412 lines
14 KiB
GDScript
412 lines
14 KiB
GDScript
# UiManager (P1) —— 窗口栈:打开 / 关闭 / 置顶 / ESC 关顶层 / modal 变暗 / 标题栏拖动。
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#
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# var ui := preload("res://ui/ui_manager.gd").new()
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# add_child(ui)
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# ui.locale = func(k): return Locale.t(k)
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# var w := ui.open_script("res://../assets/uiscript/uiscript/systemdialog.py", assets_root)
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# w.nodes["close_button"].pressed.connect(func(): ui.close(w.root))
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#
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# open_script 返回 { root: Control, nodes: {name: Control} }(同 UiBuild.build)。
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extends CanvasLayer
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const UiScript = preload("res://ui/uiscript.gd")
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const UiBuild = preload("res://ui/ui_build.gd")
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const MobileWindowHost = preload("res://ui/mobile/mobile_window_host.gd")
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signal window_opened(root: Control)
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signal window_closed(root: Control)
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var locale: Callable
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var screen := Vector2i(1920, 1080)
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var mobile_mode := false
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var mobile_screen := Vector2i(844, 390)
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var _root: Control # 全屏容器
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var _dim: ColorRect # modal 变暗层
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var _mobile_blocker: ColorRect
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var _stack: Array[Control] = []
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var _mobile_external: Array[Dictionary] = []
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var _mobile_modals: Array[Node] = []
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var _mobile_saved: Dictionary = {}
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var _mobile_close_callbacks: Dictionary = {}
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var _last_mobile_area := Rect2(-1, -1, 0, 0)
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var _drag_win: Control = null
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var _drag_from := Vector2.ZERO
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func _ready() -> void:
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layer = 10
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_root = Control.new()
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_root.set_anchors_preset(Control.PRESET_FULL_RECT)
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_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_root)
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_dim = ColorRect.new()
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_dim.color = Color(0, 0, 0, 0.45)
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_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
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_dim.visible = false
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_root.add_child(_dim)
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_mobile_blocker = ColorRect.new()
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_mobile_blocker.name = "MobileWindowBlocker"
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_mobile_blocker.color = Color(0, 0, 0, 0)
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_mobile_blocker.set_anchors_preset(Control.PRESET_FULL_RECT)
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_mobile_blocker.mouse_filter = Control.MOUSE_FILTER_STOP
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_mobile_blocker.visible = false
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_root.add_child(_mobile_blocker)
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set_process_input(true)
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set_process_unhandled_input(true)
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set_process(true)
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## Select the presentation policy without changing any feature controller.
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## Mobile windows are rebuilt with the landscape design resolution and hosted
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## inside the safe area; desktop keeps the historical 1920x1080 parser space.
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func set_mobile_mode(enabled: bool) -> void:
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mobile_mode = enabled
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if enabled:
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screen = mobile_screen
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layer = 30
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_last_mobile_area = Rect2(-1, -1, 0, 0)
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else:
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screen = Vector2i(1920, 1080)
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layer = 10
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_last_mobile_area = Rect2(-1, -1, 0, 0)
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if not enabled:
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for record in _mobile_external.duplicate():
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var root: Control = record.get("root")
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if root and is_instance_valid(root):
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_dismiss_external(root)
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_restack()
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func track_mobile_window(root: Control, title := "", close_cb := Callable()) -> void:
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if root == null:
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return
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for record in _mobile_external:
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if record.get("root") == root:
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record["title"] = title
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record["close_cb"] = close_cb
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return
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_mobile_external.append({"root": root, "title": title, "close_cb": close_cb})
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if mobile_mode and root.visible:
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_sync_mobile_windows()
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## Register a native Window/ConfirmationDialog that is created outside a
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## feature's hosted Control. It remains owned by the feature, but the mobile
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## manager can block world input and make Android back press its cancel action
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## first. This avoids moving native dialogs into a Control tree.
