netfishing/ui/controller_focus_recovery.gd

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class_name ControllerFocusRecovery
extends Node
const CONTROLLER_AXIS_THRESHOLD: float = 0.35
const SEMANTIC_MATCH_BONUS: float = 1000000.0
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const KEYBOARD_NAVIGATION_ACTIONS: Array[StringName] = [
&"ui_accept",
&"ui_cancel",
&"ui_up",
&"ui_down",
&"ui_left",
&"ui_right",
&"ui_focus_next",
&"ui_focus_prev",
&"ui_page_up",
&"ui_page_down",
&"ui_home",
&"ui_end",
]
var _controller_active: bool = false
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var _focus_navigation_active: bool = false
var _last_focus_center: Vector2 = Vector2.ZERO
var _last_focus_key: String = ""
var _scope_chain: Array[WeakRef] = []
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var _pending_focus: WeakRef
var _pointer_button_down: bool = false
var _recovery_generation: int = 0
func _ready() -> void:
set_process_input(true)
set_process(true)
get_viewport().gui_focus_changed.connect(_on_gui_focus_changed)
func _exit_tree() -> void:
var viewport := get_viewport()
if viewport.gui_focus_changed.is_connected(_on_gui_focus_changed):
viewport.gui_focus_changed.disconnect(_on_gui_focus_changed)
func _input(event: InputEvent) -> void:
if event is InputEventJoypadButton:
var button_event := event as InputEventJoypadButton
if button_event.pressed:
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_pointer_button_down = false
_controller_active = true
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_focus_navigation_active = true
if button_event.button_index == JOY_BUTTON_LEFT_SHOULDER:
_recovery_generation += 1
_scope_chain.clear()
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_pending_focus = null
return
_request_pending_focus()
return
if event is InputEventJoypadMotion:
if absf((event as InputEventJoypadMotion).axis_value) >= (
CONTROLLER_AXIS_THRESHOLD
):
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_pointer_button_down = false
_controller_active = true
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_focus_navigation_active = true
_request_pending_focus()
return
if event is InputEventMouseMotion:
_pointer_button_down = (
(event as InputEventMouseMotion).button_mask != 0
)
_leave_focus_navigation(not _pointer_button_down)
return
if event is InputEventMouseButton:
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var mouse_button := event as InputEventMouseButton
if mouse_button.button_index in [
MOUSE_BUTTON_LEFT,
MOUSE_BUTTON_RIGHT,
MOUSE_BUTTON_MIDDLE,
]:
_pointer_button_down = mouse_button.pressed
_leave_focus_navigation(false)
if not mouse_button.pressed:
_release_current_pointer_focus.call_deferred()
return
if event is InputEventKey and (event as InputEventKey).pressed:
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_pointer_button_down = false
_controller_active = false
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if _is_keyboard_navigation_event(event):
_focus_navigation_active = true
_request_pending_focus()
else:
_leave_focus_navigation()
func _process(_delta: float) -> void:
if (
_controller_active
and not _scope_chain.is_empty()
and get_viewport().gui_get_focus_owner() == null
):
_recover_focus(_recovery_generation)
func _on_gui_focus_changed(control: Control) -> void:
_recovery_generation += 1
if control != null:
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if _focus_navigation_active:
_pending_focus = null
if _controller_active and control is BaseButton:
_remember_focus(control)
return
if _keeps_pointer_focus(control):
return
if _is_focusable(control):
_pending_focus = weakref(control)
_release_focus_if_inactive.call_deferred(control)
return
if not _controller_active or _scope_chain.is_empty():
return
var generation: int = _recovery_generation
_recover_focus.call_deferred(generation)
func _remember_focus(control: Control) -> void:
_last_focus_center = control.get_global_rect().get_center()
_last_focus_key = _semantic_key(control)
_scope_chain.clear()
var recovery_root: Node = get_parent()
var ancestor: Node = control.get_parent()
while ancestor != null:
if ancestor is Control:
