keebie/scripts/game_keyboard.gd

348 lines
9.3 KiB
GDScript

class_name GameKeyboard extends Node3D
signal key_press_changed(game_key: GameKey, event: InputEventKey)
signal layout_size_changed(rect: Rect2)
signal prompt_page_turned(page: int)
#region variables
@export_group("Node references")
@export var _keys_holder: Node3D
@export var _sfx_player: AudioStreamPlayer3D
@export var _rect_mesh: MeshInstance3D
@export_group("Key params")
@export var key_size: float = 1
@export var key_gap: float = 0.1
@export_group("Animation")
@export var _rot_sod_fzr: Vector3 = Vector3(3, 0.1, 2)
@export var _time_scale: float = 0.5
@export var _pressing_lean_deg := Vector2(0.15, 0.7)
@export_group("SFX")
@export var _layout_swap_sfx: AudioStream
var alt_visual_layout: bool
var layout_rect: Rect2
var pressed_positions: Dictionary[Vector3, bool]
var anim_time: float
var prompt_page: int = 0
var prompt_pages_total: int = 0
var _rot_sod: SecondOrderDynamics
@onready var _gap_to_size_ratio: float
@onready var _pressing_lean_rad := Vector2(
deg_to_rad(_pressing_lean_deg.x), deg_to_rad(_pressing_lean_deg.y)
)
@onready var _default_rotation: Vector3 = rotation
@onready
var _polyphonic := _sfx_player.get_stream_playback() as AudioStreamPlaybackPolyphonic
#endregion
#region builtins
func _ready() -> void:
prompt_pages_total = ceili(LayoutConfig.layouts.size() / 9.0)
_generate_keys(LayoutConfig.layout_rows)
_reset_animations()
func _process(delta: float) -> void:
_animate(delta)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("reset_animations"):
_reset_animations()
return
if event is not InputEventKey:
return
var event_key := event as InputEventKey
if event_key.echo:
return
if (
event_key.is_pressed()
and LayoutConfig.is_configuring
and event_key.physical_keycode >= KEY_KP_0
and event_key.physical_keycode <= KEY_KP_9
):
_swap_layout(event_key.physical_keycode)
return
var keycode := event_key.get_physical_keycode_with_modifiers()
if (
event_key.is_pressed()
and (keycode == KEY_SHIFT | KEY_MASK_ALT or keycode == KEY_ALT | KEY_MASK_SHIFT)
):
alt_visual_layout = not alt_visual_layout
print("changed visual layout! " + str(alt_visual_layout))
#endregion
#region public
func emit_key_press(game_key: GameKey, event: InputEventKey) -> void:
key_press_changed.emit(game_key, event)
#endregion
#region key generation
func _generate_keys(layout_rows: Array[Array]) -> void:
print("generating keys... '%s'" % LayoutConfig.current_layout.name())
_iterate_keys(_generate_key, layout_rows, {})
func _generate_key(
key_props: KeyProps,
key_pos: Vector3,
angle_deg: float,
_current_keys: Dictionary[Vector2i, Array]
) -> void:
var game_key := GameKey.instantiate_with_props(key_props, key_pos, angle_deg, self)
_keys_holder.add_child(game_key, true)
func _iterate_keys(
iter_function: Callable,
layout_rows: Array[Array],
current_keys: Dictionary[Vector2i, Array]
) -> void:
_gap_to_size_ratio = key_gap / key_size
for row: Array[KeyProps] in layout_rows:
_set_row_key_scales_with_gaps(row)
var row_y: float = 0
var pivot := Vector2.ZERO
var angle: float = 0
var rect: Rect2 = Rect2(0, 0, 0, 0)
for row: Array[KeyProps] in layout_rows:
var result := _iterate_row(
iter_function, row, row_y, pivot, angle, rect, current_keys
)
row_y = result[0]
pivot.x = result[1]
pivot.y = result[2]
angle = result[3]
rect = result[4]
layout_size_changed.emit(rect)
_rect_mesh.scale = Vector3(rect.size.x, 1, rect.size.y)
_rect_mesh.position.x = rect.position.x + rect.size.x / 2 - rect.get_center().x
_rect_mesh.position.z = rect.position.x + rect.size.y / 2 - rect.get_center().y
func _iterate_row(
iter_function: Callable,
row: Array[KeyProps],
row_y: float,
pivot: Vector2,
angle: float,
rect: Rect2,
current_keys: Dictionary[Vector2i, Array]
) -> Array[Variant]:
var key_pos_current := pivot
key_pos_current.y += row_y
for key_props in row:
if key_props.has_pivot_x:
pivot.x = key_props.pivot_x
if key_props.has_pivot_y:
pivot.y = key_props.pivot_y
if key_props.has_pivot_x or key_props.has_pivot_y:
key_pos_current = pivot
if key_props.has_angle:
angle = key_props.angle
var key_pos := Vector3(
key_pos_current.x + key_size / 2, 0, key_pos_current.y + key_size / 2
)
key_pos.x += (
(key_size * key_props.width - key_size) / 2 + key_size * key_props.x
)
key_pos.z += key_props.y * key_size
key_pos = _rotate_key_pos_from_pivot(key_pos, pivot, angle)
iter_function.call(key_props, key_pos, angle, current_keys)
if key_pos_current.x < rect.position.x:
rect.position.x = key_pos_current.x
if key_pos_current.y < rect.position.y:
rect.position.y = key_pos_current.y
key_pos_current.x += (
