Implemented Mouse Passthrough code to handle allowing/dis-allowing mouse passthrough, and adding exceptions for specific Control nodes.
72 lines
1.9 KiB
GDScript
72 lines
1.9 KiB
GDScript
extends Node
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var twitcher: TwitcherExtended
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var context: OverlayContext
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var settings: OverlaySettings
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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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# 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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context.ensure_tables()
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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 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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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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if _pt_mask == _current_pt_mask:
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print("No Changed made, returning.")
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return
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_current_pt_mask = _pt_mask
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DisplayServer.window_set_mouse_passthrough(_current_pt_mask)
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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 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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