ESCInputsManager

Extends: Node

Description

Escoria inputs manager Catches, handles and distributes input events for the game

Constants Descriptions

ESC_SHOW_DEBUG_PROMPT

const ESC_SHOW_DEBUG_PROMPT: String = "esc_show_debug_prompt"

Input action for use by InputMap

ESC_UI_PRIMARY_ACTION

const ESC_UI_PRIMARY_ACTION: String = "esc_ui_primary_action"

Input action for use by InputMap that represents a “primary action” from an input device, such as a left-click on a mouse or the X button on an XBox controller

INPUT_ALL

const INPUT_ALL: int = 0

INPUT_NONE

const INPUT_NONE: int = 1

INPUT_SKIP

const INPUT_SKIP: int = 2

SWITCH_ACTION_VERB

const SWITCH_ACTION_VERB: String = "switch_action_verb"

Input action for use by InputMap

Property Descriptions

input_mode

var input_mode

The current input mode

hover_stack

var hover_stack: Array

A LIFO stack of hovered items

hotspot_focused

var hotspot_focused: String = ""

The global id of the topmost item from the hover_stack

custom_input_handler

var custom_input_handler

Function reference that can be used to intercept and process input events. If set, this function must have the following signature:

(event: InputEvent, is_default_state: bool) -> bool

Parameters

  • event: The event to process

  • is_default_state: Whether the current state is escoria.GAME_STATE.DEFAULT

Returns Whether the function processed the event.

Method Descriptions

register_core

func register_core()

Register core signals (from escoria.gd)

register_inventory_item

func register_inventory_item(item: Node)

Connect the item signals to the local methods

register_background

func register_background(background: ESCBackground)

register_custom_input_handler

func register_custom_input_handler(callback) -> void

Registers a function that can be used to intercept and process input events. callback must have the following signature:

(event: InputEvent, is_default_state: bool) -> bool

where

  • event: The event to process

  • is_default_state: Whether the current state is escoria.GAME_STATE.DEFAULT

  • returns whether the function processed the event

callback is responsible for calling get_tree().set_input_as_handled(), if appropriate.

Parameters

  • callback: Function reference satisfying the above contract

try_custom_input_handler

func try_custom_input_handler(event: InputEvent, is_default_state: bool) -> bool

If a callback was specified via register_custom_input_handler(), forwards the event to the callback and returns its result; otherwise, returns false.

Parameters

  • event: The event to process

  • is_default_state: Whether the current state is escoria.GAME_STATE.DEFAULT

Returns Result of custom_input_handler if set; otherwise, false

clear_stack

func clear_stack()

Clear the stack of hovered items