key_props.width * key_size + key_props.x * key_size + key_gap
)
key_pos_current.y += key_props.y * key_size
if key_pos_current.x - key_gap > rect.end.x:
rect.end.x = key_pos_current.x - key_gap
if key_pos_current.y + key_size * key_props.height > rect.end.y:
rect.end.y = key_pos_current.y + key_size * key_props.height
row_y = key_pos_current.y - pivot.y + key_size + key_gap
return [row_y, pivot.x, pivot.y, angle, rect]
func _set_row_key_scales_with_gaps(row: Array[KeyProps]) -> void:
for key_props in row:
key_props.width = _get_scale_with_gaps(key_props.width)
key_props.height = _get_scale_with_gaps(key_props.height)
key_props.x = _get_scale_with_gaps(key_props.x) + _gap_to_size_ratio
key_props.y = _get_scale_with_gaps(key_props.y) + _gap_to_size_ratio
key_props.width2 = _get_scale_with_gaps(key_props.width2)
key_props.height2 = _get_scale_with_gaps(key_props.height2)
key_props.x2 = _get_scale_with_gaps(key_props.x2) + _gap_to_size_ratio
key_props.y2 = _get_scale_with_gaps(key_props.y2) + _gap_to_size_ratio
key_props.pivot_x = _get_scale_with_gaps(key_props.pivot_x) + _gap_to_size_ratio
key_props.pivot_y = _get_scale_with_gaps(key_props.pivot_y) + _gap_to_size_ratio
func _get_scale_with_gaps(key_scale: float) -> float:
return key_scale + _gap_to_size_ratio * (key_scale - 1)
func _rotate_key_pos_from_pivot(
key_pos: Vector3, pivot: Vector2, angle_deg: float
) -> Vector3:
var pivot_pos := Vector3(pivot.x, 0, pivot.y)
return (key_pos - pivot_pos).rotated(Vector3.UP, -deg_to_rad(angle_deg)) + pivot_pos
#endregion
#region layout swapping
func _swap_layout(kp_key: Key) -> void:
if kp_key == KEY_KP_0:
prompt_page = wrapi(prompt_page + 1, 0, prompt_pages_total)
prompt_page_turned.emit(prompt_page)
return
var index := kp_key - KEY_KP_1 + prompt_page * 9
if index < 0 or index >= LayoutConfig.layouts.size():
return
var new_layout := (
(LayoutConfig.layouts.values() as Array[AbstractLayout])[index].name()
)
if new_layout == LayoutConfig.current_layout.name():
return
LayoutConfig.swap_layout(new_layout)
_regenerate_keys(LayoutConfig.layout_rows)
_play_sfx(_layout_swap_sfx)
func _regenerate_keys(layout_rows: Array[Array]) -> void:
print("REgenerating keys... '%s'" % LayoutConfig.current_layout.name())
var current_keys: Dictionary[Vector2i, Array]
for node in _keys_holder.get_children():
if node is not GameKey:
continue
var game_key := node as GameKey
var key_props := game_key.props
var dict_key := Vector2i(key_props.physical_keycode, key_props.location)
if current_keys.has(dict_key):
current_keys[dict_key].append(game_key)
else:
current_keys[dict_key] = [game_key] as Array[GameKey]
_iterate_keys(_regenerate_key, layout_rows, current_keys)
for game_keys: Array[GameKey] in current_keys.values():
for game_key in game_keys:
game_key.queue_free()
func _regenerate_key(
key_props: KeyProps,
key_pos: Vector3,
angle_deg: float,
current_keys: Dictionary[Vector2i, Array]
) -> void:
var dict_key := Vector2i(key_props.physical_keycode, key_props.location)
if current_keys.has(dict_key):
var game_keys := current_keys[dict_key] as Array[GameKey]
var game_key_idx: int
var min_dist: float = 0
for i in range(game_keys.size()):
var dist := game_keys[i].position.distance_to(key_pos)
if min_dist == 0 or dist <= min_dist:
min_dist = dist
game_key_idx = i
game_keys[game_key_idx].load_props(key_props, key_pos, angle_deg)
game_keys.remove_at(game_key_idx)
if game_keys.size() == 0:
current_keys.erase(dict_key)
else:
var props_dict := LayoutConfig.get_key_config_dict(key_props.physical_keycode)
if props_dict:
key_props.chars_from_dict(props_dict)
var game_key := GameKey.instantiate_with_props(
key_props, key_pos, angle_deg, self
)
_keys_holder.add_child(game_key, true)
#endregion
#region animation
func _reset_animations() -> void:
anim_time = 0
_rot_sod = SecondOrderDynamics.new(_rot_sod_fzr, _default_rotation)
func _animate(delta: float) -> void:
anim_time += delta * _time_scale
rotation = _rot_sod.process(delta, _animate_rotation())
func _animate_rotation() -> Vector3:
var new_rotation := _default_rotation
for pos: Vector3 in pressed_positions.keys():
var pos_pressed := pressed_positions[pos]
if not pos_pressed:
continue
new_rotation.z -= (pos.x / key_size) * _pressing_lean_rad.x
new_rotation.x += (pos.z / key_size) * _pressing_lean_rad.y
return new_rotation
#endregion
#region sounds
func _play_sfx(stream: AudioStream) -> void:
_polyphonic.play_stream(stream)
#endregion
#region input prompt
func _set_prompt_pages() -> void:
prompt_page = 0
prompt_pages_total = ceili(LayoutConfig.layouts.size() / 9.0)
#endregion