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func track_mobile_modal(popup: Node) -> void:
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if popup == null:
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return
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if not _mobile_modals.has(popup):
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_mobile_modals.append(popup)
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popup.set_meta("mobile_modal", true)
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MobileWindowHost.wire_buttons(popup)
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func reflow_mobile_window(root: Control) -> void:
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if not mobile_mode or root == null or not is_instance_valid(root):
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return
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if not _stack.has(root):
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return
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MobileWindowHost.install(root, _mobile_area(), _window_title(root),
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Callable(self, "_close_hosted_window").bind(root))
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_restack()
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# --- open / close --------------------------------------------------------
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func build_script(path: String, assets_root: String) -> Dictionary:
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var us := UiScript.new()
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us.screen = screen
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if locale.is_valid():
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us.locale = locale
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var spec := us.parse_file(path)
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if spec.is_empty():
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push_warning("UiManager: parse failed (%s): %s" % [path, us.last_error])
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return {"root": Control.new(), "nodes": {}}
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return UiBuild.build(spec, assets_root)
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# 解析 + 构建 + 打开,返回 { root, nodes }
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func open_script(path: String, assets_root: String, modal := false) -> Dictionary:
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var r := build_script(path, assets_root)
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open(r.root, modal)
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return r
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func open(win: Control, modal := false) -> void:
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if win.get_parent() == null:
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_root.add_child(win)
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win.set_meta("modal", modal)
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if mobile_mode:
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MobileWindowHost.install(win, _mobile_area(), _window_title(win),
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Callable(self, "_close_hosted_window").bind(win))
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else:
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_wire_drag(win)
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_stack.erase(win)
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_stack.append(win)
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_restack()
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window_opened.emit(win)
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func close(win: Control) -> void:
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if win == null:
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return
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if bool(win.get_meta("mobile_external", false)):
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var cb: Callable = _mobile_close_callbacks.get(win, Callable())
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if cb.is_valid() and win.visible:
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cb.call()
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else:
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_dismiss_external(win)
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return
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_stack.erase(win)
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if win.get_parent():
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win.get_parent().remove_child(win)
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win.queue_free()
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_restack()
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window_closed.emit(win)
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func close_top() -> bool:
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if _close_mobile_popup():
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return true
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if _stack.is_empty():
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return false
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var win := _stack[-1]
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if bool(win.get_meta("mobile_external", false)):
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var cb: Callable = _mobile_close_callbacks.get(win, Callable())
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if cb.is_valid():
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cb.call()
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else:
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_dismiss_external(win)
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else:
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close(win)
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return true
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func top() -> Control:
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return _stack[-1] if not _stack.is_empty() else null
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# wndMgr 的输入边界:打开的窗口先拿到键盘 / 鼠标语义,世界控制不能从窗口
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# 下方穿透。非模态窗口保留原版常用的开关键,便于 I/K/V/N 等键关闭当前窗;
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# 模态确认框只允许 ESC 回到窗口栈。
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func blocks_game_input(event: InputEvent) -> bool:
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var popup := _mobile_modal_popup()
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if popup != null:
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return not (event is InputEventKey and event.keycode == KEY_ESCAPE)
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if _stack.is_empty():
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return false
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var top_window: Control = _stack[-1]
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if top_window == null or not is_instance_valid(top_window) or not top_window.visible:
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return false
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if bool(top_window.get_meta("modal", false)):
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return not (event is InputEventKey and event.keycode == KEY_ESCAPE)
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if mobile_mode and event is InputEventScreenTouch:
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return true
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if mobile_mode and event is InputEventScreenDrag:
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return true
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if event is InputEventMouse:
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return top_window.get_global_rect().has_point(event.position)
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if event is InputEventKey:
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if event.keycode == KEY_ESCAPE:
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return false
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return event.keycode not in [KEY_I, KEY_K, KEY_V, KEY_N, KEY_B, KEY_L, KEY_M, KEY_O]
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return false
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func _input(event: InputEvent) -> void:
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# Keyboard events do not automatically enter Control.gui_input. Consume
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# blocked keys here, before PlayerController/GameCamera receive them through
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# _unhandled_input; mouse events remain available to child controls.
