make game key keyboard property private

This commit is contained in:
Teatov 2025-08-02 21:42:35 +10:00
parent 030c1685c7
commit acbad4aadf

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@ -38,8 +38,8 @@ class_name GameKey extends Node3D
@export var _release_sfx: AudioStream
var props: KeyProps
var keyboard: GameKeyboard
var _keyboard: GameKeyboard
var _is_pressed: bool
var _light_timer: float
@ -60,11 +60,11 @@ static func instantiate_with_props(
_props: KeyProps,
init_pos: Vector3,
default_angle: float,
_keyboard: GameKeyboard,
keyboard: GameKeyboard,
scene: PackedScene
) -> GameKey:
var node := scene.instantiate() as GameKey
node.keyboard = _keyboard
node._keyboard = keyboard
node.load_props(_props, init_pos, default_angle)
if _props.physical_keycode != KEY_NONE:
@ -90,10 +90,10 @@ static func sort_func(a: GameKey, b: GameKey) -> bool:
#region builtins
func _ready() -> void:
keyboard.layout_size_changed.connect(_on_keyboard_layout_size_changed)
keyboard.keys_requested.connect(_on_keyboard_keys_requested)
keyboard.is_configuring_changed.connect(_on_keyboard_is_configuring_changed)
keyboard.key_press_changed.connect(_on_keyboard_key_press_changed)
_keyboard.layout_size_changed.connect(_on_keyboard_layout_size_changed)
_keyboard.keys_requested.connect(_on_keyboard_keys_requested)
_keyboard.is_configuring_changed.connect(_on_keyboard_is_configuring_changed)
_keyboard.key_press_changed.connect(_on_keyboard_key_press_changed)
_set_labels()
_adjacency_light.visible = false
@ -129,9 +129,9 @@ func _unhandled_input(event: InputEvent) -> void:
_set_pressing_from_event(event_key)
if keyboard.is_configuring and event_key.is_pressed():
if _keyboard.is_configuring and event_key.is_pressed():
var new_char_type: KeyProps.Char
if not keyboard.alt_visual_layout:
if not _keyboard.alt_visual_layout:
if not event_key.shift_pressed:
new_char_type = KeyProps.Char.MAIN
else:
@ -181,7 +181,7 @@ func get_default_transform() -> Transform3D:
#region pressing
func _set_pressing_from_event(event: InputEventKey) -> void:
_set_pressing(event.is_pressed())
keyboard.emit_key_press(self, event)
_keyboard.emit_key_press(self, event)
func _set_pressing(is_pressed: bool) -> void:
@ -197,9 +197,9 @@ func _set_pressing(is_pressed: bool) -> void:
func _set_keyboard_pressed_position(pressed: bool) -> void:
if pressed:
keyboard.pressed_positions[_default_position] = pressed
_keyboard.pressed_positions[_default_position] = pressed
else:
keyboard.pressed_positions.erase(_default_position)
_keyboard.pressed_positions.erase(_default_position)
#endregion
@ -253,10 +253,10 @@ func _set_labels_text(chars_dict: Dictionary[KeyProps.Char, String]) -> void:
#region bones
func _set_bones() -> void:
var rect := Rect2(
-(keyboard.key_size * props.width) / 2,
-keyboard.key_size / 2,
keyboard.key_size * props.width,
keyboard.key_size * props.height
-(_keyboard.key_size * props.width) / 2,
-_keyboard.key_size / 2,
_keyboard.key_size * props.width,
_keyboard.key_size * props.height
)
var rect_center := rect.get_center()
@ -267,10 +267,10 @@ func _set_bones() -> void:
if props.has_secondary_rect():
var rect_secondary := Rect2(
rect.position.x + props.x2 * keyboard.key_size,
rect.position.y + props.y2 * keyboard.key_size,
keyboard.key_size * props.width2,
keyboard.key_size * props.height2
rect.position.x + props.x2 * _keyboard.key_size,
rect.position.y + props.y2 * _keyboard.key_size,
_keyboard.key_size * props.width2,
_keyboard.key_size * props.height2
)
_set_bones_from_rect(rect_secondary, _skeleton_secondary)
@ -319,16 +319,16 @@ func _animate_position() -> Vector3:
new_position.y += (
sin(
(
keyboard.anim_time
+ (_default_position.x / keyboard.key_size) * _idle_frequency.x
+ (_default_position.z / keyboard.key_size) * _idle_frequency.y
_keyboard.anim_time
+ (_default_position.x / _keyboard.key_size) * _idle_frequency.x
+ (_default_position.z / _keyboard.key_size) * _idle_frequency.y
)
)
* _idle_amplitude
* keyboard.key_size
* _keyboard.key_size
)
new_position.y -= (_press_offset * keyboard.key_size) if _is_pressed else 0.0
new_position.y -= (_press_offset * _keyboard.key_size) if _is_pressed else 0.0
return new_position
@ -343,14 +343,14 @@ func _shake(force: float) -> void:
randf_range(-force, force),
randf_range(-force, force)
)
* keyboard.key_size
* _keyboard.key_size
)
)
)
func _push(force: Vector3) -> void:
_pos_sod.set_y(position + force * keyboard.key_size)
_pos_sod.set_y(position + force * _keyboard.key_size)
func _push_outwards(force: float) -> void:
@ -399,7 +399,7 @@ func _on_keyboard_layout_size_changed(rect: Rect2) -> void:
func _on_keyboard_keys_requested(filter_func: Callable) -> void:
if filter_func.call(self):
keyboard.key_request_respond(self)
_keyboard.key_request_respond(self)
func _on_keyboard_is_configuring_changed(value: bool) -> void: