
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is_dragged = false
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is_dragged = false
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# Trigger the drop logic
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# Trigger the drop logic
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var board := _get_board()
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_get_board().handle_mouse_button(event, self)
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if board and board.has_method("_end_drag"):
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board._end_drag(self)
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## Handles input events on this Area2D (used to start drag)
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## Handles input events on this Area2D (used to start drag)
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func _on_input_event(_viewport, event, _shape_idx):
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func _on_input_event(_viewport, event, _shape_idx):
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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if highlighted and event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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if highlighted:
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_get_board().handle_mouse_button(event, self)
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var board := _get_board()
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if board and board.has_method("handle_mouse_button"):
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board.handle_mouse_button(event, self)
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## Starts a drag operation
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## Starts a drag operation
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@ -17,7 +17,7 @@ func _process(delta: float) -> void:
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offset.y -= scroll_speed * delta
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offset.y -= scroll_speed * delta
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Handle.position = offset
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Handle.position = offset
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func _input(event: InputEvent) -> void:
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func _gui_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_menu") or event.is_action_pressed("ui_cancel") or event.is_action_pressed("ui_accept"):
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if event.is_action_pressed("ui_menu") or event.is_action_pressed("ui_cancel") or event.is_action_pressed("ui_accept"):
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stop()
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stop()
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@ -38,6 +38,6 @@ func _on_exit_button_pressed() -> void:
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leave_stage.emit()
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leave_stage.emit()
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State.save_settings()
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State.save_settings()
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func _input(event: InputEvent) -> void:
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func _gui_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel") and focused:
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if event.is_action_pressed("ui_cancel") and focused:
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leave_stage.emit()
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leave_stage.emit()
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@ -40,7 +40,7 @@ func _on_exit_button_pressed() -> void:
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leave_stage.emit()
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leave_stage.emit()
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State.save_settings()
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State.save_settings()
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func _input(event: InputEvent) -> void:
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func _gui_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel") and focused:
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if event.is_action_pressed("ui_cancel") and focused:
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leave_stage.emit()
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leave_stage.emit()
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@ -126,7 +126,7 @@ func has_more_saves() -> bool:
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return true
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return true
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return false
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return false
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func _input(event: InputEvent) -> void:
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func _gui_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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if event.is_action_pressed("ui_cancel"):
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cancel()
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cancel()
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