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if event is InputEventKey and blocks_game_input(event):
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get_viewport().set_input_as_handled()
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func _process(_delta: float) -> void:
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if mobile_mode:
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var area := _mobile_area()
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if not area.is_equal_approx(_last_mobile_area):
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_last_mobile_area = area
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_reflow_mobile_windows(area)
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_sync_mobile_windows()
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# Password/confirmation dialogs are created by feature controllers after
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# their window is hosted. Wire their buttons too, including dialogs that
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# appear as siblings under UiManager's root.
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MobileWindowHost.wire_buttons(_root)
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for win in _stack:
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if win and is_instance_valid(win):
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MobileWindowHost.wire_buttons(win)
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for popup in _mobile_modals.duplicate():
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if popup == null or not is_instance_valid(popup):
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_mobile_modals.erase(popup)
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else:
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MobileWindowHost.wire_buttons(popup)
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func _reflow_mobile_windows(area: Rect2) -> void:
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# Safe areas can change while the logical viewport stays the same (for
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# example when a keyboard, call bar or system gesture inset appears). Keep
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# every already-open feature inside the new area instead of waiting for a
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# full window resize.
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for win in _stack.duplicate():
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if win == null or not is_instance_valid(win) or not win.visible:
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continue
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MobileWindowHost.install(win, area, _window_title(win),
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Callable(self, "_close_hosted_window").bind(win))
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func _sync_mobile_windows() -> void:
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for record in _mobile_external:
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var root: Control = record.get("root")
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if root == null or not is_instance_valid(root):
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continue
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if root.visible and not _stack.has(root):
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_present_external(root, String(record.get("title", "")),
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record.get("close_cb", Callable()))
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elif not root.visible and _stack.has(root):
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_dismiss_external(root)
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func _mobile_area() -> Rect2:
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return MobileWindowHost.safe_rect(get_viewport())
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func _window_title(win: Control) -> String:
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if win == null:
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return ""
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var title := String(win.get_meta("mobile_title", ""))
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if title != "":
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return title
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return String(win.name) if win.name != "Control" else "功能"
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func _close_hosted_window(win: Control) -> void:
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close(win)
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func _present_external(root: Control, title: String, close_cb: Callable) -> void:
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if root == null or not is_instance_valid(root) or _stack.has(root):
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return
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var parent := root.get_parent()
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if parent == null:
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return
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var saved := {
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"parent": parent,
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"position": root.position,
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"size": root.size,
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"scale": root.scale,
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"pivot": root.pivot_offset,
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"anchor_left": root.anchor_left,
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"anchor_top": root.anchor_top,
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"anchor_right": root.anchor_right,
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"anchor_bottom": root.anchor_bottom,
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}
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_mobile_saved[root] = saved
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parent.remove_child(root)
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_root.add_child(root)
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root.set_meta("mobile_external", true)
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root.set_meta("modal", false)
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_mobile_close_callbacks[root] = close_cb
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MobileWindowHost.install(root, _mobile_area(), title, close_cb)
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_stack.append(root)
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_restack()
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func _dismiss_external(root: Control) -> void:
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if root == null:
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return
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_stack.erase(root)
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_mobile_close_callbacks.erase(root)
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MobileWindowHost.uninstall(root)
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var saved: Dictionary = _mobile_saved.get(root, {})
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if root.get_parent() == _root:
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_root.remove_child(root)
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var parent: Node = saved.get("parent")
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if parent and is_instance_valid(parent):
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parent.add_child(root)
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if not saved.is_empty():
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root.position = saved.get("position", root.position)
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root.size = saved.get("size", root.size)
