- Add RectangleShape2D to Character and InteractiveObject collision areas - Fix HUD button signal connections in _ready() - Fix character_placed signal emitting global_position - Extract DEFAULT_DRAG_RADIUS constant in DragDropComponent - Type Variant on JSON parsed variable in SaveManager - Extract music symbol constants in HUD - Refactor duplicated drag input code in InputManager Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
41 lines
1.0 KiB
GDScript
41 lines
1.0 KiB
GDScript
## InputManager — abstracts touch and mouse input into unified drag signals.
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extends Node
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signal drag_started(position: Vector2)
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signal drag_moved(position: Vector2)
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signal drag_ended(position: Vector2)
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var _is_dragging: bool = false
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func _input(event: InputEvent) -> void:
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if event is InputEventScreenTouch:
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if event.pressed:
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_emit_drag_started(event.position)
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else:
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_emit_drag_ended(event.position)
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elif event is InputEventScreenDrag:
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if _is_dragging:
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_emit_drag_moved(event.position)
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elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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_emit_drag_started(event.position)
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else:
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_emit_drag_ended(event.position)
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elif event is InputEventMouseMotion and _is_dragging:
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_emit_drag_moved(event.position)
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func _emit_drag_started(pos: Vector2) -> void:
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_is_dragging = true
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drag_started.emit(pos)
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func _emit_drag_moved(pos: Vector2) -> void:
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drag_moved.emit(pos)
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func _emit_drag_ended(pos: Vector2) -> void:
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_is_dragging = false
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drag_ended.emit(pos)
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