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class_name GameWindow
extends Control
var is_dragging := false
var drag_anchor := Vector2.ZERO
var is_resizeing := false
@export var closeable := false:
set = _set_closeable
@export var resizeable := false:
set = _set_resizeable
@export var minimum_size: Vector2
func _ready() -> void:
# trigger initially
closeable = closeable
resizeable = resizeable
if not minimum_size:
minimum_size = size
# move elements above resize handle
for node: Control in %ButtonBarElements.get_children():
node.z_index += 1
func _process(_delta: float) -> void:
if is_dragging:
global_position += get_global_mouse_position() - drag_anchor
#%TitleBar.size # TODO: use title bar size as min/max. dont let the bar vanish
drag_anchor = get_global_mouse_position()
func _input(event: InputEvent) -> void:
if is_resizeing and event is InputEventMouseMotion:
size = Vector2(
max(minimum_size.x, size.x + event.relative.x),
max(minimum_size.y, size.y + event.relative.y)
)
func _set_closeable(value: bool) -> void:
closeable = value
%CloseButton.visible = closeable
func _set_resizeable(value: bool) -> void:
resizeable = value
%ResizeHandle.visible = resizeable
func _on_title_bar_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("primary_click"):
is_dragging = true
drag_anchor = get_global_mouse_position()
elif event.is_action_released("primary_click"):
is_dragging = false
func _on_resize_handle_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("primary_click"):
is_resizeing = true
elif event.is_action_released("primary_click"):
is_resizeing = false
func _on_close_button_pressed() -> void:
queue_free()
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