class_name Show extends Node2D # Manage slide cycling signal new_focus(pos: Vector2, scale: float, trans: Focus.Transit) const VOID_SLIDE_ID := -1 @export var start_slide := 0 @export var hide_slides := false var current_id := VOID_SLIDE_ID var current_slide: Slide @onready var slides: Array = get_children() func _ready() -> void: _enforce() if hide_slides: hide_every_slide() go_slowly_to_next_slide() func go_slowly_to_next_slide() -> void: next_slide(Focus.Transit.SMOOTH) func go_fast_to_next_slide() -> void: next_slide(Focus.Transit.BEAM) func next_slide(trans: Focus.Transit) -> void: next_slide_at(_next_id(), trans) func next_slide_at(next_id: int, trans: Focus.Transit) -> void: _disconnect_current_slide() current_id = next_id current_slide = focus_slide(current_id, trans) _connect_current_slide() func focus_slide(id: int, trans: Focus.Transit) -> Slide: var slide: Slide = slides[id] slide.focus() new_focus.emit(slide.get_center(), slide.get_scale().x, trans) return slide func hide_every_slide() -> void: for slide in slides: slide.gently_hide() func _disconnect_current_slide() -> void: if current_slide != null: current_slide.remove_focus() current_slide.finished.disconnect(_on_current_slide_finished) func _connect_current_slide() -> void: current_slide.finished.connect(_on_current_slide_finished) func _enforce() -> void: _enforce_parameters() _enforce_children() func _enforce_parameters() -> void: assert(start_slide >= 0, "Negative index is not supported for start_slide") assert(start_slide < slides.size(), "start_slide index is out of bound (max is %s)" % (slides.size() - 1)) func _enforce_children() -> void: assert(!slides.is_empty(), "A slideshow must contain slides") for slide in slides: assert(slide is Slide, "A slideshow can only contain slides") func _next_id() -> int: if current_id == VOID_SLIDE_ID: return start_slide var next_id: int = current_id + 1 if next_id >= slides.size(): return 0 return next_id func _reset_id() -> void: current_id = VOID_SLIDE_ID func _unhandled_key_input(event: InputEvent) -> void: if !event.is_pressed(): return if event.is_action("ui_right"): get_viewport().set_input_as_handled() go_fast_to_next_slide() elif event.is_action("ui_cancel"): get_viewport().set_input_as_handled() _reset_id() go_slowly_to_next_slide() func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseButton and event.is_pressed(): var gpos: Vector2 = get_global_mouse_position() var nearest_slide = current_slide var shortest_distance = gpos.distance_squared_to(nearest_slide.get_center()) for current_slide in slides: var current_distance = gpos.distance_squared_to(current_slide.get_center()) if current_distance < shortest_distance: nearest_slide = current_slide shortest_distance = current_distance var next_id = slides.find(nearest_slide) next_slide_at(next_id, Focus.Transit.SMOOTH) func _on_current_slide_finished() -> void: go_slowly_to_next_slide()