netfishing/ui/file_dialog_controller.gd

129 lines
3.5 KiB
GDScript3
Raw Normal View History

class_name FileDialogController
extends Node
const FileDialogControllerNavigationType = preload(
"res://ui/file_dialog_controller_navigation.gd"
)
var _text_entry_request: Callable
var _text_entry_is_open: Callable
var _tracked_dialogs: Dictionary[int, WeakRef] = {}
func setup_text_entry(
request: Callable,
is_open: Callable = Callable(),
) -> void:
_text_entry_request = request
_text_entry_is_open = is_open
func track_dialog(dialog: FileDialog) -> void:
if dialog != null:
_tracked_dialogs[dialog.get_instance_id()] = weakref(dialog)
func _process(_delta: float) -> void:
if _text_entry_is_active():
return
for instance_id: int in _tracked_dialogs.keys():
var reference: WeakRef = _tracked_dialogs[instance_id]
var dialog := reference.get_ref() as FileDialog
if dialog == null or not is_instance_valid(dialog):
_tracked_dialogs.erase(instance_id)
continue
if not dialog.visible:
continue
FileDialogControllerNavigationType.configure(dialog)
_connect_text_controls(dialog)
func _input(event: InputEvent) -> void:
if _text_entry_is_active():
return
if not (event is InputEventJoypadButton or event is InputEventJoypadMotion):
return
var scope: Window = _active_scope()
if scope == null:
return
var focused: Control = scope.gui_get_focus_owner()
if focused == null:
return
var direction: Vector2 = _controller_direction(event)
var item_list := focused as ItemList
if (
item_list != null
and direction != Vector2.ZERO
and FileDialogControllerNavigationType.move_from_item_list(
item_list, direction
)
):
get_viewport().set_input_as_handled()
return
var button_event := event as InputEventJoypadButton
if (
button_event != null
and button_event.pressed
and event.is_action_pressed(&"ui_accept")
and (focused is LineEdit or focused is TextEdit)
and _text_entry_request.is_valid()
and bool(_text_entry_request.call(focused))
):
get_viewport().set_input_as_handled()
func _active_scope() -> Window:
for reference_value: WeakRef in _tracked_dialogs.values():
var dialog := reference_value.get_ref() as FileDialog
if dialog == null or not is_instance_valid(dialog) or not dialog.visible:
continue
return FileDialogControllerNavigationType.active_scope(dialog)
return null
func _controller_direction(event: InputEvent) -> Vector2:
if event.is_action_pressed(&"ui_up"):
return Vector2.UP
if event.is_action_pressed(&"ui_down"):
return Vector2.DOWN
if event.is_action_pressed(&"ui_left"):
return Vector2.LEFT
if event.is_action_pressed(&"ui_right"):
return Vector2.RIGHT
return Vector2.ZERO
func _connect_text_controls(dialog: FileDialog) -> void:
var scope: Window = FileDialogControllerNavigationType.active_scope(dialog)
for control: Control in (
FileDialogControllerNavigationType.interactive_controls(scope)
):
if not (control is LineEdit or control is TextEdit):
continue
var callback := _on_text_gui_input.bind(control)
if not control.gui_input.is_connected(callback):
control.gui_input.connect(callback)
func _on_text_gui_input(event: InputEvent, control: Control) -> void:
var button_event := event as InputEventJoypadButton
if (
button_event == null
or not button_event.pressed
or (
button_event.button_index != JOY_BUTTON_A
and not event.is_action_pressed(&"ui_accept")
)
or not _text_entry_request.is_valid()
):
return
if bool(_text_entry_request.call(control)):
control.accept_event()
func _text_entry_is_active() -> bool:
return (
_text_entry_is_open.is_valid()
and bool(_text_entry_is_open.call())
)