gd: added menu template
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65
addons/maaacks_game_template/base/scripts/capture_focus.gd
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65
addons/maaacks_game_template/base/scripts/capture_focus.gd
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class_name CaptureFocus
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extends Control
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## Node that captures UI focus for games with a hidden mouse or joypad enabled.
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##
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## This script assists with capturing UI focus when
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## opening, closing, or switching between menus.
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## When attached to a node, it will check if it was changed to visible
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## and if it should grab focus. If both are true, it will capture focus
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## on the first eligible node in its scene tree.
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## Hierarchical depth to search in the scene tree.
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@export var search_depth : int = 1
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@export var enabled : bool = false
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@export var null_focus_enabled : bool = true
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@export var joypad_enabled : bool = true
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@export var mouse_hidden_enabled : bool = true
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## Locks focus
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@export var lock : bool = false :
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set(value):
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var value_changed : bool = lock != value
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lock = value
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if value_changed and not lock:
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update_focus()
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func _focus_first_search(control_node : Control, levels : int = 1) -> bool:
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if control_node == null or !control_node.is_visible_in_tree():
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return false
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if control_node.focus_mode == FOCUS_ALL:
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control_node.grab_focus()
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if control_node is ItemList:
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control_node.select(0)
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return true
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if levels < 1:
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return false
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var children = control_node.get_children()
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for child in children:
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if _focus_first_search(child, levels - 1):
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return true
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return false
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func focus_first() -> void:
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_focus_first_search(self, search_depth)
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func update_focus() -> void:
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if lock : return
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if _is_visible_and_should_capture():
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focus_first()
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func _should_capture_focus() -> bool:
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return enabled or \
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(get_viewport().gui_get_focus_owner() == null and null_focus_enabled) or \
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(Input.get_connected_joypads().size() > 0 and joypad_enabled) or \
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(Input.mouse_mode not in [Input.MOUSE_MODE_VISIBLE, Input.MOUSE_MODE_CONFINED] and mouse_hidden_enabled)
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func _is_visible_and_should_capture() -> bool:
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return is_visible_in_tree() and _should_capture_focus()
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func _on_visibility_changed() -> void:
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call_deferred("update_focus")
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func _ready() -> void:
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if is_inside_tree():
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update_focus()
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connect("visibility_changed", _on_visibility_changed)
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