keebie/scripts/game_keyboard.gd

307 lines
8.2 KiB
GDScript

class_name GameKeyboard extends Node3D
signal key_press_changed(game_key: GameKey, event: InputEventKey)
#region variables
@export_group("Node references")
@export var _keys_holder: Node3D
@export var _sfx_player: AudioStreamPlayer3D
@export_group("Key params")
@export var key_size: float = 0.25
@export var key_gap: float = 0.025
@export_group("Animation")
@export var _rot_sod_fzr: Vector3 = Vector3(3, 0.1, 2)
@export var _time_scale: float = 0.5
@export_subgroup("Pressing")
@export var _pressing_lean_pitch: float = 0.05
@export var _pressing_lean_roll: float = 0.01
@export_group("SFX")
@export var _layout_swap_sfx: AudioStream
var alt_layout: bool
var pressed_positions: Dictionary[Vector3, bool]
var anim_time: float
@onready var _gap_to_size_ratio: float = key_gap / key_size
@onready var _default_position: Vector3 = position
@onready var _rot_sod := SecondOrderDynamics.new(_rot_sod_fzr, Vector3.ZERO)
@onready
var _polyphonic := _sfx_player.get_stream_playback() as AudioStreamPlaybackPolyphonic
#endregion
#region builtins
func _ready() -> void:
_generate_keys(LayoutConfig.layout_rows)
func _process(delta: float) -> void:
_animate(delta)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("reset_animations"):
_rot_sod = SecondOrderDynamics.new(_rot_sod_fzr, _default_position)
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_layout = not alt_layout
print("change layout! " + str(alt_layout))
#endregion
#region public
func set_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... ", LayoutConfig.current_layout.name())
for row: Array[KeyProps] in layout_rows:
_set_row_key_scales_with_gaps(row)
var rows_amount := layout_rows.size()
var row_width := _get_row_width(layout_rows)
var row_offset_z: float = 0
for i in range(rows_amount):
var row := layout_rows[i] as Array[KeyProps]
row_offset_z = _generate_row(row, i, row_width, rows_amount, row_offset_z)
func _generate_row(
row: Array[KeyProps],
row_index: int,
row_width: float,
rows_amount: int,
row_offset_z: float
) -> float:
var key_pos := _get_row_key_starting_pos(
row_index, rows_amount, row_width, row_offset_z
)
var key_pos_init := key_pos
for key_props in row:
var key_default_pos := _get_row_key_pos_with_offset(key_pos, key_props)
var game_key := GameKey.instantiate_with_props(key_props, key_default_pos, self)
_keys_holder.add_child(game_key, true)
key_pos += _get_row_key_step(key_props)
return row_offset_z + key_pos_init.z - key_pos.z
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
func _get_scale_with_gaps(key_scale: float) -> float:
return key_scale + _gap_to_size_ratio * (key_scale - 1)
func _get_row_width(layout_rows: Array[Array]) -> float:
var max_width: float = 0
for row: Array[KeyProps] in layout_rows:
var width: float = 0
for key_props in row:
width += key_size * key_props.width
var width_with_gaps := width + (row.size() - 1) * key_gap
max_width = maxf(max_width, width_with_gaps)
return max_width
func _get_row_key_starting_pos(
row_index: int, rows_amount: int, row_width: float, row_offset_z: float
) -> Vector3:
var offset_z: float = (
((rows_amount - 1) * key_size + (rows_amount - 1) * key_gap) / 2 + row_offset_z
)
var key_pos_x: float = -row_width / 2 + key_size / 2
var key_pos_z: float = row_index * key_size + row_index * key_gap - offset_z
return Vector3(key_pos_x, 0, key_pos_z)
func _get_row_key_pos_with_offset(key_pos: Vector3, key_props: KeyProps) -> Vector3:
key_pos.x += (key_size * key_props.width - key_size) / 2 + key_size * key_props.x
key_pos.z += key_size * key_props.y
return key_pos
func _get_row_key_step(key_props: KeyProps) -> Vector3:
var step_x := key_size * key_props.width + key_gap + key_size * key_props.x
var step_z := key_size * key_props.y
return Vector3(step_x, 0, step_z)
#endregion
#region layout swapping
func _swap_layout(kp_key: Key) -> void:
if kp_key == KEY_KP_0:
return
var index := kp_key - KEY_KP_1
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... ", LayoutConfig.current_layout.name())
var config := LayoutConfig.get_config_file()
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]
for row: Array[KeyProps] in layout_rows:
_set_row_key_scales_with_gaps(row)
var rows_amount := layout_rows.size()
var row_width := _get_row_width(layout_rows)
var row_offset_z: float = 0
for i in range(rows_amount):
var row := layout_rows[i] as Array[KeyProps]
row_offset_z = _regenerate_row(
row, i, row_width, rows_amount, row_offset_z, current_keys, config
)
for game_keys: Array[GameKey] in current_keys.values():
for game_key in game_keys:
game_key.queue_free()
func _regenerate_row(
row: Array[KeyProps],
row_index: int,
row_width: float,
rows_amount: int,
row_offset_z: float,
current_keys: Dictionary[Vector2i, Array],
config: ConfigFile,
) -> float:
var key_pos := _get_row_key_starting_pos(
row_index, rows_amount, row_width, row_offset_z
)
var key_pos_init := key_pos
for key_props in row:
var key_default_pos := _get_row_key_pos_with_offset(key_pos, key_props)
var dict_key := Vector2i(key_props.physical_keycode, key_props.location)
if current_keys.has(dict_key):
var game_key := current_keys[dict_key].pop_front() as GameKey
game_key.load_props(key_props, key_default_pos)
if current_keys[dict_key].size() == 0:
current_keys.erase(dict_key)
else:
if config:
var props_dict := LayoutConfig.get_key_config_dict(
key_props.physical_keycode, config
)
if props_dict:
key_props.chars_from_dict(props_dict)
var game_key := GameKey.instantiate_with_props(
key_props, key_default_pos, self
)
_keys_holder.add_child(game_key, true)
key_pos += _get_row_key_step(key_props)
return row_offset_z + key_pos_init.z - key_pos.z
#endregion
#region animation
func _animate(delta: float) -> void:
anim_time += delta * _time_scale
rotation = _rot_sod.process(delta, _animate_rotation())
func _animate_rotation() -> Vector3:
var new_rotation := Vector3.ZERO
for pos: Vector3 in pressed_positions.keys():
var pos_pressed := pressed_positions[pos]
if not pos_pressed:
continue
new_rotation.z -= pos.x * _pressing_lean_roll
new_rotation.x += pos.z * _pressing_lean_pitch
return new_rotation
#endregion
#region sounds
func _play_sfx(stream: AudioStream) -> void:
_polyphonic.play_stream(stream)
#endregion