gd: added input addon
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91
addons/guide/inputs/guide_input_touch_angle.gd
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91
addons/guide/inputs/guide_input_touch_angle.gd
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## Input representing angle changes between two fingers.
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@tool
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class_name GUIDEInputTouchAngle
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extends GUIDEInput
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## Unit in which the angle should be provided
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enum AngleUnit {
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## Angle is provided in radians
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RADIANS = 0,
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## Angle is provided in degrees.
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DEGREES = 1
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}
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## The unit in which the angle should be provided
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@export var unit:AngleUnit = AngleUnit.RADIANS
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var _initial_angle:float = INF
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# We use the reset call to calculate the angle for this frame
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# so it can serve as reference for the next frame
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func _needs_reset() -> bool:
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return true
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func _reset():
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var angle = _calculate_angle()
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# update initial angle when input is actuated or stops being actuated
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if is_finite(_initial_angle) != is_finite(angle):
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_initial_angle = angle
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func _begin_usage() -> void:
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# subscribe to relevant input events
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_state.touch_state_changed.connect(_refresh)
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_refresh()
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func _end_usage() -> void:
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# unsubscribe from input events
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_state.touch_state_changed.disconnect(_refresh)
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func _refresh():
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var angle := _calculate_angle()
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# if either current angle or initial angle is not set,
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# we are zero
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if not is_finite(angle) or not is_finite(_initial_angle):
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_value = Vector3.ZERO
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return
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# we assume that _initial_distance is never 0 because
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# you cannot have two fingers physically at the same place
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# on a touch screen (unless you're a ghost, which raises
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# the question how you are using a touch screen in the first place)
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var final_angle:float = angle - _initial_angle
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if unit == AngleUnit.DEGREES:
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final_angle = rad_to_deg(final_angle)
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_value = Vector3(final_angle, 0, 0)
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func _calculate_angle() -> float:
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var pos1:Vector2 = _state.get_finger_position(0, 2)
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# if we have no position for first finger, we can immediately abort
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if not pos1.is_finite():
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return INF
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var pos2:Vector2 = _state.get_finger_position(1, 2)
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# if there is no second finger, we can abort as well
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if not pos2.is_finite():
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return INF
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# calculate distance for the fingers
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return -pos1.angle_to_point(pos2)
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func is_same_as(other:GUIDEInput):
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return other is GUIDEInputTouchAngle and \
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other.unit == unit
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func _to_string():
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return "(GUIDEInputTouchAngle unit=" + ("radians" if unit == AngleUnit.RADIANS else "degrees") + ")"
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func _editor_name() -> String:
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return "Touch Angle"
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func _editor_description() -> String:
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return "Angle changes of two touching fingers."
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func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
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return GUIDEAction.GUIDEActionValueType.AXIS_1D
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