Added signals for when we are updating live streamers, and when they have been updated. Added setter for twitcher, adding a streamer_token_validated signal connect to handle setting up live streamers fetch.
143 lines
4 KiB
GDScript
143 lines
4 KiB
GDScript
extends Node
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#region Signals
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signal live_streamers_updating
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signal live_streamers_updated
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#endregion
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#region Public Variables
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var twitcher: TwitcherExtended:
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set(val):
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twitcher = val
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twitcher.streamer_token_validated.connect(_setup_live_stream_timer)
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var context: OverlayContext
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var settings: OverlaySettings
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var main_win: OverlayWindow
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var live_streamers: Dictionary[String, TwitchStream] = {}
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#endregion
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#region Private Variables
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var _pt_except: Array[Control] = []
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var _pt_mouse: bool = false
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var _current_pt_mask: PackedVector2Array = []
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var _hull_points: PackedVector2Array = []
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var _debug_draw: DebugDraw
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var _tmr_live_stream: Timer
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#endregion
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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context = OverlayContext.new()
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context.setup()
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context.open_db("user://overlay.db")
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# Method one, just create all tables, prevents alterations to existing tables.
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#context.ensure_tables()
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# Method two, use migrations to handle setting up database tables, ensuring that
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# tables can be modified in the future
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context.run_migrations()
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if FileAccess.file_exists("user://settings.tres"):
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settings = load("user://settings.tres")
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else:
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settings = OverlaySettings.new()
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func _exit_tree() -> void:
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save_settings()
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func _input(_event: InputEvent) -> void:
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if Input.is_action_just_pressed("debug_draw"):
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if _debug_draw:
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_debug_draw.queue_free()
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_debug_draw = null
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else:
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_debug_draw = DebugDraw.new()
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add_child(_debug_draw)
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func _setup_live_stream_timer() -> void:
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if _tmr_live_stream:
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return
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_tmr_live_stream = Timer.new()
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_tmr_live_stream.name = "TimerLiveStreamCheck"
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_tmr_live_stream.wait_time = 240
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_tmr_live_stream.one_shot = false
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_tmr_live_stream.timeout.connect(_run_live_streamer_update)
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add_child(_tmr_live_stream)
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_run_live_streamer_update()
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_tmr_live_stream.start()
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func _run_live_streamer_update() -> void:
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live_streamers_updating.emit()
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live_streamers = await twitcher.get_live_streamers_data()
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live_streamers_updated.emit()
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func save_settings() -> void:
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ResourceSaver.save(settings, "user://settings.tres")
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func clear_mouse_passthrough() -> void:
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DisplayServer.window_set_mouse_passthrough([])
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func _update_mouse_passthrough() -> void:
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if not _pt_mouse: return
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var _pt_mask: PackedVector2Array = []
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for node in _pt_except:
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var rect := node.get_global_rect()
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_pt_mask.append_array([
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rect.position,
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Vector2(rect.position.x + rect.size.x, rect.position.y),
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rect.position + rect.size,
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Vector2(rect.position.x, rect.position.y + rect.size.y)
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])
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_current_pt_mask = _pt_mask
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var hull_points := Geometry2D.convex_hull(_pt_mask)
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_hull_points = hull_points
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DisplayServer.window_set_mouse_passthrough(hull_points)
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func _process(_d: float) -> void:
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if _pt_except.size() == 0: return
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if not _pt_mouse: return
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_update_mouse_passthrough()
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func add_to_passthrough_exception(control: Control) -> void:
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if not _pt_except.has(control):
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_pt_except.append(control)
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control.item_rect_changed.connect(_update_mouse_passthrough)
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func add_children_to_passthrough_exception(control: Control, ignore: Array[Control] = []) -> void:
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if not _pt_except.has(control):
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_pt_except.append(control)
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for child in control.get_children():
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if child in ignore: continue
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if child.get_child_count() > 0:
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add_children_to_passthrough_exception(child, ignore)
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else:
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_pt_except.append(child)
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child.item_rect_changed.connect(_update_mouse_passthrough)
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func remove_from_passthrough_exceptioon(control: Control) -> void:
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if _pt_except.has(control):
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_pt_except.erase(control)
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control.item_rect_changed.disconnect(_update_mouse_passthrough)
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func enable_mouse_passthrough() -> void:
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if _pt_mouse:
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return
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_pt_mouse = true
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_update_mouse_passthrough()
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func disable_mouse_passthrough() -> void:
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if not _pt_mouse:
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return
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_pt_mouse = false
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clear_mouse_passthrough()
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func get_exception_points() -> PackedVector2Array:
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return _current_pt_mask
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func get_polygon_points() -> PackedVector2Array:
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return _hull_points
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