Show.gd 4.0 KB

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  1. class_name Show
  2. extends Node2D
  3. # Manage slide cycling
  4. const VOID_SLIDE_ID := -1
  5. @export_group("Slide management")
  6. @export var start_slide := 0
  7. @export var hide_slides := false
  8. @export_group("Input setup", "action_")
  9. @export var action_finish_slide := "ui_accept"
  10. @export var action_skip_slide := "ui_right"
  11. @export var action_previous_slide := "ui_left"
  12. @export var action_home_slide := "ui_cancel"
  13. var current_id := VOID_SLIDE_ID
  14. var current_slide: Slide
  15. @onready var focus: Focus = $"../Focus"
  16. @onready var slides: Array = get_children()
  17. func _ready() -> void:
  18. _enforce()
  19. print("The show contains %s slides" % slides.size())
  20. if hide_slides:
  21. _hide_every_slide()
  22. _global_slide_setup()
  23. go_slowly_to_next_slide()
  24. func go_slowly_to_next_slide() -> void:
  25. next_slide(Focus.Transit.SMOOTH)
  26. func go_fast_to_next_slide() -> void:
  27. next_slide(Focus.Transit.BEAM)
  28. func go_fast_to_previous_slide() -> void:
  29. next_slide_at(_previous_id(), Focus.Transit.BEAM)
  30. func next_slide(trans: Focus.Transit) -> void:
  31. next_slide_at(_next_id(), trans)
  32. func next_slide_at(next_id: int, trans: Focus.Transit) -> void:
  33. _disable_current_slide()
  34. current_id = next_id
  35. current_slide = _focus_slide(current_id, trans)
  36. _enable_current_slide()
  37. func _focus_slide(id: int, trans: Focus.Transit) -> Slide:
  38. var slide: Slide = slides[id]
  39. focus.focus_on(slide.get_center(), slide.get_scale().x, trans)
  40. return slide
  41. func _hide_every_slide() -> void:
  42. for slide in slides:
  43. slide.gently_hide()
  44. func _global_slide_setup() -> void:
  45. for slide in slides:
  46. slide.set_action_finish(action_finish_slide)
  47. func _disable_current_slide() -> void:
  48. if current_slide != null:
  49. current_slide.disable()
  50. current_slide.finished.disconnect(_on_current_slide_finished)
  51. func _enable_current_slide() -> void:
  52. current_slide.enable()
  53. current_slide.finished.connect(_on_current_slide_finished)
  54. func _enforce() -> void:
  55. _enforce_parameters()
  56. _enforce_children()
  57. func _enforce_parameters() -> void:
  58. assert(focus, "A Focus node must be next to the Show node")
  59. assert(start_slide >= 0,
  60. "Negative index is not supported for start_slide")
  61. assert(start_slide < slides.size(),
  62. "start_slide index is out of bound (max is %s)" % (slides.size() - 1))
  63. func _enforce_children() -> void:
  64. assert(!slides.is_empty(), "A slideshow must contain slides")
  65. for object in slides:
  66. assert(object is Slide, "A slideshow can only contain slides but encontered %s" % object)
  67. func _next_id() -> int:
  68. if current_id == VOID_SLIDE_ID:
  69. return start_slide
  70. var next_id: int = current_id + 1
  71. if next_id >= slides.size():
  72. return 0
  73. return next_id
  74. func _previous_id() -> int:
  75. var next_id: int = current_id - 1
  76. if next_id < 0:
  77. return slides.size() - 1
  78. return next_id
  79. func _reset_id() -> void:
  80. current_id = VOID_SLIDE_ID
  81. func _unhandled_key_input(event: InputEvent) -> void:
  82. if !event.is_pressed():
  83. return
  84. if event.is_action(action_skip_slide):
  85. get_viewport().set_input_as_handled()
  86. go_fast_to_next_slide()
  87. elif event.is_action(action_previous_slide):
  88. get_viewport().set_input_as_handled()
  89. go_fast_to_previous_slide()
  90. elif event.is_action(action_home_slide):
  91. get_viewport().set_input_as_handled()
  92. _reset_id()
  93. go_slowly_to_next_slide()
  94. func _unhandled_input(event: InputEvent) -> void:
  95. if event is InputEventMouseButton and event.is_pressed():
  96. _focus_nearest_slide_from(get_global_mouse_position())
  97. func _focus_nearest_slide_from(target_pos: Vector2) -> void:
  98. var next_slide = _search_nearest_slide_from(target_pos)
  99. var next_id = slides.find(next_slide)
  100. next_slide_at(next_id, Focus.Transit.SMOOTH)
  101. func _search_nearest_slide_from(target_pos: Vector2) -> Slide:
  102. var nearest_slide = current_slide
  103. var shortest_distance = target_pos.distance_squared_to(nearest_slide.get_center())
  104. for current_slide in slides:
  105. var current_distance = target_pos.distance_squared_to(current_slide.get_center())
  106. if current_distance < shortest_distance:
  107. nearest_slide = current_slide
  108. shortest_distance = current_distance
  109. return nearest_slide
  110. func _on_current_slide_finished() -> void:
  111. go_slowly_to_next_slide()