89 lines
2.1 KiB
GDScript
89 lines
2.1 KiB
GDScript
class_name HoverLightClickArea extends Area2D
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signal interacted
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@export var freezing := false:
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set(val):
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freezing = val
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if freezing and touching:
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_on_mouse_exited()
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var touching = false
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static var _focus_mutex = Mutex.new()
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static var current_focusing_item = "":
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set(val):
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current_focusing_item = val
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if GlobalConfig.DEBUG:
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print("HoverLightClickArea current_focusing_item=", current_focusing_item)
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static var pending_enter_callables := [] as Array[Callable]
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# to pointlight2d
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var lights: Array[NodePath] = []
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func _ready() -> void:
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for c in get_children():
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if c is PointLight2D:
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lights.append(self.get_path_to(c))
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if lights.is_empty():
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printerr("HoverLightButton has no PointLight2D children. auto freezed name=", name)
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freezing = true
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mouse_entered.connect(_on_mouse_entered)
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mouse_exited.connect(_on_mouse_exited)
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# 默认先熄灭
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_toggle_light(false)
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func is_focused() -> bool:
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return current_focusing_item == name
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func _on_mouse_entered() -> bool:
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touching = true
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if freezing or not is_visible_in_tree():
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return false
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if is_focused():
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return true
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_focus_mutex.lock()
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# 尝试获得 current_focusing_item
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if current_focusing_item != "":
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if not pending_enter_callables.has(_on_mouse_entered):
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pending_enter_callables.append(_on_mouse_entered)
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_focus_mutex.unlock()
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return false
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current_focusing_item = name
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_focus_mutex.unlock()
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_toggle_light(true)
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return true
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func _on_mouse_exited() -> void:
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touching = false
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_focus_mutex.lock()
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pending_enter_callables.erase(_on_mouse_entered)
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# frezzing 不影响 mouse exited
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if is_focused():
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current_focusing_item = ""
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for c in pending_enter_callables:
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if c.call():
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break
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_focus_mutex.unlock()
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_toggle_light(false)
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func _toggle_light(on: bool) -> void:
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for l in lights:
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var light = get_node(l) as PointLight2D
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if light:
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light.enabled = on
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func _input(event: InputEvent) -> void:
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if freezing or Engine.is_editor_hint() or not is_visible_in_tree():
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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# get_viewport().set_input_as_handled()
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if is_focused():
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interacted.emit()
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