netfishing/ui/ui_pixelation_presenter.gd

195 lines
5.9 KiB
GDScript

class_name UIPixelationPresenter
extends SubViewportContainer
const MIN_UI_VIEWPORT_SIZE: Vector2i = Vector2i(256, 180)
const UIReferencePresentationType = preload(
"res://ui/ui_reference_presentation.gd"
)
const ControllerFocusPresentationType = preload(
"res://ui/controller_focus_presentation.gd"
)
const ControllerFocusRecoveryType = preload(
"res://ui/controller_focus_recovery.gd"
)
const OnScreenKeyboardType = preload("res://ui/on_screen_keyboard.gd")
signal effective_pixel_size_changed(
requested_pixel_size: int,
effective_pixel_size: int,
)
@onready var _ui_viewport: SubViewport = $UIViewport
@onready var _ui_root: Control = $UIViewport/GameUI/UIRoot
@onready var _canonical_stage: Control = (
$UIViewport/GameUI/UIRoot/CanonicalStage
)
@onready var _hotbar: HotbarUI = (
$UIViewport/GameUI/UIRoot/CanonicalStage/Hotbar
)
@onready var _chat_ui: ChatUI = $UIViewport/GameUI/UIRoot/ChatUI
@onready var _title_content_stage: Control = (
$UIViewport/GameUI/UIRoot/TitleScreen/ResponsiveTitleStage
)
var _requested_pixel_size: int = PlayerSettings.DEFAULT_UI_PIXEL_SIZE
var _effective_pixel_size: int = PlayerSettings.DEFAULT_UI_PIXEL_SIZE
var _gameplay_active: bool = false
var _interactive_ui_open: bool = false
var _passive_pointer_ui_enabled: bool = false
var _on_screen_keyboard: OnScreenKeyboardType
func _ready() -> void:
_on_screen_keyboard = OnScreenKeyboardType.new()
_ui_root.add_child(_on_screen_keyboard)
var controller_focus_recovery := ControllerFocusRecoveryType.new()
_ui_root.add_child(controller_focus_recovery)
var controller_focus_presentation := ControllerFocusPresentationType.new()
_ui_root.add_child(controller_focus_presentation)
var root_viewport: Viewport = get_viewport()
root_viewport.size_changed.connect(_resize_presentation)
_resize_presentation()
func set_on_screen_keyboard_enabled(enabled: bool) -> void:
_on_screen_keyboard.set_enabled(enabled)
func set_pixel_size(pixel_size: int) -> void:
_requested_pixel_size = clampi(
pixel_size,
PlayerSettings.MIN_UI_PIXEL_SIZE,
PlayerSettings.MAX_UI_PIXEL_SIZE
)
_resize_presentation()
func get_requested_pixel_size() -> int:
return _requested_pixel_size
func get_effective_pixel_size() -> int:
return _effective_pixel_size
func get_ui_viewport_size() -> Vector2i:
return _ui_viewport.size
func set_gameplay_active(active: bool) -> void:
_gameplay_active = active
_refresh_mouse_filter()
func set_interactive_ui_open(is_open: bool) -> void:
_interactive_ui_open = is_open
_refresh_mouse_filter()
func set_passive_pointer_ui_enabled(is_enabled: bool) -> void:
_passive_pointer_ui_enabled = is_enabled
_refresh_mouse_filter()
func _refresh_mouse_filter() -> void:
if not _gameplay_active or _interactive_ui_open:
mouse_filter = Control.MOUSE_FILTER_STOP
elif _passive_pointer_ui_enabled:
# Forward pointer events to lightweight gameplay overlays such as Chat,
# while allowing events they do not consume to continue to gameplay.
mouse_filter = Control.MOUSE_FILTER_PASS
else:
mouse_filter = Control.MOUSE_FILTER_IGNORE
func _resize_presentation() -> void:
if not is_node_ready():
return
var root_size: Vector2i = get_window().size
if root_size.x <= 0 or root_size.y <= 0:
return
var display_size := Vector2(root_size)
var reference_scale: float = (
UIReferencePresentationType.get_scale(display_size)
)
var previous_effective_size: int = _effective_pixel_size
_effective_pixel_size = _resolve_effective_pixel_size(reference_scale)
var render_height: int = _get_render_height(
_effective_pixel_size,
reference_scale,
)
var render_scale: float = (
float(render_height)
/ UIReferencePresentationType.REFERENCE_SIZE.y
)
var visible_reference_size: Vector2 = (
UIReferencePresentationType.get_visible_reference_size(display_size)
)
var viewport_size := Vector2i(
roundi(visible_reference_size.x * render_scale),
roundi(visible_reference_size.y * render_scale),
)
set_anchors_preset(Control.PRESET_TOP_LEFT)
position = Vector2.ZERO
size = Vector2(viewport_size)
scale = Vector2.ONE * (reference_scale / render_scale)
stretch_shrink = 1
_ui_root.position = Vector2.ZERO
_ui_root.scale = Vector2.ONE * render_scale
_ui_root.size = visible_reference_size
_canonical_stage.position = (
UIReferencePresentationType.get_stage_position(display_size)
)
_canonical_stage.size = UIReferencePresentationType.REFERENCE_SIZE
_hotbar.position = Vector2(0.0, _canonical_stage.position.y)
_title_content_stage.set_anchors_preset(Control.PRESET_TOP_LEFT)
_title_content_stage.position = _canonical_stage.position
_title_content_stage.size = UIReferencePresentationType.REFERENCE_SIZE
_chat_ui.set_output_scale(reference_scale)
if (
previous_effective_size != _effective_pixel_size
or _requested_pixel_size != _effective_pixel_size
):
effective_pixel_size_changed.emit(
_requested_pixel_size,
_effective_pixel_size
)
func _get_render_height(pixel_size: int, reference_scale: float) -> int:
var displayed_canvas_height: int = maxi(
1,
roundi(
UIReferencePresentationType.REFERENCE_SIZE.y
* reference_scale
),
)
if pixel_size == PlayerSettings.MIN_UI_PIXEL_SIZE:
return displayed_canvas_height
var target_height: int = PlayerSettings.get_ui_render_height(
pixel_size,
roundi(UIReferencePresentationType.REFERENCE_SIZE.y),
)
return mini(displayed_canvas_height, target_height)
func _resolve_effective_pixel_size(reference_scale: float) -> int:
for candidate: int in range(_requested_pixel_size, 0, -1):
var candidate_height: int = _get_render_height(
candidate,
reference_scale,
)
var candidate_size := Vector2i(
roundi(
UIReferencePresentationType.REFERENCE_SIZE.x
* float(candidate_height)
/ UIReferencePresentationType.REFERENCE_SIZE.y
),
candidate_height,
)
if (
candidate_size.x >= MIN_UI_VIEWPORT_SIZE.x
and candidate_size.y >= MIN_UI_VIEWPORT_SIZE.y
):
return candidate
return PlayerSettings.MIN_UI_PIXEL_SIZE