97 lines
2.5 KiB
GDScript
97 lines
2.5 KiB
GDScript
extends VBoxContainer
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signal selection_changed(index, node)
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signal actioned(index)
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const PRESSED_COUNTER := 90
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export var _pointer: NodePath = NodePath()
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export var pointer_valign: float = 0.5
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export var is_active: bool = true
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onready var pointer = get_node_or_null(_pointer)
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var index := 0 setget set_index
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var up_counter := 0
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var page_up_counter := 0
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var down_counter := 0
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var page_down_counter := 0
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func _ready() -> void:
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yield(get_tree(), "idle_frame")
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self.index = index
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func _physics_process(_delta: float) -> void:
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if not is_active: return
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# Holding down the up or down buttons will skip ahead quickly
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if Input.is_action_pressed("ui_down"):
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down_counter += 1
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else:
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down_counter = 0
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if Input.is_action_pressed("ui_up"):
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up_counter += 1
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else:
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up_counter = 0
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if Input.is_action_pressed("ui_right"):
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page_down_counter += 1
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else:
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page_down_counter = 0
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if Input.is_action_pressed("ui_left"):
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page_up_counter += 1
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else:
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page_up_counter = 0
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if Input.is_action_just_pressed("ui_up") or up_counter >= PRESSED_COUNTER:
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up_counter = clamp(up_counter - 15, 0, PRESSED_COUNTER)
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self.index -= 1
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elif Input.is_action_just_pressed("ui_down") or down_counter >= PRESSED_COUNTER:
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down_counter = clamp(down_counter - 15, 0, PRESSED_COUNTER)
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self.index += 1
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elif Input.is_action_just_pressed("ui_right") or page_down_counter >= PRESSED_COUNTER:
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page_down_counter = clamp(page_down_counter - 15, 0, PRESSED_COUNTER)
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self.index += 5
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elif Input.is_action_just_pressed("ui_left") or page_up_counter >= PRESSED_COUNTER:
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page_up_counter = clamp(page_up_counter - 15, 0, PRESSED_COUNTER)
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self.index -= 5
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elif Input.is_action_just_pressed("ui_accept"):
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action_item(index)
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func set_index(next_index: int) -> void:
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next_index = clamp(next_index, 0, get_child_count() - 1)
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if next_index != index:
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index = next_index
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emit_signal("selection_changed", index)
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if is_instance_valid(pointer) and index > -1:
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var selected = get_child(index)
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if is_instance_valid(selected):
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pointer.global_position.x = rect_global_position.x - 10
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pointer.global_position.y = selected.rect_global_position.y + selected.rect_size.y * pointer_valign
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func action_item(item_index: int) -> void:
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var actioned_node = get_child(item_index)
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if actioned_node and not actioned_node.is_allowed: return
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is_active = false
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emit_signal("actioned", item_index, actioned_node)
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### SIGNAL
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func _on_Menu_visibility_changed():
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if pointer != null:
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pointer.visible = visible
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