Basic game template addon
This commit is contained in:
@@ -0,0 +1,63 @@
|
||||
@tool
|
||||
class_name OverlaidWindow
|
||||
extends WindowContainer
|
||||
|
||||
@export var pauses_game : bool = false :
|
||||
set(value):
|
||||
pauses_game = value
|
||||
if pauses_game:
|
||||
process_mode = PROCESS_MODE_ALWAYS
|
||||
else:
|
||||
process_mode = PROCESS_MODE_INHERIT
|
||||
@export var makes_mouse_visible : bool = true
|
||||
@export var exclusive : bool = true
|
||||
@export var exclusive_background_color : Color
|
||||
|
||||
var _initial_pause_state : bool = false
|
||||
var _initial_focus_mode : FocusMode = FOCUS_ALL
|
||||
var _initial_mouse_mode : Input.MouseMode
|
||||
var _initial_focus_control
|
||||
var _scene_tree : SceneTree
|
||||
var _exclusive_control_node : ColorRect
|
||||
|
||||
func close() -> void:
|
||||
if not visible: return
|
||||
_scene_tree.paused = _initial_pause_state
|
||||
Input.set_mouse_mode(_initial_mouse_mode)
|
||||
if is_instance_valid(_initial_focus_control) and _initial_focus_control.is_inside_tree():
|
||||
_initial_focus_control.focus_mode = _initial_focus_mode
|
||||
_initial_focus_control.grab_focus()
|
||||
if _exclusive_control_node:
|
||||
_exclusive_control_node.queue_free()
|
||||
super.close()
|
||||
|
||||
func _overlaid_window_setup():
|
||||
if _scene_tree:
|
||||
_initial_pause_state = _scene_tree.paused
|
||||
_initial_mouse_mode = Input.get_mouse_mode()
|
||||
_initial_focus_control = get_viewport().gui_get_focus_owner()
|
||||
if _initial_focus_control:
|
||||
_initial_focus_mode = _initial_focus_control.focus_mode
|
||||
_initial_focus_control.release_focus()
|
||||
if Engine.is_editor_hint(): return
|
||||
_scene_tree.paused = pauses_game or _initial_pause_state
|
||||
if makes_mouse_visible:
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
if exclusive:
|
||||
_exclusive_control_node = ColorRect.new()
|
||||
_exclusive_control_node.name = self.name + "ExclusiveControl"
|
||||
_exclusive_control_node.color = exclusive_background_color
|
||||
_exclusive_control_node.set_anchors_preset(PRESET_FULL_RECT)
|
||||
add_sibling.call_deferred(_exclusive_control_node)
|
||||
await _exclusive_control_node.draw
|
||||
get_parent().move_child(_exclusive_control_node, get_index())
|
||||
|
||||
func _on_visibility_changed() -> void:
|
||||
if is_visible_in_tree():
|
||||
_overlaid_window_setup()
|
||||
|
||||
func _enter_tree() -> void:
|
||||
_scene_tree = get_tree()
|
||||
if not visibility_changed.is_connected(_on_visibility_changed):
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
_on_visibility_changed()
|
||||
Reference in New Issue
Block a user