Tinyswords-Defold/scripts/ControllerManager.script

99 lines
4.3 KiB
Lua

local utils = require "scripts.utils"
-- Input Variables
local dragging = false
-- Camera Variables
local inv_matrix -- inverse matrix cached on drag start
-- Position Variables
local start_pos = vmath.vector3()
local prev_pos = vmath.vector3()
function on_reload(self)
-- TODO: Investigate why using `local` wasn't working on reload
-- msg.post(".", "acquire_input_focus")
-- -- NOTE: For some reason I need to also call this on_reload, or else it gets niled out
-- self.rts_camera = msg.url("CameraParent#camera")
-- local DISPLAY_WIDTH = sys.get_config_int("display.width")
-- local DISPLAY_HEIGHT = sys.get_config_int("display.height")
-- self.rts_camera_size = vmath.vector3(DISPLAY_WIDTH, DISPLAY_HEIGHT, 0)
self.selection_collider = msg.url("/selection_box#collisionobject")
end
function init(self)
msg.post(".", "acquire_input_focus") -- Activates to get inputs
self.selection_box = msg.url("#selection_box") -- Selection Box - Sprite Component
msg.post(self.selection_box, "disable") -- Sprite Hidden
self.rts_camera = msg.url("CameraParent#camera") -- Camera Component2
self.selection_collider = msg.url("#selection_box/collisionobject")
-- Gets Display Properties from System
local DISPLAY_WIDTH = sys.get_config_int("display.width")
local DISPLAY_HEIGHT = sys.get_config_int("display.height")
-- Get Screen To World Properties
self.rts_camera_size = vmath.vector3(DISPLAY_WIDTH, DISPLAY_HEIGHT, 0)
end
local function selection_update_start(self, action) -- Runs once when pressed
-- Updates Screen_to_World Variables
local projection = camera.get_projection(self.rts_camera) -- Gets the Projection Size
local view = camera.get_view(self.rts_camera) -- Gets the View Size
inv_matrix = vmath.inv(projection * view) -- Gets the Inversion
-- Initialize positions
local x, y, _ = utils.screen_to_world(action.x, action.y, 0, "/CameraParent#camera") -- Gets Global Position
start_pos.x, start_pos.y = x, y -- Sets start_pos
prev_pos.x, prev_pos.y = x, y -- Updates prev_pos
-- Update Sprite Properties
go.set_position(start_pos, self.selection_box) -- Set Position
go.set(self.selection_box, "size", vmath.vector3(0.1, 0.1, -1)) -- Set Size(0.1) in X, Y
msg.post(self.selection_box, "enable") -- Sprite Visable
msg.post("/selection_box#collisionobject", "enable")
dragging = true -- Dragging True
end
local function selection_update_dragging(self, x, y) -- Runs when Dragging
-- Calculate bounding box
local min_x = math.min(start_pos.x, x) -- Min X
local min_y = math.min(start_pos.y, y) -- Min Y
local max_x = math.max(start_pos.x, x) -- Max X
local max_y = math.max(start_pos.y, y) -- Max Y
-- Calculates the center of the selection box
local center = vmath.vector3((min_x + max_x) * 0.5, (min_y + max_y) * 0.5, 0)
-- Calculate width/height of the selection box from drag distance
-- Ensures a minimum size of 0.1 to prevent the sprite from collapsing
local size = vmath.vector3(math.max(max_x - min_x, 0.1),math.max(max_y - min_y, 0.1),0)
-- Set sprite properties
go.set_position(center, self.selection_box) -- Sets Position
go.set(self.selection_box, "size", size) -- Sets Size
-- go.set(self.selection_collider, "size", size)
local box = physics.get_shape("/selection_box#collisionobject", "box")
box.dimensions = size
physics.set_shape("/selection_box#collisionobject", "box", box)
end
function on_input(self, action_id, action)
if action_id ~= hash("touch") then return end
if action.pressed and not dragging then
selection_update_start(self, action) -- Applies Sprite Properties at Start
elseif action.released and dragging then
dragging = false -- Dragging False
msg.post(self.selection_box, "disable") -- Sprite Hidden
msg.post("/selection_box#collisionobject", "disable")
elseif dragging then
local x, y = utils.screen_to_world(action.x, action.y, 0, "/CameraParent#camera") -- Gets Global Position
-- Only update if position changed
if math.abs(x - prev_pos.x) > 0.001 or math.abs(y - prev_pos.y) > 0.001 then
prev_pos.x, prev_pos.y = x, y -- Updates prev_pos
selection_update_dragging(self, x, y) -- Applies Sprite Properties during dragging
end
end
end