PneumaticPlaything/Scripts/MovementRow.gd

176 lines
5.9 KiB
GDScript

extends Panel
@export var movement_bit : int = 0
@export var movement_name : String = "Name"
@export var flow_path : String = "../../../../../FlyoutPanel/FlowControls/InvisibleMask/FlowHandle/"
@export var base_scene_path : String
@export var current_stage : String
@export var animatronic : String
@export var movements : Array[bool]
@export var etching: bool = false
@export var forced_etchable: bool = false
var in_flow : float = 1.0
var out_flow : float = 1.0
var key_binding : InputEventKey = InputEventKey.new()
var current_index : int = 0
var binding : bool = false
var held_on_previous_frame : bool = false
var playback_held_on_previous_frame : bool = false
var recording : bool = false
var playing : bool = true
var current_block_indicator
signal movement_in(movement, rate)
signal movement_out(movement, rate)
func set_at_current() -> void:
if (current_index > self.movements.size()-1): self.movements.append(true)
else: self.movements.set(current_index, true)
if (check_at_index(current_index-1)): current_block_indicator.get_node("ColorRect").size.x += 2
else:
current_block_indicator = load("res://Scenes/GUI/Controls/MovementFrameIndicatorOn.tscn").instantiate()
current_block_indicator.position.x = current_index * 2
$MovementsBG/InvisibleMask/MovementsHandle.add_child(current_block_indicator)
func unset_at_current() -> void:
if (current_index > self.movements.size()-1): self.movements.append(false)
else: self.movements.set(current_index, false)
if (!check_at_index(current_index-1)): current_block_indicator.get_node("ColorRect").size.x += 2
else:
current_block_indicator = load("res://Scenes/GUI/Controls/MovementFrameIndicatorOff.tscn").instantiate()
current_block_indicator.position.x = current_index * 2
$MovementsBG/InvisibleMask/MovementsHandle.add_child(current_block_indicator)
func check_at_current() -> bool:
if (current_index > self.movements.size()-1): return false
var out = self.movements.get(current_index)
if (out == null): return false
return out
func check_at_index(cindex: int) -> bool:
if (cindex > self.movements.size()-1): return false
if (cindex < 0): return false
var out = self.movements.get(cindex)
if (out == null): return false
return out
func check_if_erasing() -> bool:
if (forced_etchable): return true
return (!$LockButton.button_pressed) && key_binding.keycode != 0
func _step(amount: int):
if (recording && check_if_erasing()):
if (etching): set_at_current()
else: unset_at_current()
if (playing):
if (check_at_current()):
if (!playback_held_on_previous_frame):
movement_in.emit(movement_name, in_flow)
playback_held_on_previous_frame = true;
else:
if (playback_held_on_previous_frame):
movement_out.emit(movement_name, out_flow)
playback_held_on_previous_frame = false;
current_index += amount
$MovementsBG/InvisibleMask/MovementsHandle.position.x += -2*amount
func _return_to_zero():
current_index = 0
$MovementsBG/InvisibleMask/MovementsHandle.position.x = 120
movement_out.emit(movement_name, out_flow)
func _erase_all() -> void:
_return_to_zero()
_on_clear_button_pressed()
func _start_recording():
recording = true
func _end_recording():
recording = false
func _start_playback():
playing = true
func _end_playback():
playing = false
func update_text() -> void:
if (animatronic == "None"): $Button.text = "%d - Unused (%s)" % [movement_bit, key_binding.as_text() if key_binding.keycode != 0 else "Unbound"]
else: $Button.text = "%d - %s %s (%s)" % [movement_bit, animatronic, movement_name, key_binding.as_text() if key_binding.keycode != 0 else "Unbound"]
func _update_in_flow(new_value: float) -> void:
in_flow = new_value
func _update_out_flow(new_value: float) -> void:
out_flow = new_value
func _ready() -> void:
if (flow_path != "None"):
var flow_control = get_node(flow_path + str(movement_bit) + animatronic + movement_name + current_stage)
flow_control.in_value_updated.connect(self._update_in_flow)
flow_control.out_value_updated.connect(self._update_out_flow)
in_flow = flow_control.in_value
out_flow = flow_control.out_value
if (animatronic != "None"):
var animatronic_node = get_node(base_scene_path + animatronic)
movement_in.connect(animatronic_node._movement_in)
movement_out.connect(animatronic_node._movement_out)
movement_in.connect(self._movement_in)
movement_out.connect(self._movement_out)
var editor = get_node("../../../../../")
editor.step.connect(_step)
editor.start_recording.connect(_start_recording)
editor.end_recording.connect(_end_recording)
editor.return_to_zero.connect(_return_to_zero)
editor.erase_all.connect(_erase_all)
current_block_indicator = load("res://Scenes/GUI/Controls/MovementFrameIndicatorOff.tscn").instantiate()
update_text()
func _process(_delta: float) -> void:
if (binding || key_binding.keycode == 0): return
if (Input.is_key_pressed(key_binding.keycode)):
if (!held_on_previous_frame):
movement_in.emit(movement_name, in_flow)
held_on_previous_frame = true;
else:
if (held_on_previous_frame):
movement_out.emit(movement_name, out_flow)
held_on_previous_frame = false;
func _movement_in(_movement, _rate):
$ActiveBG.visible = true
if (recording): etching = true
func _movement_out(_movement, _rate):
$ActiveBG.visible = false
etching = false
func _on_button_pressed() -> void:
if (binding):
update_text()
binding = false
return
if (key_binding.keycode == 0):
$Button.text = "Press a key to bind."
binding = true
else:
key_binding.keycode = KEY_NONE
update_text()
func _input(event: InputEvent) -> void:
if (event is InputEventKey && binding):
if (event.keycode != KEY_ESCAPE):
key_binding = event
binding = false
update_text()
return
func _on_clear_button_pressed() -> void:
if ($LockButton.button_pressed): return
movements = []
for indicator in $MovementsBG/InvisibleMask/MovementsHandle.get_children():
indicator.queue_free()
current_block_indicator = load("res://Scenes/GUI/Controls/MovementFrameIndicatorOff.tscn").instantiate()