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swear-jar/interface/ghost/precise_touch_placer.gd

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3.8 KiB
GDScript

extends Node
class_name PreciseTouchPlacer
## The degrees to rotate by when rotation is quantized.
@export_range(1, 180, 1) var rotation_quantized_degrees: float = 45
## The degrees to rotate by when rotation is quantized and precise rotation is being requested.
@export_range(1, 180, 1) var rotation_quantized_precise_degrees: float = 5
## The [Node2D] this script should act on.
@onready var target: Node2D = get_parent()
## Whether the target is currently being dragged or not.
var is_dragging: bool = false
## The last [InputEventMouse] received.
var last_mouse_event: InputEventMouse = null
## The last [InputEventScreenTouch] or [InputEventScreenDrag] received for each possible touch index.
var last_touch_events: Array[InputEvent] = [
null, null, null, null, null,
null, null, null, null, null,
]
signal moved(from: Vector2, to: Vector2)
signal rotated_radians(from: float, to: float)
## Count the number of non-[null] [last_touch_events].
func count_active_touch_events() -> int:
var total = 0
for event in last_touch_events:
if event != null:
total += 1
return total
## Handle event-based input
func _input(event: InputEvent):
# Count active events
var count = count_active_touch_events()
# Mouse drag
if count == 0:
# Mouse drag
if event is InputEventMouseMotion and last_mouse_event:
var from = target.position
target.position += event.relative
var to = target.position
moved.emit(from, to)
# Touch drag
elif count == 1:
# Touch drag
if event is InputEventScreenDrag:
var from = target.position
target.position += event.relative
var to = target.position
moved.emit(from, to)
# Handle rotation
elif count == 2:
# Find the previous event
var previous
if event is InputEventScreenTouch or event is InputEventScreenDrag:
previous = last_touch_events[event.index]
# At this point previous shouldn't be null
# If it is, just try again at the next frame
if previous == null:
return
# Find the other event
var other
for last_touch_index in len(last_touch_events):
if event is InputEventScreenTouch or event is InputEventScreenDrag:
if event.index == last_touch_index:
continue
if last_touch_events[last_touch_index] != null:
other = last_touch_events[last_touch_index]
# At this point other shouldn't be null
# If it is, just try again at the next frame
if other == null:
return
# Find the two vectors between the touches, one using the previous position, and one using the current one
var previous_vec: Vector2 = previous.position - other.position
var current_vec: Vector2 = event.position - other.position
# Find the angle between the two vectors
var rotation_radians = previous_vec.angle_to(current_vec)
# Apply the rotation
var from = target.rotation
target.rotation += rotation_radians
var to = target.rotation
rotated_radians.emit(from, to)
# Store last events
if event is InputEventMouseButton:
last_mouse_event = event if event.pressed else null
elif event is InputEventMouseMotion and last_mouse_event != null:
last_mouse_event = event
elif event is InputEventScreenTouch:
last_touch_events[event.index] = event if event.pressed else null
elif event is InputEventScreenDrag:
last_touch_events[event.index] = event
## Get the degrees that the target should be rotated by in a given frame when rotation is quantized.
func get_rotation_quantized_degrees() -> float:
var degrees = rotation_quantized_precise_degrees if Input.is_action_pressed("ghost_precise") else rotation_quantized_degrees
var intensity = 1.0 if Input.is_action_just_pressed("ghost_clockwise") else 0.0 - 1.0 if Input.is_action_just_pressed("ghost_counterclockwise") else 0.0
return degrees * intensity
## Handle polling-based input
func _physics_process(_delta):
# Handle quantized rotation
target.rotation_degrees += get_rotation_quantized_degrees()