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Input_Manager.gd
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extends Node
signal focus_move(dir)
signal focus_update
signal validate
signal key_validate
signal target_switch
signal target_next
signal target_prev
signal pause
signal overlay_cycle
signal overlay_toggle
signal choose_overlay( id)
#enum STATE{main_menu,}
signal text_validated
signal popup_confirm_request(pos,callable)
signal text_popup_confirm
signal key_pressed(key)
signal hint_menu_clicked
var board_mode = true
var focus = Vector3(0,0,0)
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func get_focus2():
return Vector2(focus.x,focus.y)
func transmit_text_validate():
emit_signal("text_validated")
func transmit_pause_closed():
emit_signal("pause")
func transmit_key(key):
emit_signal("key_pressed",key)
func _input(event):
if event is InputEventKey and event.pressed:
if event.keycode in Inpt.validate:
emit_signal("key_validate")
if event.keycode in Inpt.switch:
emit_signal("target_switch")
if event.keycode in Inpt.toggle_ui:
emit_signal("overlay_cycle")
if event.keycode in Inpt.pause:
emit_signal("pause")
transmit_key(event.keycode)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var mouse_pos = get_viewport().get_mouse_position()
mouse_pos = mouse_pos - get_tree().current_scene.position
var mouse_tile_pos = floor(mouse_pos / 24)
if focus.z == 0: # Check if mouse in board
if mouse_tile_pos.x <8 and mouse_tile_pos.y < 8:
if get_focus2() != mouse_tile_pos:
focus = Vector3(mouse_tile_pos.x,mouse_tile_pos.y,0)
emit_signal("focus_update")
else:
if focus.z == 0:
focus.z = 1
emit_signal("focus_update")
else:
if mouse_tile_pos.x <8 and mouse_tile_pos.y < 8:
focus = Vector3(mouse_tile_pos.x,mouse_tile_pos.y,0)
emit_signal("focus_update")
if Input.is_action_just_pressed("click"):
emit_signal("validate")