_scope_chain.append(weakref(ancestor))
if ancestor == recovery_root:
break
ancestor = ancestor.get_parent()
func _recover_focus(generation: int) -> void:
if generation != _recovery_generation:
return
if not _controller_active or get_viewport().gui_get_focus_owner() != null:
return
for scope_reference: WeakRef in _scope_chain:
var scope := scope_reference.get_ref() as Control
if (
scope == null
or not is_instance_valid(scope)
or not scope.is_inside_tree()
):
continue
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if not scope.is_visible_in_tree():
_scope_chain.clear()
return
var replacement := _best_replacement_in(scope)
if replacement != null:
replacement.grab_focus()
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else:
_scope_chain.clear()
return
_scope_chain.clear()
func _best_replacement_in(scope: Control) -> Control:
var best: Control = null
var best_score: float = INF
for node: Node in scope.find_children("*", "Control", true, false):
var candidate := node as Control
if not _is_focusable(candidate):
continue
var distance: float = candidate.get_global_rect().get_center().distance_squared_to(
_last_focus_center
)
if not _last_focus_key.is_empty() and _semantic_key(candidate) == _last_focus_key:
distance -= SEMANTIC_MATCH_BONUS
if distance < best_score:
best = candidate
best_score = distance
return best
func _is_focusable(control: Control) -> bool:
if (
control == null
or not control.is_inside_tree()
or not control.is_visible_in_tree()
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or control.focus_mode not in [Control.FOCUS_CLICK, Control.FOCUS_ALL]
):
return false
var button := control as BaseButton
return button == null or not button.disabled
func _semantic_key(control: Control) -> String:
if control.has_meta(&"controller_focus_key"):
return str(control.get_meta(&"controller_focus_key"))
var button := control as Button
var label: String = button.text if button != null else ""
var tooltip: String = control.tooltip_text
tooltip = tooltip.trim_suffix(" (show variants)")
tooltip = tooltip.trim_suffix(" (hide variants)")
return "%s|%s|%s" % [control.get_class(), label, tooltip]
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func _leave_focus_navigation(release_focus: bool = true) -> void:
_controller_active = false
_focus_navigation_active = false
_recovery_generation += 1
_scope_chain.clear()
var focus_owner: Control = get_viewport().gui_get_focus_owner()
if focus_owner == null or _keeps_pointer_focus(focus_owner):
return
if _is_focusable(focus_owner):
_pending_focus = weakref(focus_owner)
if release_focus:
_release_focus_if_inactive.call_deferred(focus_owner)
func _release_focus_if_inactive(control: Control) -> void:
if (
_focus_navigation_active
or _pointer_button_down
or control == null
or not is_instance_valid(control)
or get_viewport().gui_get_focus_owner() != control
or _keeps_pointer_focus(control)
):
return
get_viewport().gui_release_focus()
func _release_current_pointer_focus() -> void:
var focus_owner: Control = get_viewport().gui_get_focus_owner()
if focus_owner != null:
_release_focus_if_inactive(focus_owner)
func _request_pending_focus() -> void:
if (
not _focus_navigation_active
or _pending_focus == null
or get_viewport().gui_get_focus_owner() != null
):
return
_restore_pending_focus.call_deferred(_recovery_generation)
func _restore_pending_focus(generation: int) -> void:
if (
generation != _recovery_generation
or not _focus_navigation_active
or _pending_focus == null
or get_viewport().gui_get_focus_owner() != null
):
return
var target := _pending_focus.get_ref() as Control
if not _is_focusable(target):
_pending_focus = null
return
_pending_focus = null
target.grab_focus()
func _is_keyboard_navigation_event(event: InputEvent) -> bool:
if event.is_action_pressed(&"open_backpack"):
return false
if (
event.is_action_pressed(&"ui_cancel")
and get_viewport().gui_get_focus_owner() == null
):
return false
for action: StringName in KEYBOARD_NAVIGATION_ACTIONS:
if event.is_action_pressed(action):
return true
return false
func _keeps_pointer_focus(control: Control) -> bool:
return control is LineEdit or control is TextEdit