rename key request to key query
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@ -416,9 +416,9 @@ func _on_keyboard_layout_size_changed(rect: Rect2) -> void:
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_reset_animations()
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func _on_keyboard_keys_requested(filter_func: Callable) -> void:
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if filter_func.call(self):
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_keyboard.key_request_respond(self)
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func _on_keyboard_keys_requested(query_func: Callable) -> void:
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if query_func.call(self):
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_keyboard.key_query_respond(self)
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func _on_keyboard_is_configuring_changed(value: bool) -> void:
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@ -5,7 +5,7 @@ class_name GameKeyboard extends Node3D
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signal key_press_changed(game_key: GameKey, event: InputEventKey)
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signal layout_size_changed(rect: Rect2)
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signal prompt_page_turned(page: int)
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signal keys_requested(filter_func: Callable)
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signal keys_requested(query_func: Callable)
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signal is_configuring_changed(value: bool)
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signal player_key_changed(game_key: GameKey)
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signal player_finished_move(game_key: GameKey)
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@ -13,7 +13,7 @@ signal player_finished_move(game_key: GameKey)
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@export_tool_button("Generate keys")
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var generate_editor_keys_btn := _generate_editor_keys
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@export_tool_button("Delete keys") var delete_editor_keys_btn := _delete_editor_keys
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@export_tool_button("Request keys") var request_keys_btn := _request_keys
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@export_tool_button("Request keys") var query_keys_btn := _query_keys
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@export_group("References")
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@export var _keys_holder: Node3D
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@ -44,8 +44,8 @@ var prompt_pages_total: int = 0
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var _rot_sod: SecondOrderDynamics
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var _requested_keys: Array[GameKey] = []
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var _requested_keys_limit: int = 0
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var _queried_keys: Array[GameKey] = []
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var _queried_keys_limit: int = 0
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@onready var _gap_to_size_ratio: float
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@onready var _pressing_lean_rad := Vector2(
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@ -129,9 +129,9 @@ func emit_player_finished_move(game_key: GameKey) -> void:
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player_finished_move.emit(game_key)
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func request_key_by_keycode(keycode: Key) -> GameKey:
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func query_key_by_keycode(keycode: Key) -> GameKey:
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var found_key: GameKey
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var result := request_keys(
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var result := query_keys(
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func(game_key: GameKey) -> bool: return game_key.props.keycode == keycode, 1
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)
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if result:
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@ -139,23 +139,23 @@ func request_key_by_keycode(keycode: Key) -> GameKey:
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return found_key
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func request_keys(filter_func: Callable, limit: int = 0) -> Array[GameKey]:
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_requested_keys = []
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_requested_keys_limit = limit
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func query_keys(query_func: Callable, limit: int = 0) -> Array[GameKey]:
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_queried_keys = []
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_queried_keys_limit = limit
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keys_requested.emit(filter_func)
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var requested_keys := _requested_keys
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keys_requested.emit(query_func)
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var queried_keys := _queried_keys
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_requested_keys = []
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_requested_keys_limit = 0
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_queried_keys = []
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_queried_keys_limit = 0
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requested_keys.sort_custom(KeyHelper.sort_func)
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return requested_keys
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queried_keys.sort_custom(KeyHelper.sort_func)
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return queried_keys
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func key_request_respond(game_key: GameKey) -> void:
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if _requested_keys_limit == 0 or _requested_keys.size() < _requested_keys_limit:
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_requested_keys.append(game_key)
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func key_query_respond(game_key: GameKey) -> void:
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if _queried_keys_limit == 0 or _queried_keys.size() < _queried_keys_limit:
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_queried_keys.append(game_key)
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#endregion
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@ -295,8 +295,8 @@ func _delete_editor_keys() -> void:
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node.queue_free()
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func _request_keys() -> void:
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print(request_key_by_keycode(KEY_SHIFT))
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func _query_keys() -> void:
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print(query_key_by_keycode(KEY_SHIFT))
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#endregion
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@ -23,7 +23,7 @@ var _prev_pos: Vector3
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#region builtins
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func _ready() -> void:
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_keyboard.key_press_changed.connect(_on_keyboard_key_press_changed)
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_current_key = _keyboard.request_key_by_keycode(_starting_keycode)
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_current_key = _keyboard.query_key_by_keycode(_starting_keycode)
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if _current_key:
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global_transform = _current_key.player_pos_marker.global_transform
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_keyboard.emit_player_key_change(_current_key)
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