moved drag handling to board to avoid issues
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00ca4abc1f
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@ -1,8 +1,12 @@
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extends PanelContainer
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extends PanelContainer
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var obj_dict = {}
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var area_dict = {}
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@onready var dropzone = $HBoxContainer/dropzone
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@onready var dropzone = $HBoxContainer/dropzone
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var currently_selected_node: Area2D = null
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var is_area_dragged: bool = false
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var currently_dragged_area: Area2D
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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@ -16,29 +20,66 @@ func _ready():
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for panel in post_it_panels:
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for panel in post_it_panels:
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post_its.push_back(panel.get_child(0))
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post_its.push_back(panel.get_child(0))
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obj_dict["Cards"] = cards
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area_dict["dropzone_content"] = cards # will be selected on the left side
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obj_dict["Post_it_panels"] = post_it_panels
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area_dict["post_it_panels"] = post_it_panels # to remember panel positions
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obj_dict["Post_its"] = post_its
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area_dict["post_its_in_list"] = post_its # will be selected on the right side
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currently_selected_node = area_dict["dropzone_content"][0] # set first Card as currently selected node by default
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(delta):
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pass
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if !Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) and is_area_dragged:
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currently_dragged_area.is_dragged = false
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is_area_dragged = Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
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currently_dragged_area = null
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# Will be used later to spawn Cards and Post-Its and remember them in the dictionary
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func populate_board():
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func populate_board():
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pass
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pass
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func handle_mouse_button(to_handle: Node, input: InputEvent, dragableType: int):
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# Checks if a Node is currently inside the dropzone
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print_debug(input)
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func is_in_dropzone(to_check: Node) -> bool:
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if (dropzone.size.x < to_check.position.x or dropzone.size.y < to_check.position.y):
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return false
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elif (to_check.position.x < 0 or to_check.position.y < 0):
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return false
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else:
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return true
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# TODO: We need a better way to recognize
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# whether to_handle is a Card or a Post-It
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func handle_mouse_button(to_handle: Node, input: InputEvent, dragableType: int):
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currently_selected_node = to_handle # update currently selected
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currently_dragged_area = to_handle
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to_handle.is_dragged = input.pressed
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is_area_dragged = input.pressed
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# TODO: We need a better way to recognize whether "to_handle" is a Card or a Post-It.
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# (Tried checking for a script, didn't work, because script has no name attached.
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# (Tried checking for a script, didn't work, because script has no name attached.
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# Alternative might be to check for specific values within the script ("is_card" f.e))
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# Alternative might be to check for specific values within the script ("is_card" f.e))
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match dragableType:
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match dragableType:
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1: # 1 = Card
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1: # 1 = Card
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print_debug("I'm a card")
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print_debug("I'm a card")
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2: # 2 = PostIt
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2: # 2 = PostIt
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print_debug("I'm a Post-It")
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if input.is_pressed():
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to_handle.reparent(dropzone)
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to_handle.reparent(dropzone)
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to_handle.set_owner(self) # needs to be here otherwise the owner disappears
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to_handle.set_owner(self) # needs to be here otherwise the owner disappears
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area_dict["post_its_in_list"].erase(to_handle)
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area_dict["dropzone_content"].push_back(to_handle)
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# TODO: Add function to rearrange the arrays based on positions in the dropzone
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else:
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if !is_in_dropzone(to_handle):
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for panel in area_dict["post_it_panels"]:
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if panel.get_child(0) == null:
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to_handle.reparent(panel)
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to_handle.set_owner(self)
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area_dict["dropzone_content"].erase(to_handle)
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area_dict["post_its_in_list"].push_back(to_handle)
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# TODO: Add function to rearrange the array based on taken panel spot
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to_handle.position = panel.position
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break
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@ -82,8 +82,6 @@ func _on_input_event(viewport, event, shape_idx):
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if event is InputEventMouseButton:
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT:
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if event.button_index == MOUSE_BUTTON_LEFT:
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if is_dragable:
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if is_dragable and "handle_mouse_button" in owner:
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is_dragged = event.pressed
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if "handle_mouse_button" in owner:
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owner.handle_mouse_button(self, event, 2)
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owner.handle_mouse_button(self, event, 2)
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