RetroDECK/tools/configurator/scripts/TabGlobals.gd
2024-09-17 19:27:51 +01:00

74 lines
3.3 KiB
GDScript

extends MarginContainer
var press_time: float = 0.0
var is_state_pressed: bool = false
var PRESS_DURATION: float = 3.0
func _ready():
_connect_signals()
func _process(delta: float) -> void:
update_progress(delta, %ask_to_exit_progress, %ask_to_exit_button, class_functions.ask_to_exit_state)
update_progress(delta, %border_progress, %border_button, class_functions.border_state)
update_progress(delta, %widescreen_progress, %widescreen_button, class_functions.widescreen_state)
update_progress(delta, %quick_rewind_progress, %quick_rewind_button, class_functions.quick_rewind_state)
func update_progress(delta: float, progress: ProgressBar, button: Button, state: String) -> void:
if press_time >= PRESS_DURATION:
#_do_complete(button)
print ("Progress Bar: %s Button: %s" % [progress.name, button.name])
press_time = 0.0
is_state_pressed = false
progress.value = 0.0
elif is_state_pressed and state == "mixed":
press_time += delta
progress.value = press_time / PRESS_DURATION * 100.0
func _connect_signals():
%quick_resume_button.pressed.connect(class_functions.run_function.bind(%quick_resume_button, "quick_resume"))
%button_swap_button.button_down.connect(_do_action.bind(%button_swap_progress))
%button_swap_button.button_up.connect(_on_button_released.bind(%button_swap_progress))
%button_swap_button.pressed.connect(class_functions.run_function.bind(%button_swap_button, "abxy_button_swap"))
%ask_to_exit_button.button_down.connect(_do_action.bind(%ask_to_exit_progress))
%ask_to_exit_button.button_up.connect(_on_button_released.bind(%ask_to_exit_progress))
%ask_to_exit_button.pressed.connect(class_functions.run_function.bind(%ask_to_exit_button, "ask_to_exit"))
%border_button.button_down.connect(_do_action.bind(%border_progress))
%border_button.button_up.connect(_on_button_released.bind(%border_progress))
%border_button.pressed.connect(class_functions.run_function.bind(%border_button, "borders"))
%widescreen_button.button_down.connect(_do_action.bind(%widescreen_progress))
%widescreen_button.button_up.connect(_on_button_released.bind(%widescreen_progress))
%widescreen_button.pressed.connect(class_functions.run_function.bind(%widescreen_button, "widescreen"))
%quick_rewind_button.button_down.connect(_do_action.bind(%quick_rewind_progress))
%quick_rewind_button.button_up.connect(_on_button_released.bind(%quick_rewind_progress))
%quick_rewind_button.pressed.connect(class_functions.run_function.bind(%quick_rewind_button, "rewind"))
func _on_button_released(progress: ProgressBar) -> void:
print ("Release " + progress.name)
is_state_pressed = false
progress.visible = false
press_time = 0.0
progress.value = 0.0
func _do_action(progress: ProgressBar) -> void:
print ("Action " + progress.name)
match class_functions.button_list:
class_functions.button_list:
is_state_pressed = true
progress.visible = true
func _do_complete(button: Button) ->void:
#TODO use object for state
if is_state_pressed:
match button.name:
"button_swap_button":
class_functions.abxy_state = "false"
"ask_to_exit_button":
class_functions.ask_to_exit_state = "false"
"border_button":
class_functions.border_state = "false"
"widescreen_button":
class_functions.widescreen_state = "false"
"quick_rewind_button":
class_functions.quick_rewind_state = "false"
button.toggle_mode = true