180 lines
6.0 KiB
GDScript
180 lines
6.0 KiB
GDScript
# MouseController —— ClientVS22 mousemodule.py 的全局物品拖放层。
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#
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# 目标控件通过 register_target() 注册;物品源调用 attach_item() 后,控制器
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# 接管鼠标释放,命中目标时调用回调,释放到窗口外 / 右键 / ESC / 失焦则取消。
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# 光标状态由 CursorManager 管理,跟随图标不参与世界点击。
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extends Node
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const CursorManager = preload("res://ui/cursor_manager.gd")
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var cursor: Node
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var audio: Node
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var _overlay: Control
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var _icon: TextureRect
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var _label: Label
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var _attached: Dictionary = {}
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var _targets: Array[Dictionary] = []
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var _touch_index := -1
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var _touch_position := Vector2.ZERO
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func setup(parent: Node, cursor_manager: Node = null, audio_node: Node = null) -> void:
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cursor = cursor_manager
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audio = audio_node
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_overlay = Control.new()
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_overlay.name = "MouseItemOverlay"
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_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_overlay.z_index = 1000
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_overlay.visible = false
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_overlay.size = Vector2(72, 72)
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parent.add_child(_overlay)
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_icon = TextureRect.new()
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_icon.position = Vector2(0, 0)
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_icon.size = Vector2(48, 48)
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_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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_icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_overlay.add_child(_icon)
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_label = Label.new()
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_label.position = Vector2(2, 48)
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_label.size = Vector2(68, 20)
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_label.add_theme_font_size_override("font_size", 10)
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_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_overlay.add_child(_label)
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set_process_input(true)
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func attach_item(window: int, cell: int, vnum: int, count: int,
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texture: Texture2D = null, source := "inventory", metadata: Dictionary = {},
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touch_index := -1, touch_position := Vector2(-1, -1)) -> bool:
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if vnum <= 0 or window < 0 or cell < 0:
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return false
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_attached = {"window": window, "cell": cell, "vnum": vnum,
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"count": maxi(1, count), "source": source}
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_touch_index = touch_index
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if touch_position.x >= 0.0 and touch_position.y >= 0.0:
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_touch_position = touch_position
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# Keep the instance fields that the reference mouse module exposes to the
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# receiving window (anti flags, sockets, attributes, ...), while retaining
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# the canonical source coordinates supplied by the caller.
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for key in metadata:
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if key not in ["window", "cell", "vnum", "count", "source"]:
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_attached[key] = metadata[key]
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if _icon:
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_icon.texture = texture
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_icon.visible = texture != null
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if _label:
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_label.text = "#%d%s" % [vnum, (" ×%d" % count) if count > 1 else ""]
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_label.visible = true
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if _overlay:
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_overlay.visible = true
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if cursor and cursor.has_method("set_cursor"):
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cursor.set_cursor(CursorManager.ITEM)
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_play_ui("pick.wav")
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return true
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func attach_money(amount: int, source := "inventory") -> bool:
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if amount <= 0:
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return false
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_attached = {"window": -1, "cell": -1, "vnum": -1, "count": amount,
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"source": source, "money": true}
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_touch_index = -1
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_touch_position = Vector2.ZERO
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if _icon:
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_icon.texture = null
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_icon.visible = false
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if _label:
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_label.text = "金币 ×%d" % amount
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_label.visible = true
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if _overlay:
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_overlay.visible = true
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if cursor and cursor.has_method("set_cursor"):
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cursor.set_cursor(CursorManager.ITEM)
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_play_ui("pick.wav")
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return true
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func cancel() -> void:
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_attached.clear()
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_touch_index = -1
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_touch_position = Vector2.ZERO
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if _overlay:
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_overlay.visible = false
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if cursor and cursor.has_method("reset"):
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cursor.reset()
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func is_attached() -> bool:
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return not _attached.is_empty()
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func attached() -> Dictionary:
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return _attached.duplicate(true)
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func register_target(control: Control, callback: Callable, owner: Node = null) -> void:
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if control == null or not callback.is_valid():
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return
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_targets.append({"control": control, "callback": callback, "owner": owner})
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func unregister_owner(owner: Node) -> void:
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for i in range(_targets.size() - 1, -1, -1):
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if _targets[i].get("owner", null) == owner:
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_targets.remove_at(i)
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func _process(_dt: float) -> void:
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if _overlay and _overlay.visible:
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var position := get_viewport().get_mouse_position()
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if _touch_index >= 0:
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position = _touch_position
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_overlay.global_position = position + Vector2(12, 12)
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# 清理已被窗口销毁的目标,防止拖放回调落到旧 UI。
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for i in range(_targets.size() - 1, -1, -1):
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var c: Control = _targets[i].get("control", null)
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if c == null or not is_instance_valid(c):
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_targets.remove_at(i)
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func _input(event: InputEvent) -> void:
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if not is_attached():
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return
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if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
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cancel()
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get_viewport().set_input_as_handled()
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
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cancel()
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get_viewport().set_input_as_handled()
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return
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if event is InputEventMouseButton and not event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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_drop_at(event.position)
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get_viewport().set_input_as_handled()
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return
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if event is InputEventScreenDrag and event.index == _touch_index:
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_touch_position = event.position
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get_viewport().set_input_as_handled()
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return
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if event is InputEventScreenTouch and not event.pressed and event.index == _touch_index:
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_touch_position = event.position
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_drop_at(event.position)
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get_viewport().set_input_as_handled()
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func _drop_at(position: Vector2) -> void:
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var payload := attached()
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for i in range(_targets.size() - 1, -1, -1):
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var c: Control = _targets[i].get("control", null)
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if c == null or not is_instance_valid(c):
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_targets.remove_at(i)
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continue
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if not c.visible or not c.get_global_rect().has_point(position):
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continue
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var cb: Callable = _targets[i].get("callback", Callable())
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if cb.is_valid() and bool(cb.call(payload)):
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_play_ui("drop.wav")
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cancel()
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return
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# 与参考端释放到无效区域的取消语义一致。
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_play_ui("loginfail.wav")
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cancel()
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func _play_ui(name: String) -> void:
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if audio and audio.has_method("play_ui"):
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audio.play_ui(name)
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func _notification(what: int) -> void:
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if what == NOTIFICATION_WM_WINDOW_FOCUS_OUT:
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cancel()
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