50 lines
1.4 KiB
GDScript
50 lines
1.4 KiB
GDScript
## Base class for axis-like touch input.
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@tool
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class_name GUIDEInputTouchAxisBase
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extends GUIDEInputTouchBase
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var _last_position:Vector2 = Vector2.INF
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# We use the reset call to calculate the position 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() -> void:
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_last_position = _state.get_finger_position(finger_index, finger_count)
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_apply_value(_calculate_value(_last_position))
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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() -> void:
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# calculate live position from the cache
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var new_position:Vector2 = _state.get_finger_position(finger_index, finger_count)
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_apply_value(_calculate_value(new_position))
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func _apply_value(value:Vector2):
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pass
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func _calculate_value(new_position:Vector2) -> Vector2:
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# if we cannot calculate a delta because old or new position
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# are undefined, we say the delta is zero
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if not _last_position.is_finite() or not new_position.is_finite():
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return Vector2.ZERO
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return new_position - _last_position
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func is_same_as(other:GUIDEInput):
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return other is GUIDEInputTouchAxis2D and \
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other.finger_count == finger_count and \
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other.finger_index == finger_index
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