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root.scale = saved.get("scale", Vector2.ONE)
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root.pivot_offset = saved.get("pivot", Vector2.ZERO)
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root.anchor_left = float(saved.get("anchor_left", root.anchor_left))
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root.anchor_top = float(saved.get("anchor_top", root.anchor_top))
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root.anchor_right = float(saved.get("anchor_right", root.anchor_right))
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root.anchor_bottom = float(saved.get("anchor_bottom", root.anchor_bottom))
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_mobile_saved.erase(root)
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root.set_meta("mobile_external", false)
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_restack()
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window_closed.emit(root)
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func _restack() -> void:
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var any_modal := false
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for i in _stack.size():
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var w := _stack[i]
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w.move_to_front()
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if bool(w.get_meta("modal", false)):
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any_modal = true
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_dim.visible = any_modal
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_mobile_blocker.visible = mobile_mode and not _stack.is_empty()
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if _mobile_blocker:
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_root.move_child(_mobile_blocker, 0)
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if any_modal:
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# 变暗层紧贴在最顶层 modal 之下
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_dim.move_to_front()
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_stack[-1].move_to_front()
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# --- ESC ---------------------------------------------------------------
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func _unhandled_input(e: InputEvent) -> void:
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if e is InputEventKey and e.pressed and e.keycode == KEY_ESCAPE:
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if _close_mobile_popup():
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get_viewport().set_input_as_handled()
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return
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if close_top():
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get_viewport().set_input_as_handled()
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func _mobile_modal_popup() -> Node:
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if not mobile_mode or _root == null:
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return null
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for popup in _mobile_modals:
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if popup and is_instance_valid(popup) and _node_visible(popup):
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return popup
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for node in _root.find_children("*", "", true, false):
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if (node is Window or bool(node.get_meta("mobile_modal", false))) and _node_visible(node):
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return node
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return null
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func _node_visible(node: Node) -> bool:
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if node is CanvasItem:
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return (node as CanvasItem).visible
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if node is Window:
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return (node as Window).visible
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return false
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func _close_mobile_popup() -> bool:
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var popup := _mobile_modal_popup()
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if popup == null:
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return false
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var close_cb: Variant = popup.get_meta("mobile_modal_close", Callable())
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if close_cb is Callable and close_cb.is_valid():
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close_cb.call()
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return true
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# ConfirmationDialog owners generally use the canceled signal to clear
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# pending state. Drive its cancel button when available; plain dialogs can
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# safely be hidden on back.
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if popup is ConfirmationDialog and popup.has_method("get_cancel_button"):
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var cancel = popup.call("get_cancel_button")
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if cancel is BaseButton and not cancel.disabled:
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cancel.pressed.emit()
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return true
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popup.hide()
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return true
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# --- 标题栏拖动 --------------------------------------------------------
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func _wire_drag(win: Control) -> void:
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var handle := _find_drag_handle(win)
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if handle == null or handle.has_meta("_drag_wired"):
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return
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handle.set_meta("_drag_wired", true)
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handle.mouse_filter = Control.MOUSE_FILTER_STOP
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handle.gui_input.connect(func(ev: InputEvent): _on_handle_input(win, ev))
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func _find_drag_handle(win: Control) -> Control:
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# 优先 titlebar;否则 board_with_titlebar 的顶部条;否则整个 window 根
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for n in win.find_children("*", "", true, false):
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if n is Control and (n.get_meta("is_titlebar", false) or n.get_meta("titlebar_h", 0) > 0):
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return n
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return win
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func _on_handle_input(win: Control, ev: InputEvent) -> void:
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if ev is InputEventMouseButton and ev.button_index == MOUSE_BUTTON_LEFT:
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if ev.pressed:
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_drag_win = win
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_drag_from = win.get_global_mouse_position() - win.position
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open(win) # 置顶
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else:
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_drag_win = null
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elif ev is InputEventMouseMotion and _drag_win == win:
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win.position = win.get_global_mouse_position() - _drag_from
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